fix(gift): receive response is idempotent and echoes persisted state
Three coupled correctness fixes to /tutorial/gift_receive's response: - received_ids / total_receive_count_list / reward_list are now built from `toClaim` (the gifts THIS call granted), not from `requestedIds`. Echoing the client's request meant idempotent re-claims re-fired the "+N received" popup and direct-assigned the same post-state totals again, breaking the documented idempotency contract. - is_unreceived_present is now `unclaimedPresents.Count > 0`. The hardcoded false hid the inbox badge after partial claims even when present_list still carried unclaimed gifts. - tutorial_step echoes the persisted (max-preserved) state instead of a hardcoded 41. A replay against a state>=41 viewer used to surface 41 on the wire and regress the client's tutorial state machine. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -136,13 +136,32 @@ public class GiftController : SVSimController
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.ToListAsync();
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var allClaimed = new HashSet<string>(allClaimedList);
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// Derive presentList/historyList up front so IsUnreceivedPresent can read the count
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// without re-filtering. unclaimedPresents are the gifts still on offer after this call;
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// claimedPresents are everything the viewer has ever received (this call + prior calls).
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var unclaimedPresents = TutorialGifts
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.Where(p => !allClaimed.Contains(p.PresentId))
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.Select(p => Clone(p, nowString))
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.ToList();
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var claimedPresents = TutorialGifts
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.Where(p => allClaimed.Contains(p.PresentId))
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.Select(p => Clone(p, nowString))
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.ToList();
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return new GiftReceiveResponse
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{
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CardList = new(),
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// Capture orders received_ids ascending — match.
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ReceivedIds = requestedIds.OrderBy(x => x).ToList(),
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TotalReceiveCountList = TutorialGifts
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.Where(p => requestedIds.Contains(p.PresentId))
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// Echo only the ids actually granted by THIS call. Building this from `requestedIds`
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// would falsely confirm a re-grant on idempotent retries: the client would re-show
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// the "received N gifts" popup and direct-assign the same post-state totals it already
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// applied, double-toasting the user. Sort ascending to match the prod-capture order.
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ReceivedIds = toClaim
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.Select(p => p.PresentId)
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.OrderBy(x => x)
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.ToList(),
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// Same idempotency contract: only the gifts granted in THIS call belong in the
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// per-reward summary list. The client uses this to drive the +N popups.
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TotalReceiveCountList = toClaim
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.Select(p => new TotalReceiveCountDto
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{
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RewardType = int.Parse(p.RewardType),
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@@ -151,22 +170,22 @@ public class GiftController : SVSimController
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ItemType = p.ItemType ?? 0,
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IsUsable = true,
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}).ToList(),
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PresentList = TutorialGifts
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.Where(p => !allClaimed.Contains(p.PresentId))
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.Select(p => Clone(p, nowString))
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.ToList(),
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PresentHistoryList = TutorialGifts
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.Where(p => allClaimed.Contains(p.PresentId))
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.Select(p => Clone(p, nowString))
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.ToList(),
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IsUnreceivedPresent = false,
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PresentList = unclaimedPresents,
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PresentHistoryList = claimedPresents,
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// True when there are still unclaimed gifts on offer — drives the inbox badge state.
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// Hardcoding false hid the badge after partial claims even though present_list still
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// carried unclaimed entries.
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IsUnreceivedPresent = unclaimedPresents.Count > 0,
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// reward_list entries must carry POST-STATE TOTALS, not gift deltas.
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// The client's PlayerStaticData.UpdateHaveUserGoodsNumByJsonData does direct
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// assignment on each entry's reward_num — emitting the delta would clobber
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// the client-side cached balance down to the gift amount until the next /load/index.
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// See project memory: project_wire_reward_list_post_state.
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RewardList = TutorialGifts
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.Where(p => requestedIds.Contains(p.PresentId))
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//
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// Iterate `toClaim` so idempotent re-receive doesn't re-emit post-state entries
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// the client would direct-assign again (no-op on currency, but redundant traffic
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// and risk of misinterpretation on item counts).
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RewardList = toClaim
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.Select(p => new GiftRewardListEntry
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{
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RewardType = p.RewardType,
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@@ -174,7 +193,11 @@ public class GiftController : SVSimController
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RewardNum = ResolvePostStateRewardNum(p, viewer),
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})
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.ToList(),
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TutorialStep = 41,
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// Echo the persisted state, not a hardcoded 41. The state may already be past 41
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// for replay/edge-case calls (the Math.Max-preserve block above keeps it stable);
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// emitting 41 anyway would surface a regressed step to the client and desync the
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// tutorial-state machine.
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TutorialStep = viewer.MissionData.TutorialState,
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};
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}
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