feat(inventory): CommitAsync + currency-collision rule

Last post-state per currency wins; non-currency grants collapse to final
count per (type, id). Deltas are verbatim queued, no cascade. SaveChanges
+ DB tx commit happen atomically inside Commit; failure leaves rollback
to DisposeAsync. CS0649 warning on _committed is now resolved.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-05-31 16:02:39 -04:00
parent 1ba3f57709
commit b0b9901c42
2 changed files with 186 additions and 2 deletions

View File

@@ -241,8 +241,88 @@ internal sealed class InventoryTransaction : IInventoryTransaction
public bool OwnsCard(long cardId) => throw new NotImplementedException();
public bool OwnsCosmetic(CosmeticType type, int id) => throw new NotImplementedException();
public Task<InventoryCommitResult> CommitAsync(CancellationToken ct = default)
=> throw new NotImplementedException();
public async Task<InventoryCommitResult> CommitAsync(CancellationToken ct = default)
{
ThrowIfCommitted();
await _db.SaveChangesAsync(ct);
await _dbTx.CommitAsync(ct);
_committed = true;
var rewardList = BuildRewardList();
var deltas = BuildDeltas();
return new InventoryCommitResult(rewardList, deltas);
}
private IReadOnlyList<GrantedReward> BuildRewardList()
{
// Pass 1 — for each currency type, find the last op (spend OR grant) that touched it
// and emit a single entry with its post-state. Skip the sentinel item-debit currency.
var lastCurrencyPost = new Dictionary<UserGoodsType, int>();
var orderedTouches = new List<UserGoodsType>(); // preserve first-touch order for stable output
foreach (var op in _ops)
{
switch (op)
{
case SpendOp s when (int)s.Currency >= 0:
var goodsForSpend = SpendCurrencyToGoodsType(s.Currency);
if (!lastCurrencyPost.ContainsKey(goodsForSpend)) orderedTouches.Add(goodsForSpend);
lastCurrencyPost[goodsForSpend] = checked((int)s.PostState);
break;
case GrantOp g when IsCurrency(g.Type):
if (!lastCurrencyPost.ContainsKey(g.Type)) orderedTouches.Add(g.Type);
lastCurrencyPost[g.Type] = g.PostStateOrCount;
break;
}
}
var output = new List<GrantedReward>();
foreach (var type in orderedTouches)
{
output.Add(new GrantedReward((int)type, 0, lastCurrencyPost[type]));
}
// Pass 2 — non-currency grants: one entry per (type, id) using LAST post-state for items
// and cards (collapses multi-add to final count) and 1 for cosmetics.
var nonCurrencyKey = new Dictionary<(UserGoodsType, long), int>();
var nonCurrencyOrder = new List<(UserGoodsType, long)>();
foreach (var op in _ops.OfType<GrantOp>())
{
if (IsCurrency(op.Type)) continue;
var key = (op.Type, op.DetailId);
if (!nonCurrencyKey.ContainsKey(key)) nonCurrencyOrder.Add(key);
nonCurrencyKey[key] = op.PostStateOrCount;
}
foreach (var (type, id) in nonCurrencyOrder)
{
output.Add(new GrantedReward((int)type, id, nonCurrencyKey[(type, id)]));
}
return output;
}
private IReadOnlyList<GrantedReward> BuildDeltas()
=> _ops.OfType<GrantOp>()
.Where(o => !o.IsCascade)
.Select(o => new GrantedReward((int)o.Type, o.DetailId, o.Num))
.ToList();
private static bool IsCurrency(UserGoodsType t) =>
t is UserGoodsType.Crystal
or UserGoodsType.Rupy
or UserGoodsType.RedEther
or UserGoodsType.SpotCardPoint;
private static UserGoodsType SpendCurrencyToGoodsType(SpendCurrency c) => c switch
{
SpendCurrency.Crystal => UserGoodsType.Crystal,
SpendCurrency.Rupee => UserGoodsType.Rupy,
SpendCurrency.RedEther => UserGoodsType.RedEther,
SpendCurrency.SpotPoint => UserGoodsType.SpotCardPoint,
_ => throw new ArgumentOutOfRangeException(nameof(c)),
};
private static IReadOnlyList<GrantedReward> Single(UserGoodsType type, long id, int num)
=> new[] { new GrantedReward((int)type, id, num) };

