More story fixes
This commit is contained in:
@@ -171,6 +171,38 @@ public class StoryMasterEntry
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[JsonPropertyName("is_skip_enabled")]
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[Key("is_skip_enabled")]
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public bool IsSkipEnabled { get; set; }
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// Optional — prod omits the key entirely on chapters without sub-chapters. Only emitted for
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// chapters that split into N narrative vignettes (e.g. section 9 ch.13 has 5 sub-chapters).
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// The client uses each sub's is_finish flag to derive the parent's ChapterClearStatus
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// (AllCleared / AlreadyRead / NotCleared per StoryChapterData.GetClearStatusUsingSubChapter).
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// Explicit WhenWritingNull (rather than relying on global policy) so the key is dropped
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// under any serializer config — including the wire-shape snapshot test which sets
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// DefaultIgnoreCondition=Never to exercise every populated field.
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[JsonPropertyName("sub_chapters")]
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[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingNull)]
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[Key("sub_chapters")]
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public List<SubChapterDto>? SubChapters { get; set; }
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}
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[MessagePackObject]
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public class SubChapterDto
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{
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[JsonPropertyName("story_id")]
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[Key("story_id")]
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public int StoryId { get; set; }
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[JsonPropertyName("sub_chapter_id")]
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[Key("sub_chapter_id")]
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public int SubChapterId { get; set; }
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[JsonPropertyName("is_finish")]
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[Key("is_finish")]
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public bool IsFinish { get; set; }
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[JsonPropertyName("is_maintenance_chapter")]
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[Key("is_maintenance_chapter")]
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public bool IsMaintenanceChapter { get; set; }
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}
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[MessagePackObject]
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@@ -106,4 +106,15 @@ public class SectionEntry
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[JsonPropertyName("is_play_another_end_appearance_animation")]
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[Key("is_play_another_end_appearance_animation")]
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public bool IsPlayAnotherEndAppearanceAnimation { get; set; }
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// Prod sends is_spoiler as 0/1 int (not bool) and spoiler_message as a SystemText key
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// (e.g. "story_section_14"). Used by limited-story sections that sit inside main-story
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// worlds — the client hides their title until you've cleared the gating main section.
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[JsonPropertyName("is_spoiler")]
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[Key("is_spoiler")]
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public int IsSpoiler { get; set; }
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[JsonPropertyName("spoiler_message")]
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[Key("spoiler_message")]
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public string SpoilerMessage { get; set; } = "";
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}
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@@ -1,4 +1,3 @@
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using System.Text.RegularExpressions;
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using Microsoft.EntityFrameworkCore;
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using Microsoft.Extensions.Logging;
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using SVSim.Database;
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@@ -14,8 +13,6 @@ namespace SVSim.EmulatedEntrypoint.Services;
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public class StoryService : IStoryService
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{
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private static readonly Regex BranchSuffixRx = new(@"^\d+[a-zA-Z]+", RegexOptions.Compiled);
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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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@@ -49,7 +46,13 @@ public class StoryService : IStoryService
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if (chapters.Count == 0)
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return new InfoResponse();
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var storyIds = chapters.Select(c => c.StoryId).ToList();
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// Include sub-chapter story_ids in the progress lookup — they're independent progress
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// markers (each sub vignette gets its own ViewerStoryProgress row) and feed the per-sub
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// is_finish flag in the response.
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var storyIds = chapters.Select(c => c.StoryId)
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.Concat(chapters.SelectMany(c => c.SubChapters).Select(sc => sc.SubChapterStoryId))
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.Distinct()
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.ToList();
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// Sequential awaits — both repos share the scoped DbContext, and EF Core forbids
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// concurrent operations on a single context. Parallel Task.WhenAll throws
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// InvalidOperationException ("A second operation was started on this context...").
