Replace bare `int RewardType` on 12 catalog/reward entities and GrantedReward
with the existing UserGoodsType enum. Verified against the decompiled client:
every wire reward_type decodes through the single Wizard.UserGoods.Type enum, so
one enum is correct across all endpoint families (item_type is a separate
Item.Type axis, left untouched). EF stores the enum as the same int column, so
there is no migration.
- Importers cast seed int -> UserGoodsType at the ingest boundary.
- New GrantedReward.ToRewardList() extension replaces 8 copy-pasted
GrantedReward -> RewardListEntry projections.
- Fix 3 .ToString() sites that would otherwise emit enum names ("Crystal")
instead of the int wire value ("2").
- Wire DTOs keep int; the enum is widened to int at the wire boundary only.
Build green; 962/962 tests pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
319 lines
13 KiB
C#
319 lines
13 KiB
C#
using System.Globalization;
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database;
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using SVSim.Database.Enums;
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using SVSim.Database.Models;
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using SVSim.Database.Repositories.BattlePass;
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using SVSim.Database.Services;
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using SVSim.Database.Services.Inventory;
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using SVSim.EmulatedEntrypoint.Models.Dtos;
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using SVSim.EmulatedEntrypoint.Models.Dtos.BattlePass;
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namespace SVSim.EmulatedEntrypoint.Services;
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public sealed class BattlePassService : IBattlePassService
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{
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// Default cap mirrors the captured /battle_pass/info.gauge_info.weekly_limit_point.
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public const int WeeklyLimitPointDefault = 3000;
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/// <summary>JST = UTC+9. Capture format ("2026-04-01 02:00:00") is implicit JST.</summary>
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private static readonly TimeSpan JstOffset = TimeSpan.FromHours(9);
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private readonly IBattlePassRepository _bp;
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private readonly IViewerBattlePassRepository _viewerBp;
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private readonly TimeProvider _time;
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private readonly SVSimDbContext _db;
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private readonly IInventoryService _inv;
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public BattlePassService(
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IBattlePassRepository bp,
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IViewerBattlePassRepository viewerBp,
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TimeProvider time,
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SVSimDbContext db,
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IInventoryService inv)
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{
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_bp = bp;
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_viewerBp = viewerBp;
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_time = time;
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_db = db;
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_inv = inv;
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}
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public async Task<IReadOnlyDictionary<string, BattlePassLevel>?> GetLevelCurveAsync(CancellationToken ct)
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{
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var rows = await _bp.GetLevelCurveAsync(ct);
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if (rows.Count == 0) return null;
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return rows.ToDictionary(
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r => Inv(r.Level),
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r => new BattlePassLevel { Level = Inv(r.Level), RequiredPoint = Inv(r.RequiredPoint) });
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}
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public async Task<BattlePassInfoResponse?> GetInfoAsync(long viewerId, CancellationToken ct)
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{
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var now = _time.GetUtcNow();
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var season = await _bp.GetActiveSeasonAsync(now, ct);
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if (season is null) return null;
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var progress = await _viewerBp.GetOrCreateProgressAsync(viewerId, season.Id, ct);
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var rewards = await _bp.GetSeasonRewardsAsync(season.Id, ct);
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var claims = await _viewerBp.GetClaimsAsync(viewerId, season.Id, ct);
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var claimSet = claims.Select(c => (c.Track, c.Level)).ToHashSet();
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var curve = await _bp.GetLevelCurveAsync(ct);
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int currentLevel = ComputeLevel(curve, progress.CurrentPoint);
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return new BattlePassInfoResponse
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{
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SeasonInfo = new BattlePassSeasonInfoDto
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{
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Id = Inv(season.Id),
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SeasonName = season.Name,
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MaxLevel = Inv(season.MaxLevel),
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StartDate = FormatWireDate(season.StartDate),
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EndDate = FormatWireDate(season.EndDate),
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// Client uses can_purchase as the sole "show buy button / use normal-pass icon"
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// signal on the home BP screen (Wizard/BattlePass.cs:56,84 + BattlePassHeader.cs:51);
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// it must flip to false once the viewer owns the pass, or the button persists.