View File

@@ -0,0 +1,104 @@
using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.DependencyInjection;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Services;
using SVSim.Database.Services.Inventory;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.Services.Inventory;
public class InventoryCommitTests
{
[Test]
public async Task Commit_emits_one_currency_entry_with_grant_post_state_when_spend_then_grant()
{
using var factory = new SVSimTestFactory();
long viewerId = await factory.SeedViewerAsync();
using var scope = factory.Services.CreateScope();
var ctx = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var v = await ctx.Viewers.FirstAsync(x => x.Id == viewerId);
v.Currency.Crystals = 1000;
await ctx.SaveChangesAsync();
var inv = scope.ServiceProvider.GetRequiredService<IInventoryService>();
await using var tx = await inv.BeginAsync(viewerId);
await tx.TrySpendAsync(SpendCurrency.Crystal, 500);
await tx.GrantAsync(UserGoodsType.Crystal, 0, 200);
var result = await tx.CommitAsync();
var crystals = result.RewardList.Where(r => r.RewardType == (int)UserGoodsType.Crystal).ToList();
Assert.That(crystals, Has.Count.EqualTo(1));
Assert.That(crystals[0].RewardNum, Is.EqualTo(700), "spend 500 then grant 200 → 1000-500+200=700, grant's post-state wins");
}
[Test]
public async Task Commit_emits_one_currency_entry_with_spend_post_state_when_grant_then_spend()
{
using var factory = new SVSimTestFactory();
long viewerId = await factory.SeedViewerAsync();
using var scope = factory.Services.CreateScope();
var ctx = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var v = await ctx.Viewers.FirstAsync(x => x.Id == viewerId);
v.Currency.Crystals = 1000;
await ctx.SaveChangesAsync();
var inv = scope.ServiceProvider.GetRequiredService<IInventoryService>();
await using var tx = await inv.BeginAsync(viewerId);
await tx.GrantAsync(UserGoodsType.Crystal, 0, 200);
await tx.TrySpendAsync(SpendCurrency.Crystal, 500);
var result = await tx.CommitAsync();
var crystals = result.RewardList.Where(r => r.RewardType == (int)UserGoodsType.Crystal).ToList();
Assert.That(crystals, Has.Count.EqualTo(1));
Assert.That(crystals[0].RewardNum, Is.EqualTo(700));
}
[Test]
public async Task Commit_persists_mutations()
{
using var factory = new SVSimTestFactory();
long viewerId = await factory.SeedViewerAsync();
using var scope = factory.Services.CreateScope();
var ctx = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var v = await ctx.Viewers.FirstAsync(x => x.Id == viewerId);
v.Currency.Rupees = 100;
await ctx.SaveChangesAsync();
var inv = scope.ServiceProvider.GetRequiredService<IInventoryService>();
await using (var tx = await inv.BeginAsync(viewerId))
{
await tx.GrantAsync(UserGoodsType.Rupy, 0, 50);
await tx.CommitAsync();
}
using var verifyScope = factory.Services.CreateScope();
var ctx2 = verifyScope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var v2 = await ctx2.Viewers.AsNoTracking().FirstAsync(x => x.Id == viewerId);
Assert.That(v2.Currency.Rupees, Is.EqualTo(150UL));
}
[Test]
public async Task Deltas_are_verbatim_queued_no_cascade()
{
using var factory = new SVSimTestFactory();
long viewerId = await factory.SeedViewerAsync();
long cardId = await factory.SeedCardAsync();
using var scope = factory.Services.CreateScope();
var ctx = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
const int sleeveId = 2_000_030_000;
ctx.Sleeves.Add(new SVSim.Database.Models.SleeveEntry { Id = sleeveId });
ctx.CardCosmeticRewards.Add(new SVSim.Database.Models.CardCosmeticReward { CardId = cardId, CosmeticId = sleeveId, Type = CosmeticType.Sleeve });
await ctx.SaveChangesAsync();
var inv = scope.ServiceProvider.GetRequiredService<IInventoryService>();
await using var tx = await inv.BeginAsync(viewerId);
await tx.GrantAsync(UserGoodsType.Card, cardId, 1);
var result = await tx.CommitAsync();
Assert.That(result.Deltas, Has.Count.EqualTo(1), "verbatim — card only, no cascade");
Assert.That(result.Deltas[0].RewardType, Is.EqualTo((int)UserGoodsType.Card));
Assert.That(result.RewardList.Any(e => e.RewardType == (int)UserGoodsType.Sleeve), Is.True,
"cascade appears in RewardList but not Deltas");
}
}