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@@ -62,18 +65,28 @@ public class StoryService : IStoryService
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foreach (var c in chapters.OrderBy(x => ChapterRowNum(x.ChapterId))
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.ThenBy(x => x.ChapterId, StringComparer.Ordinal))
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{
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bool isBranchChild = BranchSuffixRx.IsMatch(c.ChapterId);
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var parent = chapters.FirstOrDefault(p =>
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!ReferenceEquals(p, c) &&
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p.NextChapterId.Split(' ', StringSplitOptions.RemoveEmptyEntries).Contains(c.ChapterId));
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bool released;
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if (parent is null) released = true;
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else if (isBranchChild) released = unlocked.Contains(c.StoryId);
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else released = (progress.TryGetValue(parent.StoryId, out var pp))
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&& (pp.IsFinish || pp.IsSkipped);
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// A chapter is a "branch child" only at the SPLIT point — where the parent declares
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// multiple successors (e.g. ch2.next="3a 3b 3c"). The alphabetic suffix is inherited
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// across the rest of the branched path (3a→4a→5a→...) but only ch3a/3b/3c carry the
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// explicit unlock gate; downstream "4a"/"4b" are normal single successors. Suffix-based
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// detection (^\d+[a-z]+) wrongly tagged every "4a"-style chapter as a branch child.
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bool isBranchChild = parent is not null
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&& parent.NextChapterId.Split(' ', StringSplitOptions.RemoveEmptyEntries).Length > 1;
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// Optional required_chapter_id gate
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// is_released = "chapter visible in the section UI" — gated on parent progress.
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// For branch children this is the PARENT's finish state, NOT whether THIS branch
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// was selected — siblings of the chosen branch must still appear so the player
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// sees the alternative paths exist (rendered locked). Verified against prod
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// traffic_prod_haven_choices.ndjson lines 22/28/34 where 3a/3b/3c all carry
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// is_released=true regardless of which branch was previously chosen.
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bool released = parent is null
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|| (progress.TryGetValue(parent.StoryId, out var pp) && (pp.IsFinish || pp.IsSkipped));
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// Optional required_chapter_id gate (additional release condition only).
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if (!string.IsNullOrEmpty(c.RequiredChapterId) &&
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byChapterId.TryGetValue(c.RequiredChapterId, out var req))
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{
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@@ -82,6 +95,13 @@ public class StoryService : IStoryService
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released = released && reqDone;
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}
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// is_lock = "chapter has an explicit gate not yet satisfied" — INDEPENDENT of
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// is_released. The only gate in the current catalog is the branch-sibling
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// selection: unselected branch children carry is_lock=true even though they
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// remain visible. Non-branch chapters never carry an implicit lock; their
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// availability is communicated entirely through is_released.
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bool locked = isBranchChild && !unlocked.Contains(c.StoryId);
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var pState = progress.GetValueOrDefault(c.StoryId);
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resp.StoryMasterList.Add(new StoryMasterEntry
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@@ -90,7 +110,6 @@ public class StoryService : IStoryService
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SectionId = c.SectionId.ToString(),
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CharaId = c.CharaId.ToString(),
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ChapterId = c.ChapterId,
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IsLock = !released,
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NextChapterId = c.NextChapterId,
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RequiredChapterId = c.RequiredChapterId ?? "",
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SelectionDisplayPosition = c.SelectionDisplayPosition ?? "",
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@@ -127,8 +146,19 @@ public class StoryService : IStoryService
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RewardDetailId = r.RewardDetailId.ToString(),
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RewardNumber = r.RewardNumber.ToString(),
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}).ToList(),
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SubChapters = c.SubChapters.Count == 0
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? null
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: c.SubChapters.Select(sc => new SubChapterDto
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{
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StoryId = sc.SubChapterStoryId,
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SubChapterId = sc.SubChapterId,
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IsFinish = progress.TryGetValue(sc.SubChapterStoryId, out var sp) && sp.IsFinish,
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IsMaintenanceChapter = sc.IsMaintenanceChapter,
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}).ToList(),
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IsMaintenanceChapter = c.IsMaintenanceChapter,
