Files
SVSimServer/SVSim.EmulatedEntrypoint/Services/StoryService.cs
gamer147 05d8169012 refactor: type reward_type columns as UserGoodsType enum
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>
2026-06-03 07:50:49 -04:00

618 lines
30 KiB
C#

using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.Logging;
using System.Text.Json;
using SVSim.Database;
using SVSim.Database.Entities.Story;
using SVSim.Database.Enums;
using SVSim.Database.Models.Config;
using SVSim.Database.Repositories.Deck;
using SVSim.Database.Repositories.BuildDeck;
using SVSim.Database.Services;
using SVSim.Database.Services.Inventory;
using SVSim.Database.Repositories.Story;
using SVSim.EmulatedEntrypoint.Models.Dtos;
using SVSim.EmulatedEntrypoint.Models.Dtos.Common;
using SVSim.EmulatedEntrypoint.Models.Dtos.Story;
namespace SVSim.EmulatedEntrypoint.Services;
public class StoryService : IStoryService
{
private readonly IStoryMasterRepository _master;
private readonly IViewerStoryProgressRepository _viewer;
private readonly IInventoryService _inv;
private readonly SVSimDbContext _db;
private readonly IGameConfigService _configService;
private readonly IDeckRepository _deckRepository;
private readonly IBuildDeckRepository _buildDecks;
private readonly ILogger<StoryService> _logger;
public StoryService(
IStoryMasterRepository master,
IViewerStoryProgressRepository viewer,
IInventoryService inv,
SVSimDbContext db,
IGameConfigService configService,
IDeckRepository deckRepository,
IBuildDeckRepository buildDecks,
ILogger<StoryService> logger)
{
_master = master;
_viewer = viewer;
_inv = inv;
_db = db;
_configService = configService;
_deckRepository = deckRepository;
_buildDecks = buildDecks;
_logger = logger;
}
public async Task<InfoResponse> GetInfoAsync(StoryApiType apiType, int sectionId, int? charaId, long viewerId)
{
var resolvedChara = charaId ?? 0;
var chapters = await _master.GetChaptersBySectionCharaAsync(sectionId, resolvedChara);
if (chapters.Count == 0)
return new InfoResponse();
// Include sub-chapter story_ids in the progress lookup — they're independent progress
// markers (each sub vignette gets its own ViewerStoryProgress row) and feed the per-sub
// is_finish flag in the response.
var storyIds = chapters.Select(c => c.StoryId)
.Concat(chapters.SelectMany(c => c.SubChapters).Select(sc => sc.SubChapterStoryId))
.Distinct()
.ToList();
// Sequential awaits — both repos share the scoped DbContext, and EF Core forbids
// concurrent operations on a single context. Parallel Task.WhenAll throws
// InvalidOperationException ("A second operation was started on this context...").
var progress = await _viewer.GetProgressForChaptersAsync(viewerId, storyIds);
var unlocked = await _viewer.GetBranchUnlockedStoryIdsAsync(viewerId, storyIds);
var byChapterId = chapters.ToDictionary(c => c.ChapterId);
var resp = new InfoResponse();
foreach (var c in chapters.OrderBy(x => ChapterRowNum(x.ChapterId))
.ThenBy(x => x.ChapterId, StringComparer.Ordinal))
{
var parent = chapters.FirstOrDefault(p =>
!ReferenceEquals(p, c) &&
p.NextChapterId.Split(' ', StringSplitOptions.RemoveEmptyEntries).Contains(c.ChapterId));
// A chapter is a "branch child" only at the SPLIT point — where the parent declares
// multiple successors (e.g. ch2.next="3a 3b 3c"). The alphabetic suffix is inherited
// across the rest of the branched path (3a→4a→5a→...) but only ch3a/3b/3c carry the
// explicit unlock gate; downstream "4a"/"4b" are normal single successors. Suffix-based
// detection (^\d+[a-z]+) wrongly tagged every "4a"-style chapter as a branch child.
bool isBranchChild = parent is not null
&& parent.NextChapterId.Split(' ', StringSplitOptions.RemoveEmptyEntries).Length > 1;
// is_released = "chapter visible in the section UI" — gated on parent progress.