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CanPurchase = season.CanPurchase && !progress.IsPremium,
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},
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RewardInfo = new BattlePassRewardInfoDto
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{
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Normal = new BattlePassRewardListDto
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{
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Reward = rewards.Where(r => r.Track == BattlePassTrack.Normal)
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.Select(r => ToRewardDto(r, claimSet))
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.ToList(),
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},
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Premium = new BattlePassRewardListDto
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{
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Reward = rewards.Where(r => r.Track == BattlePassTrack.Premium)
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.Select(r => ToRewardDto(r, claimSet))
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.ToList(),
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},
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},
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GaugeInfo = new BattlePassGaugeInfoDto
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{
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CurrentPoint = Inv(progress.CurrentPoint),
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CurrentLevel = Inv(currentLevel),
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WeeklyBattlePassPoint = progress.WeeklyPoints,
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WeeklyLimitPoint = WeeklyLimitPointDefault,
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},
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PremiumAppealLevel = null, // populated when premium_appeal config is wired (future)
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};
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}
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public async Task<BattlePassItemListResponse?> GetItemListAsync(long viewerId, CancellationToken ct)
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{
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var now = _time.GetUtcNow();
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var season = await _bp.GetActiveSeasonAsync(now, ct);
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if (season is null) return null;
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var progress = await _viewerBp.GetOrCreateProgressAsync(viewerId, season.Id, ct);
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var response = new BattlePassItemListResponse
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{
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PremiumPassDescription = season.Description,
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SalesPeriodInfo = new BattlePassSalesPeriodInfoDto
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{
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SalesPeriodTime = FormatWireDate(season.EndDate),
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},
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Products = new List<BattlePassProductDto>(),
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};
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// One product per active season; empty if viewer is already premium.
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if (!progress.IsPremium && season.CanPurchase)
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{
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response.Products.Add(new BattlePassProductDto
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{
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Id = season.Id * 1000,
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SeasonId = season.Id,
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Name = $"{season.Name} Premium Pass",
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PriceCrystal = season.PriceCrystal,
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Description = season.Description,
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SalesPeriodInfo = new BattlePassSalesPeriodInfoDto
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{
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SalesPeriodTime = FormatWireDate(season.EndDate),
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},
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});
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}
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return response;
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}
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public async Task<BattlePassBuyOutcome> BuyPremiumAsync(
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long viewerId, int seasonId, int productId, CancellationToken ct)
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{
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var now = _time.GetUtcNow();
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var season = await _bp.GetActiveSeasonAsync(now, ct);
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// 24: outside BP period, season mismatch, or season not currently purchasable.
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if (season is null || season.Id != seasonId || !season.CanPurchase)
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return new BattlePassBuyOutcome(24, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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if (productId != season.Id * 1000)
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return new BattlePassBuyOutcome(0, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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// Guard: viewer must exist (BeginAsync throws InventoryViewerNotFoundException otherwise).
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var viewerExists = await _db.Viewers.AnyAsync(v => v.Id == viewerId, ct);
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if (!viewerExists)
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return new BattlePassBuyOutcome(0, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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var progress = await _viewerBp.GetOrCreateProgressAsync(viewerId, season.Id, ct);
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if (progress.IsPremium)
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return new BattlePassBuyOutcome(23, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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// Open inventory tx — loads viewer + opens DB tx.
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await using var tx = await _inv.BeginAsync(viewerId, ct);
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var spendResult = await tx.TrySpendAsync(SpendCurrency.Crystal, season.PriceCrystal, ct);
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if (!spendResult.Success)
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return new BattlePassBuyOutcome(22, Array.Empty<GrantedReward>(), Array.Empty<GrantedReward>());
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progress.IsPremium = true;
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// Retroactive grants: every premium reward at level <= current_level not already claimed.
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var rewards = await _bp.GetSeasonRewardsAsync(season.Id, ct);
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var claims = await _viewerBp.GetClaimsAsync(viewerId, season.Id, ct);
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var claimSet = claims.Select(c => (c.Track, c.Level)).ToHashSet();
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var curve = await _bp.GetLevelCurveAsync(ct);
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int currentLevel = ComputeLevel(curve, progress.CurrentPoint);
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foreach (var r in rewards.Where(r => r.Track == BattlePassTrack.Premium && r.Level <= currentLevel))
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{
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if (claimSet.Contains((r.Track, r.Level))) continue;
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_viewerBp.AddClaim(viewerId, season.Id, r.Track, r.Level, now);
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await tx.GrantAsync(r.RewardType, r.RewardDetailId, r.RewardNumber, ct);
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}
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// CommitAsync handles DB save + currency-collision rule. Crystal spend is the first
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// op, any grants override the post-state. result.RewardList carries the final
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// post-state including the deducted crystal balance. result.Deltas carries the raw
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// grant amounts for achieved_info (no spend entry in Deltas, only GrantOps).
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// CommitAsync's SaveChangesAsync flushes the AddClaim rows + the progress.IsPremium
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// mutation alongside the inventory grants — all tracked on the same scoped DbContext.
