using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
using SVSim.Database.Repositories.Collectibles;
using SVSim.Database.Services;
using SVSim.EmulatedEntrypoint.Models.Dtos;
using SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.Sleeve;
using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.Sleeve;
namespace SVSim.EmulatedEntrypoint.Controllers;
///
/// /sleeve/* — the sleeve shop. Catalog + single-product purchase. No series-completion bonus
/// (sleeves are sold individually; the leader-skin shop is the family with set-buys).
///
[Route("sleeve")]
public class SleeveController : SVSimController
{
private readonly SVSimDbContext _db;
private readonly RewardGrantService _rewards;
private readonly ICurrencySpendService _spend;
private readonly IViewerEntitlements _entitlements;
private readonly ICollectionRepository _collection;
public SleeveController(SVSimDbContext db, RewardGrantService rewards, ICurrencySpendService spend, IViewerEntitlements entitlements, ICollectionRepository collection)
{
_db = db;
_rewards = rewards;
_spend = spend;
_entitlements = entitlements;
_collection = collection;
}
[HttpPost("info")]
public async Task> Info(BaseRequest _)
{
if (!TryGetViewerId(out long viewerId)) return Unauthorized();
// is_purchased_product is "viewer owns at least one sleeve granted by this product".
// Loading the viewer's sleeve-id set once and checking each product against it avoids
// an N+1 over products.
var ownedSleeveIds = _entitlements.IsFreeplay
? (await _collection.GetAllSleeveIds()).Select(id => (long)id).ToHashSet()
: (await _db.Viewers
.Where(v => v.Id == viewerId)
.SelectMany(v => v.Sleeves.Select(s => (long)s.Id))
.ToListAsync()).ToHashSet();
var series = await _db.SleeveShopSeries
.Where(s => s.IsEnabled)
.Include(s => s.Products.Where(p => p.IsEnabled)).ThenInclude(p => p.Rewards)
.OrderBy(s => s.Id)
.ToListAsync();
var sleeveList = new Dictionary();
foreach (var s in series)
{
var products = new Dictionary();
foreach (var p in s.Products.OrderBy(p => p.Id))
{
products[p.Id.ToString()] = new SleeveProductDto
{
ProductId = p.Id,
Name = p.NameKey,
PriceCrystal = p.PriceCrystal,
PriceRupy = p.PriceRupy,
IsPurchasedProduct = IsProductPurchased(p, ownedSleeveIds),
Rewards = p.Rewards.OrderBy(r => r.OrderIndex).Select(r => new SleeveProductRewardDto
{
RewardType = r.RewardType,
RewardDetailId = r.RewardDetailId,
RewardNumber = r.RewardNumber,
}).ToList(),
};
}
sleeveList[s.Id.ToString()] = new SleeveSeriesDto
{
SeriesId = s.Id,
IsNew = s.IsNew,
ProductInfo = products,
};
}
return new SleeveInfoResponse { SleeveList = sleeveList };
}
[HttpPost("buy")]
public async Task> Buy(SleeveBuyRequest request)
{
if (!TryGetViewerId(out long viewerId)) return Unauthorized();
if (request.SalesType is 3)
return StatusCode(StatusCodes.Status501NotImplemented,
new { error = "ticket_currency_path_not_implemented" });
if (request.SalesType is < 0 or > 3)
return BadRequest(new { error = "invalid_sales_type" });
var product = await _db.SleeveShopProducts
.Include(p => p.Rewards)
.Include(p => p.Series)
.FirstOrDefaultAsync(p => p.Id == request.ProductId);
if (product is null) return NotFound(new { error = "unknown_product" });
if (!product.IsEnabled || product.Series is not { IsEnabled: true })
return BadRequest(new { error = "product_not_available" });
// Defence-in-depth: client also sends series_id; reject mismatches so a misencoded
// request can't accidentally bypass per-series state we'll later add (e.g. series-new flag).
if (product.SeriesId != request.SeriesId)
return BadRequest(new { error = "series_product_mismatch" });
var viewer = await LoadViewerGraphAsync(viewerId);
if (_entitlements.IsFreeplay)
return BadRequest(new { error = "already_purchased" });
if (IsProductPurchased(product, viewer.Sleeves.Select(s => (long)s.Id).ToHashSet()))
return BadRequest(new { error = "already_purchased" });
// Pricing: capture-confirmed shape is single-price-per-currency (no intro/regular tiers
// like BuildDeck). At least one of crystal/rupy must match the chosen sales_type;
// sales_type==0 means "free", which requires both prices == 0.
var rewardList = new List();
switch (request.SalesType)
{
case 0: // free
if (!(product.PriceCrystal == 0 && product.PriceRupy == 0))
return BadRequest(new { error = "price_not_available_for_currency" });
break;
case 1: // crystal
if (product.PriceCrystal is null)
return BadRequest(new { error = "price_not_available_for_currency" });
var crystalRes = await _spend.TrySpendAsync(viewer, SpendCurrency.Crystal, product.PriceCrystal.Value);
if (!crystalRes.Success) return BadRequest(new { error = "insufficient_crystals" });
rewardList.Add(new RewardListEntry { RewardType = 2, RewardId = 0, RewardNum = (int)crystalRes.PostStateTotal });
break;
case 2: // rupy
if (product.PriceRupy is null)
return BadRequest(new { error = "price_not_available_for_currency" });
var rupyRes = await _spend.TrySpendAsync(viewer, SpendCurrency.Rupee, product.PriceRupy.Value);
if (!rupyRes.Success) return BadRequest(new { error = "insufficient_rupees" });
rewardList.Add(new RewardListEntry { RewardType = 9, RewardId = 0, RewardNum = (int)rupyRes.PostStateTotal });
break;
}
// Grant each catalog reward through the central dispatcher — covers sleeve (6), emblem
// (7), and any future bundled grants. ApplyAsync returns post-state-aware reward entries
// suitable for emission as-is.
foreach (var r in product.Rewards.OrderBy(r => r.OrderIndex))
{
var granted = await _rewards.ApplyAsync(viewer, (UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber);
foreach (var g in granted)
{
rewardList.Add(new RewardListEntry
{
RewardType = g.RewardType,
RewardId = g.RewardId,
RewardNum = g.RewardNum,
});
}
}
await _db.SaveChangesAsync();
return new SleeveBuyResponse { RewardList = rewardList };
}
///
/// A product is "purchased" once the viewer owns at least one of its sleeve-typed reward
/// grants. Emblem/other grants aren't load-bearing for this check — a viewer who somehow
/// ended up with the emblem but not the sleeve (e.g. partial gift) should still be allowed
/// to buy the product to pick up the sleeve.
///
private static bool IsProductPurchased(SleeveShopProductEntry product, HashSet ownedSleeveIds)
{
foreach (var r in product.Rewards)
{
if (r.RewardType == (int)UserGoodsType.Sleeve && ownedSleeveIds.Contains(r.RewardDetailId))
return true;
}
return false;
}
private Task LoadViewerGraphAsync(long viewerId) => _db.Viewers
.Include(v => v.Sleeves)
.Include(v => v.Emblems)
.Include(v => v.LeaderSkins)
.Include(v => v.Degrees)
.Include(v => v.MyPageBackgrounds)
.Include(v => v.Items).ThenInclude(i => i.Item)
.Include(v => v.Cards).ThenInclude(c => c.Card)
.AsSplitQuery()
.FirstAsync(v => v.Id == viewerId);
}