refactor(story): route FinishAsync rewards through InventoryService
Replace RewardGrantService with IInventoryService tx. Per-reward GrantAsync calls inside try/catch preserve the NotSupportedException skip; CommitAsync returns result.RewardList (post-state totals) and accumulated delta list feeds story_reward_list. Update StoryServiceTests to inject IInventoryService. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -8,6 +8,7 @@ using SVSim.Database.Models.Config;
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using SVSim.Database.Repositories.Deck;
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using SVSim.Database.Repositories.BuildDeck;
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using SVSim.Database.Services;
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using SVSim.Database.Services.Inventory;
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using SVSim.Database.Repositories.Story;
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using SVSim.EmulatedEntrypoint.Models.Dtos;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Common;
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@@ -19,7 +20,7 @@ public class StoryService : IStoryService
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{
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private readonly IStoryMasterRepository _master;
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private readonly IViewerStoryProgressRepository _viewer;
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private readonly RewardGrantService _rewards;
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private readonly IInventoryService _inv;
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private readonly SVSimDbContext _db;
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private readonly IGameConfigService _configService;
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private readonly IDeckRepository _deckRepository;
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@@ -29,7 +30,7 @@ public class StoryService : IStoryService
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public StoryService(
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IStoryMasterRepository master,
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IViewerStoryProgressRepository viewer,
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RewardGrantService rewards,
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IInventoryService inv,
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SVSimDbContext db,
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IGameConfigService configService,
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IDeckRepository deckRepository,
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@@ -38,7 +39,7 @@ public class StoryService : IStoryService
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{
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_master = master;
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_viewer = viewer;
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_rewards = rewards;
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_inv = inv;
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_db = db;
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_configService = configService;
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_deckRepository = deckRepository;
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@@ -519,28 +520,26 @@ public class StoryService : IStoryService
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if (firstClear && chapter.Rewards.Count > 0)
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{
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// Load viewer with all collections RewardGrantService might mutate. Split-query
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// to avoid the cartesian-explode pitfall (CLAUDE.md "EF split query"). Skip the
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// load entirely when the chapter has no rewards — common for narrative-only
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// chapters (limited/event story) where the only side effect is the progress upsert.
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var viewer = await _db.Viewers
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.Include(v => v.Cards).ThenInclude(c => c.Card)
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.Include(v => v.Sleeves)
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.Include(v => v.Emblems)
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.Include(v => v.LeaderSkins)
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.Include(v => v.Degrees)
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.Include(v => v.MyPageBackgrounds)
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.Include(v => v.Items).ThenInclude(i => i.Item)
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.AsSplitQuery()
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.FirstAsync(v => v.Id == viewerId);
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// Open inventory tx — skip the load entirely when no rewards (narrative-only
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// chapters where the only side effect is the progress upsert).
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await using var tx = await _inv.BeginAsync(viewerId);
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// reward_list and story_reward_list have DIFFERENT semantics for reward_num:
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// - reward_list: post-state totals. Client (PlayerStaticData
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// .UpdateHaveUserGoodsNum) direct-assigns to in-memory
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// balances (e.g. UserRupyCount = num).
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// - story_reward_list: deltas. Client (ResultAnimationAgent
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// .HandleStoryAndMissionRewards) feeds each entry to
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// AddReward(item) which draws a "+N received" popup line.
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// GrantAsync may return 1+N entries (Card grants cascade into cosmetics). All
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// post-state entries go into reward_list via result.RewardList; story_reward_list
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// only gets the top-level mission row's delta (cascade cosmetics have no row).
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var storyRewardDeltas = new List<RewardGrant>();
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foreach (var r in chapter.Rewards)
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{
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IReadOnlyList<GrantedReward> granted;
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try
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{
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granted = await _rewards.ApplyAsync(
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viewer, (UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber);
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await tx.GrantAsync((UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber);
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}
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catch (NotSupportedException ex)
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{
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@@ -549,27 +548,8 @@ public class StoryService : IStoryService
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r.RewardType, r.RewardDetailId, r.RewardNumber, req.StoryId);
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continue;
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}
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// reward_list and story_reward_list have DIFFERENT semantics for reward_num:
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// - reward_list: post-state totals. Client (PlayerStaticData
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// .UpdateHaveUserGoodsNum) direct-assigns to in-memory
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// balances (e.g. UserRupyCount = num).