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IsReleased = released,
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IsLock = locked,
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UnlockText = c.UnlockText ?? "",
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IsSkipped = pState?.IsSkipped ?? false,
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IsFinish = pState?.IsFinish ?? false,
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IsPlayAnotherEndAppearanceAnimation = c.IsPlayAnotherEndAppearanceAnimation,
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@@ -241,6 +271,8 @@ public class StoryService : IStoryService
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StoryTypeOverwrite = s.StoryTypeOverwrite.ToString(),
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IsNew = false,
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IsPlayAnotherEndAppearanceAnimation = s.IsPlayAnotherEndAppearanceAnimation,
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IsSpoiler = s.IsSpoiler,
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SpoilerMessage = s.SpoilerMessage,
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});
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}
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worldDto.IsComplete = worldComplete;
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@@ -358,22 +390,49 @@ public class StoryService : IStoryService
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public async Task<FinishResponse> FinishAsync(StoryApiType apiType, FinishRequest req, long viewerId)
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{
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var chapter = await _master.GetChapterByIdAsync(req.StoryId);
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if (chapter is null) return new FinishResponse();
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if (chapter is null)
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{
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// Sub-chapter story_ids (e.g. section 9 ch.13's vignettes at 375-378) have no chapter
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// master row of their own — they're just progress markers on the parent. The client
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// sends them directly to /finish per StoryFinishTask.GetFinishStoryId. Resolve via the
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// StorySubChapter lookup and record progress at the sub's id with isFinish+isSkipped
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// both true (sub-chapters are always narrative-only — no battle settings on the wire).
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var sub = await _master.FindSubChapterByStoryIdAsync(req.StoryId);
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if (sub is null) return new FinishResponse();
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await _viewer.UpsertProgressAsync(viewerId, req.StoryId, isFinish: true, isSkipped: true);
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return new FinishResponse();
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}
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var progress = (await _viewer.GetProgressForChaptersAsync(viewerId, new[] { req.StoryId }))
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.GetValueOrDefault(req.StoryId);
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var resp = new FinishResponse();
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if (req.IsPlayShape)
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// Three finish shapes:
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// 1. Play-shape (class_id present): user fought the battle → is_finish=true.
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// 2. No-battle chapter + finish=1: narrative-only chapter that the client auto-finishes
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// with no class_id. Prod marks BOTH is_finish=true AND is_skipped=true — the client
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// uses is_finish for the green "Cleared" badge, so leaving it false here renders the
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// blue "AlreadyRead" badge instead (verified against traffic_prod_limited_stories
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// story_id=1 /info after /finish).
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// 3. Skip-shape on battle chapter: user chose to skip → is_skipped=true only.
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bool isPlayShape = req.IsPlayShape;
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bool isNoBattleAutoFinish = !isPlayShape && !chapter.BattleExists;
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if (isPlayShape || isNoBattleAutoFinish)
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{
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bool firstClear = progress is null || !progress.IsFinish;
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await _viewer.UpsertProgressAsync(viewerId, req.StoryId, isFinish: true, isSkipped: null);
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await _viewer.UpsertProgressAsync(
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viewerId, req.StoryId,
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isFinish: true,
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isSkipped: isNoBattleAutoFinish ? true : (bool?)null);
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if (firstClear)
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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").
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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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@@ -429,7 +488,12 @@ public class StoryService : IStoryService
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}
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await _db.SaveChangesAsync();
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}
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if (firstClear && isPlayShape)
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{
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// XP grant requires a class_id (only sent on play-shape). No-battle chapters
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// have no class context — prod returns get_class_experience=0 for them.
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var xp = _configService.Get<StoryConfig>().ClassXpPerClear;
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resp.GetClassExperience = xp.ToString();
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// class_experience / class_level updates would consult the viewer's per-class XP
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