using Microsoft.AspNetCore.Mvc; using Microsoft.EntityFrameworkCore; using SVSim.Database; using SVSim.Database.Enums; using SVSim.Database.Services.Inventory; using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.Gift; using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.Gift; namespace SVSim.EmulatedEntrypoint.Controllers; /// /// Tutorial-scoped gift endpoints. We do NOT implement a generic gift system here — /// only the /tutorial/gift_top and /tutorial/gift_receive aliases needed for the /// step 31 → 41 reward flow. A full gift inbox is future work; if/when needed, /// add /gift/top and /gift/receive_gift aliases to this controller. /// public class GiftController : SVSimController { /// The hardcoded tutorial gift bundle every fresh viewer sees at step 31. public static readonly IReadOnlyList TutorialGifts = new[] { new PresentDto { PresentId = "71478626", RewardType = "1", RewardDetailId = "0", RewardCount = "400", Message = "For completing the tutorial" }, new PresentDto { PresentId = "71478627", RewardType = "9", RewardDetailId = "0", RewardCount = "100", Message = "For completing the tutorial" }, new PresentDto { PresentId = "71478628", RewardType = "4", RewardDetailId = "1", RewardCount = "3", Message = "For completing the tutorial", ItemType = 1 }, new PresentDto { PresentId = "71478629", RewardType = "4", RewardDetailId = "80001", RewardCount = "40", Message = "For completing the tutorial", ItemType = 2 }, new PresentDto { PresentId = "71478630", RewardType = "4", RewardDetailId = "90001", RewardCount = "1", Message = "For completing the tutorial", ItemType = 2 }, }; private readonly SVSimDbContext _db; private readonly IInventoryService _inv; public GiftController(SVSimDbContext db, IInventoryService inv) { _db = db; _inv = inv; } [HttpPost("/tutorial/gift_top")] public async Task> TutorialGiftTop([FromBody] GiftTopRequest request) { if (!TryGetViewerId(out long viewerId)) return Unauthorized(); var claimedList = await _db.ViewerClaimedTutorialGifts .Where(g => g.ViewerId == viewerId) .Select(g => g.PresentId) .ToListAsync(); var claimed = new HashSet(claimedList); var nowString = DateTime.UtcNow.ToString("yyyy-MM-dd HH:mm:ss"); var presents = TutorialGifts .Where(p => !claimed.Contains(p.PresentId)) .Select(p => Clone(p, nowString)) .ToList(); var history = TutorialGifts .Where(p => claimed.Contains(p.PresentId)) .Select(p => Clone(p, nowString)) .ToList(); return new GiftTopResponse { PresentList = presents, PresentHistoryList = history, LimitOverPresentList = new(), }; } [HttpPost("/tutorial/gift_receive")] public async Task> TutorialGiftReceive([FromBody] GiftReceiveRequest request) { if (!TryGetViewerId(out long viewerId)) return Unauthorized(); var requestedIds = request.PresentIdArray.ToHashSet(); // Resolve which of the requested ids are still claimable for this viewer before opening tx. var alreadyClaimedList = await _db.ViewerClaimedTutorialGifts .Where(g => g.ViewerId == viewerId && requestedIds.Contains(g.PresentId)) .Select(g => g.PresentId) .ToListAsync(); var alreadyClaimed = new HashSet(alreadyClaimedList); var toClaim = TutorialGifts .Where(p => requestedIds.Contains(p.PresentId) && !alreadyClaimed.Contains(p.PresentId)) .ToList(); // Open inventory tx with MissionData loaded for tutorial-step advance. await using var tx = await _inv.BeginAsync(viewerId, configure: cfg => cfg.WithInclude(v => v.MissionData)); // Apply grants via tx. Collect post-state per (type, detailId) for reward_list. // Each GrantAsync returns a list of GrantedReward with post-state totals; for currencies // only one entry is returned; for cards the cascade may return more entries (card + cosmetics). // reward_list must carry post-state totals (client does direct assignment). var rewardListEntries = new List(); foreach (var p in toClaim) { var goodsType = WireRewardTypeToUserGoodsType(int.Parse(p.RewardType)); var granted = await tx.GrantAsync(goodsType, long.Parse(p.RewardDetailId), int.Parse(p.RewardCount)); // Use the first granted entry's post-state for the top-level gift reward_list entry. // Gift rewards are currencies and items only (no cards in TutorialGifts), so