feat(missions): ViewerMissionStateService — lazy materialize achievements + assign slots
Reads existing state from DB on each call (don't trust navigation property — caller may pass it stale or double-tracked). Adds via DbSet only, not via navigation property, to avoid EF double-tracking. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -93,6 +93,7 @@ public class Program
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builder.Services.AddScoped<SVSim.Database.Repositories.Mission.IViewerMissionRepository,
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SVSim.Database.Repositories.Mission.ViewerMissionRepository>();
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builder.Services.AddScoped<IMissionProgressService, MissionProgressService>();
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builder.Services.AddScoped<IViewerMissionStateService, ViewerMissionStateService>();
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builder.Services.AddSingleton<TimeProvider>(TimeProvider.System);
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builder.Services.AddScoped<IStoryMasterRepository, StoryMasterRepository>();
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builder.Services.AddScoped<IViewerStoryProgressRepository, ViewerStoryProgressRepository>();
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@@ -0,0 +1,12 @@
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using SVSim.Database.Models;
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namespace SVSim.EmulatedEntrypoint.Services;
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/// <summary>
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/// Lazy-initializes viewer mission/achievement state. Idempotent. Called from
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/// LoadController on every /load/index and as belt-and-braces from /mission/info.
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/// </summary>
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public interface IViewerMissionStateService
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{
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Task EnsureCurrentAsync(Viewer viewer, CancellationToken ct = default);
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}
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113
SVSim.EmulatedEntrypoint/Services/ViewerMissionStateService.cs
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113
SVSim.EmulatedEntrypoint/Services/ViewerMissionStateService.cs
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@@ -0,0 +1,113 @@
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using SVSim.Database.Models;
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using SVSim.Database.Repositories.Mission;
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namespace SVSim.EmulatedEntrypoint.Services;
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public sealed class ViewerMissionStateService : IViewerMissionStateService
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{
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private const int DailySlot = 0;
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private const int WeeklySlotStart = 1;
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private const int WeeklySlotCount = 3;
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private const int LotTypeDaily = 6;
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private const int LotTypeWeekly = 2;
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private readonly IMissionCatalogRepository _catalog;
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private readonly IViewerMissionRepository _viewerRepo;
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private readonly TimeProvider _time;
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public ViewerMissionStateService(
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IMissionCatalogRepository catalog,
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IViewerMissionRepository viewerRepo,
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TimeProvider time)
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{
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_catalog = catalog;
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_viewerRepo = viewerRepo;
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_time = time;
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}
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public async Task EnsureCurrentAsync(Viewer viewer, CancellationToken ct = default)
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{
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// Always read fresh from DB. Navigation properties on the passed viewer may be stale or
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// double-tracked depending on caller's load path — don't trust them.
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var existingAchievements = await _viewerRepo.GetAchievementsAsync(viewer.Id, ct);
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var existingMissions = await _viewerRepo.GetMissionsAsync(viewer.Id, ct);
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await MaterializeAchievementsAsync(viewer.Id, existingAchievements, ct);
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await EnsureMissionSlotsAsync(viewer.Id, existingMissions, ct);
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}
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private async Task MaterializeAchievementsAsync(long viewerId, List<ViewerAchievement> existing, CancellationToken ct)
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{
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var catalogTypes = await _catalog.GetAllAchievementTypesAsync(ct);
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if (catalogTypes.Count == 0) return;
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var existingTypes = existing.Select(a => a.AchievementType).ToHashSet();
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foreach (var type in catalogTypes)
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{
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if (existingTypes.Contains(type)) continue;
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_viewerRepo.AddAchievement(new ViewerAchievement
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{
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ViewerId = viewerId,
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AchievementType = type,
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Level = 1,
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AchievementStatus = 0,
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NowAchievedLevel = 0,
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ResultAnnounceSawLevel = 0,
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});
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}
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}
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private async Task EnsureMissionSlotsAsync(long viewerId, List<ViewerMission> existing, CancellationToken ct)
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{
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var bySlot = existing.ToDictionary(m => m.Slot);
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var now = _time.GetUtcNow().ToUnixTimeSeconds();
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// Daily slot (slot 0)
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if (!bySlot.ContainsKey(DailySlot))
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{
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var pool = await _catalog.GetByLotTypeAsync(LotTypeDaily, ct);
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if (pool.Count > 0)
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{
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var pick = pool[Random.Shared.Next(pool.Count)];
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_viewerRepo.AddMission(new ViewerMission
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{
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ViewerId = viewerId,
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MissionCatalogId = pick.Id,
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Slot = DailySlot,
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AssignedAt = now,
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MissionStatus = 1,
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});
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}
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}
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// Weekly slots (1..3) — assign all-or-nothing for simplicity in v1.
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bool weeklyNeedsAssignment = Enumerable.Range(WeeklySlotStart, WeeklySlotCount)
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.Any(s => !bySlot.ContainsKey(s));
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if (weeklyNeedsAssignment)
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{
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var pool = await _catalog.GetByLotTypeAsync(LotTypeWeekly, ct);
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if (pool.Count >= WeeklySlotCount)
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{
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var alreadyAssigned = existing
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.Where(m => m.Slot >= WeeklySlotStart && m.Slot < WeeklySlotStart + WeeklySlotCount)
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.Select(m => m.MissionCatalogId).ToHashSet();
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var available = pool.Where(p => !alreadyAssigned.Contains(p.Id)).ToList();
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var shuffled = available.OrderBy(_ => Random.Shared.Next()).ToList();
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int pickIdx = 0;
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for (int slot = WeeklySlotStart; slot < WeeklySlotStart + WeeklySlotCount; slot++)
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{
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if (bySlot.ContainsKey(slot)) continue;
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if (pickIdx >= shuffled.Count) break;
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_viewerRepo.AddMission(new ViewerMission
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{
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ViewerId = viewerId,
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MissionCatalogId = shuffled[pickIdx++].Id,
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Slot = slot,
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AssignedAt = now,
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MissionStatus = 1,
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});
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}
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}
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}
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}
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}
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