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var result = await tx.CommitAsync(ct);
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return new BattlePassBuyOutcome(1, result.Deltas, result.RewardList);
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}
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public async Task<BattlePassPointGrant> AddPointsAsync(
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long viewerId, BattlePassPointSource source, int amount, CancellationToken ct)
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{
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var now = _time.GetUtcNow();
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var season = await _bp.GetActiveSeasonAsync(now, ct);
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if (season is null)
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{
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return new BattlePassPointGrant(0, 0, 0, 0, 0, source,
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Array.Empty<SVSim.Database.Services.GrantedReward>());
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}
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var progress = await _viewerBp.GetOrCreateProgressAsync(viewerId, season.Id, ct);
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int beforePoint = progress.CurrentPoint;
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var curve = await _bp.GetLevelCurveAsync(ct);
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int beforeLevel = ComputeLevel(curve, beforePoint);
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RolloverWeeklyIfNeeded(progress, now);
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int headroom = Math.Max(0, WeeklyLimitPointDefault - progress.WeeklyPoints);
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int capped = Math.Max(0, Math.Min(amount, headroom));
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progress.CurrentPoint += capped;
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progress.WeeklyPoints += capped;
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int afterLevel = ComputeLevel(curve, progress.CurrentPoint);
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IReadOnlyList<SVSim.Database.Services.GrantedReward> newlyClaimed = Array.Empty<SVSim.Database.Services.GrantedReward>();
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if (afterLevel > beforeLevel)
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{
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var rewards = await _bp.GetSeasonRewardsAsync(season.Id, ct);
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var claims = await _viewerBp.GetClaimsAsync(viewerId, season.Id, ct);
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var claimSet = claims.Select(c => (c.Track, c.Level)).ToHashSet();
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await using var tx = await _inv.BeginAsync(viewerId, ct);
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for (int level = beforeLevel + 1; level <= afterLevel; level++)
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{
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foreach (var r in rewards.Where(r => r.Level == level))
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{
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if (r.Track == BattlePassTrack.Premium && !progress.IsPremium) continue;
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if (claimSet.Contains((r.Track, r.Level))) continue;
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_viewerBp.AddClaim(viewerId, season.Id, r.Track, r.Level, now);
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await tx.GrantAsync(r.RewardType, r.RewardDetailId, r.RewardNumber, ct);
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}
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}
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var result = await tx.CommitAsync(ct);
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newlyClaimed = result.Deltas;
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}
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else
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{
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// No level crossed → no tx opened → still need to persist the progress mutation
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// (CurrentPoint/WeeklyPoints/WeeklyPeriodStart) tracked on the scoped DbContext.
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await _db.SaveChangesAsync(ct);
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}
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return new BattlePassPointGrant(
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BeforePoint: beforePoint,
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BeforeLevel: beforeLevel,
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AfterPoint: progress.CurrentPoint,
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AfterLevel: afterLevel,
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PointAdd: capped,
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Source: source,
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NewlyClaimed: newlyClaimed);
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}
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private static void RolloverWeeklyIfNeeded(ViewerBattlePassProgressEntry progress, DateTimeOffset now)
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{
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// Open question (see spec "Open assumptions"): true Cygames boundary likely ties to a fixed
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// weekday/timezone. v1 uses a per-viewer 7-day sliding window from first grant.
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if (progress.WeeklyPeriodStart is null)
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{
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progress.WeeklyPeriodStart = now;
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return;
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}
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if (now - progress.WeeklyPeriodStart.Value >= TimeSpan.FromDays(7))
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{
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progress.WeeklyPeriodStart = now;
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progress.WeeklyPoints = 0;
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}
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}
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internal static int ComputeLevel(IReadOnlyList<BattlePassLevelEntry> curve, int point)
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{
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if (curve.Count == 0) return 1;
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int level = curve[0].Level;
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foreach (var row in curve)
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{
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if (point >= row.RequiredPoint) level = row.Level;
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else break;
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}
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return level;
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}
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private static BattlePassRewardDto ToRewardDto(BattlePassRewardEntry r, HashSet<(BattlePassTrack, int)> claimSet)
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{
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return new BattlePassRewardDto
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{
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RewardLevel = Inv(r.Level),
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RewardType = Inv((int)r.RewardType),
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RewardDetailId = Inv(r.RewardDetailId),
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RewardNumber = Inv(r.RewardNumber),
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IsReceived = claimSet.Contains((r.Track, r.Level)),
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IsAppealExclusion = r.Track == BattlePassTrack.Premium
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? (r.IsAppealExclusion ? "1" : "0")
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: null,
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};
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}
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private static string FormatWireDate(DateTimeOffset dt) =>
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// Capture format is "2026-04-01 02:00:00" (JST, space-separated). Emit in same shape
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// in JST so the client gets back what it gave.
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dt.ToOffset(JstOffset)
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.ToString("yyyy-MM-dd HH:mm:ss", CultureInfo.InvariantCulture);
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private static string Inv(long v) => v.ToString(CultureInfo.InvariantCulture);
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private static string Inv(int v) => v.ToString(CultureInfo.InvariantCulture);
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}
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