granted // always has exactly one element. The post-state total is already correct from tx. if (granted.Count > 0) { rewardListEntries.Add(new GiftRewardListEntry { RewardType = p.RewardType, RewardId = p.RewardDetailId, RewardNum = granted[0].RewardNum.ToString(System.Globalization.CultureInfo.InvariantCulture), }); } } // Advance tutorial state from 31 → 41 as a side-effect of this claim (no separate // /tutorial/update → 41 call appears in the prod capture). Preserve max — don't downgrade // viewers who are already past step 41. const int GiftReceiveTutorialStep = 41; if (tx.Viewer.MissionData.TutorialState < GiftReceiveTutorialStep) { tx.Viewer.MissionData.TutorialState = GiftReceiveTutorialStep; } // Persist claim receipts inside the same tx. var now = DateTime.UtcNow; foreach (var p in toClaim) { _db.ViewerClaimedTutorialGifts.Add(new SVSim.Database.Models.ViewerClaimedTutorialGift { ViewerId = viewerId, PresentId = p.PresentId, ClaimedAt = now, }); } await tx.CommitAsync(); var nowString = now.ToString("yyyy-MM-dd HH:mm:ss"); var allClaimedList = await _db.ViewerClaimedTutorialGifts .Where(g => g.ViewerId == viewerId) .Select(g => g.PresentId) .ToListAsync(); var allClaimed = new HashSet(allClaimedList); // Derive presentList/historyList up front so IsUnreceivedPresent can read the count // without re-filtering. unclaimedPresents are the gifts still on offer after this call; // claimedPresents are everything the viewer has ever received (this call + prior calls). var unclaimedPresents = TutorialGifts .Where(p => !allClaimed.Contains(p.PresentId)) .Select(p => Clone(p, nowString)) .ToList(); var claimedPresents = TutorialGifts .Where(p => allClaimed.Contains(p.PresentId)) .Select(p => Clone(p, nowString)) .ToList(); return new GiftReceiveResponse { CardList = new(), // Echo only the ids actually granted by THIS call. Building this from `requestedIds` // would falsely confirm a re-grant on idempotent retries: the client would re-show // the "received N gifts" popup and direct-assign the same post-state totals it already // applied, double-toasting the user. Sort ascending to match the prod-capture order. ReceivedIds = toClaim .Select(p => p.PresentId) .OrderBy(x => x) .ToList(), // Same idempotency contract: only the gifts granted in THIS call belong in the // per-reward summary list. The client uses this to drive the +N popups. TotalReceiveCountList = toClaim .Select(p => new TotalReceiveCountDto { RewardType = int.Parse(p.RewardType), RewardDetailId = long.Parse(p.RewardDetailId), RewardCount = long.Parse(p.RewardCount), ItemType = p.ItemType ?? 0, IsUsable = true, }).ToList(), PresentList = unclaimedPresents, PresentHistoryList = claimedPresents, // True when there are still unclaimed gifts on offer — drives the inbox badge state. // Hardcoding false hid the badge after partial claims even though present_list still // carried unclaimed entries. IsUnreceivedPresent = unclaimedPresents.Count > 0, // reward_list entries carry POST-STATE TOTALS (from tx.GrantAsync). // See project memory: project_wire_reward_list_post_state. // Iterate toClaim so idempotent re-receive doesn't re-emit post-state entries. RewardList = rewardListEntries, // Echo the persisted state, not a hardcoded 41. The state may already be past 41 // for replay/edge-case calls (the Math.Max-preserve block above keeps it stable); // emitting 41 anyway would surface a regressed step to the client and desync the // tutorial-state machine. TutorialStep = tx.Viewer.MissionData.TutorialState, }; } private static UserGoodsType WireRewardTypeToUserGoodsType(int wireType) => wireType switch { 1 => UserGoodsType.Crystal, 4 => UserGoodsType.Item, 9 => UserGoodsType.Rupy, _ => throw new InvalidOperationException($"Unmapped gift wire reward_type {wireType}"), }; private static PresentDto Clone(PresentDto p, string createTime) => new() { PresentId = p.PresentId, RewardType = p.RewardType, RewardDetailId = p.RewardDetailId, RewardCount = p.RewardCount, ConditionNumber = p.ConditionNumber, PresentLimitType = p.PresentLimitType, RewardLimitTime = p.RewardLimitTime, CreateTime = createTime, ItemType = p.ItemType, Message = p.Message, }; }