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// - story_reward_list: deltas. Client (ResultAnimationAgent
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// .HandleStoryAndMissionRewards) feeds each entry to
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// AddReward(item) which draws a "+N received" popup line.
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// ApplyAsync may return 1+N entries (Card grants cascade into cosmetics). All
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// post-state entries go into reward_list; story_reward_list only gets the
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// top-level mission row's delta (cascade cosmetics have no corresponding row).
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foreach (var g in granted)
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{
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resp.RewardList.Add(new RewardGrant
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{
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RewardType = g.RewardType.ToString(),
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RewardId = g.RewardId.ToString(),
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RewardNum = g.RewardNum.ToString(),
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});
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}
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resp.StoryRewardList.Add(new RewardGrant
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// delta for story_reward_list: raw catalog amounts (not post-state)
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storyRewardDeltas.Add(new RewardGrant
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{
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RewardType = ((int)r.RewardType).ToString(),
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RewardId = r.RewardDetailId.ToString(),
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@@ -577,7 +557,20 @@ public class StoryService : IStoryService
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});
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}
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await _db.SaveChangesAsync();
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var result = await tx.CommitAsync();
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// reward_list = post-state totals from tx (includes cosmetic cascade entries)
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foreach (var g in result.RewardList)
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{
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resp.RewardList.Add(new RewardGrant
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{
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RewardType = g.RewardType.ToString(),
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RewardId = g.RewardId.ToString(),
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RewardNum = g.RewardNum.ToString(),
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});
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}
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// story_reward_list = deltas accumulated above
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resp.StoryRewardList.AddRange(storyRewardDeltas);
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}
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if (firstClear && isPlayShape)
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@@ -8,6 +8,7 @@ using SVSim.Database.Entities.Story;
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using SVSim.Database.Models;
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using SVSim.Database.Repositories.Story;
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using SVSim.Database.Services;
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using SVSim.Database.Services.Inventory;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Story;
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using SVSim.EmulatedEntrypoint.Services;
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using SVSim.UnitTests.Infrastructure;
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@@ -26,12 +27,12 @@ public class StoryServiceTests
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{
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_master = new Mock<IStoryMasterRepository>();
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_viewer = new Mock<IViewerStoryProgressRepository>();
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// Non-reward tests never exercise the DB/reward path; use a stub InMemory context.
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// Non-reward tests never exercise the DB/reward path; use a stub InMemory context + null inv.
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var db = StoryServiceTestHelpers.NewInMemoryDb(nameof(SetUp));
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var rewards = new RewardGrantService(db, NullLogger<RewardGrantService>.Instance);
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var inv = new Mock<IInventoryService>().Object;
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_service = new StoryService(
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_master.Object, _viewer.Object,
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rewards: rewards,
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inv: inv,
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db: db,
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configService: StoryServiceTestHelpers.NewConfigService(),
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deckRepository: new Mock<SVSim.Database.Repositories.Deck.IDeckRepository>().Object,
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@@ -64,12 +65,12 @@ public class StoryServiceTests
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scope = factory.Services.CreateScope();
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var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
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var rewards = scope.ServiceProvider.GetRequiredService<RewardGrantService>();
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var inv = scope.ServiceProvider.GetRequiredService<IInventoryService>();
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return new StoryService(
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_master.Object,
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_viewer.Object,
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rewards: rewards,
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inv: inv,
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db: db,
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configService: StoryServiceTestHelpers.NewConfigService(),
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deckRepository: new Mock<SVSim.Database.Repositories.Deck.IDeckRepository>().Object,
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@@ -402,7 +403,7 @@ public class StoryServiceTests
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db.SaveChanges();
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return new StoryService(
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_master.Object, _viewer.Object,
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rewards: new RewardGrantService(db, NullLogger<RewardGrantService>.Instance),
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inv: new Mock<IInventoryService>().Object,
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db: db,
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configService: StoryServiceTestHelpers.NewConfigService(),
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deckRepository: new Mock<SVSim.Database.Repositories.Deck.IDeckRepository>().Object,
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