// For branch children this is the PARENT's finish state, NOT whether THIS branch
// was selected — siblings of the chosen branch must still appear so the player
// sees the alternative paths exist (rendered locked). Verified against prod
// traffic_prod_haven_choices.ndjson lines 22/28/34 where 3a/3b/3c all carry
// is_released=true regardless of which branch was previously chosen.
bool released = parent is null
|| (progress.TryGetValue(parent.StoryId, out var pp) && (pp.IsFinish || pp.IsSkipped));
// Optional required_chapter_id gate (additional release condition only).
if (!string.IsNullOrEmpty(c.RequiredChapterId) &&
byChapterId.TryGetValue(c.RequiredChapterId, out var req))
{
bool reqDone = progress.TryGetValue(req.StoryId, out var rp)
&& (rp.IsFinish || rp.IsSkipped);
released = released && reqDone;
}
// is_lock = "chapter has an explicit gate not yet satisfied" — INDEPENDENT of
// is_released. The only gate in the current catalog is the branch-sibling
// selection: unselected branch children carry is_lock=true even though they
// remain visible. Non-branch chapters never carry an implicit lock; their
// availability is communicated entirely through is_released.
bool locked = isBranchChild && !unlocked.Contains(c.StoryId);
var pState = progress.GetValueOrDefault(c.StoryId);
resp.StoryMasterList.Add(new StoryMasterEntry
{
StoryId = c.StoryId.ToString(),
SectionId = c.SectionId.ToString(),
CharaId = c.CharaId.ToString(),
ChapterId = c.ChapterId,
NextChapterId = c.NextChapterId,
RequiredChapterId = c.RequiredChapterId ?? "",
SelectionDisplayPosition = c.SelectionDisplayPosition ?? "",
SelectionTextId = c.SelectionTextId ?? "",
ShowCoordinate = c.ShowCoordinate.ToString(),
XCoordinate = c.XCoordinate.ToString("0.#####"),
YCoordinate = c.YCoordinate.ToString("0.#####"),
IsCameraMovable = c.IsCameraMovable.ToString(),
ShowSubtitles = c.ShowSubtitles.ToString(),
BattleExists = c.BattleExists,
EnemyCharaId = c.EnemyCharaId.ToString(),
EnemyClass = c.EnemyClass.ToString(),
EnemyAiId = c.EnemyAiId.ToString(),
BgFileName = c.BgFileName,
ChapterEffectPath = c.ChapterEffectPath ?? "",
ChapterClearTextId = c.ChapterClearTextId ?? "",
Battle3dFieldId = c.Battle3dFieldId.ToString(),
BgmId = c.BgmId,
SpecialBattleSettingId = c.SpecialBattleSettingId?.ToString() ?? "",
ReleasePoint = c.ReleasePoint.ToString(),
BattleSettings = c.BattleSettings.Select(b => new BattleSettingDto
{
DeckClassId = b.DeckClassId,
PlayerEmotionOverride = b.PlayerEmotionOverride,
EnemyEmotionOverride = b.EnemyEmotionOverride,
SkinIdOverride = b.SkinIdOverride,
Battle3dFieldIdOverride = b.Battle3dFieldIdOverride,
BgmIdOverride = b.BgmIdOverride,
DeckSkinIdOverride = b.DeckSkinIdOverride,
}).ToList(),
StoryReward = c.Rewards.Select(r => new RewardDto
{
RewardType = ((int)r.RewardType).ToString(),
RewardDetailId = r.RewardDetailId.ToString(),
RewardNumber = r.RewardNumber.ToString(),
}).ToList(),
SubChapters = c.SubChapters.Count == 0
? null
: c.SubChapters.Select(sc => new SubChapterDto
{
StoryId = sc.SubChapterStoryId,
SubChapterId = sc.SubChapterId,
IsFinish = progress.TryGetValue(sc.SubChapterStoryId, out var sp) && sp.IsFinish,
IsMaintenanceChapter = sc.IsMaintenanceChapter,
}).ToList(),
IsMaintenanceChapter = c.IsMaintenanceChapter,
IsReleased = released,
IsLock = locked,
UnlockText = c.UnlockText ?? "",
IsSkipped = pState?.IsSkipped ?? false,
IsFinish = pState?.IsFinish ?? false,
IsPlayAnotherEndAppearanceAnimation = c.IsPlayAnotherEndAppearanceAnimation,
IsReleasedAnotherEnd = c.IsReleasedAnotherEnd,
// TODO: prod gates skip on tutorial chapters specifically — the first battle of
// each class's section-1 intro (the "class tutorial" chapters) only shows skip on
// REPLAY, not on first play. Other chapters honor the chapter-master flag as-is.
// Our captures are all post-clear so the exact gate is unconfirmed; cosmetic-only,
// viewer sees skip earlier than prod would allow on class-tutorial first plays.
IsSkipEnabled = c.IsSkipEnabled,
});
}
return resp;
}
public async Task<SectionResponse> GetSectionsAsync(StoryApiType apiType, long viewerId)
{
var sections = await _master.GetSectionsByFamilyAsync(apiType);
if (sections.Count == 0) return new SectionResponse();
var worldIds = sections.Where(s => s.WorldId.HasValue).Select(s => s.WorldId!.Value).Distinct().ToList();
// Four bulk loads total — no per-(section,chara) round-trips. For a full main-story sweep
// this is 4 queries instead of ~336. Sequential (not Task.WhenAll) because both repos
// share the scoped DbContext — EF Core forbids concurrent operations on a single context.
var worlds = await _master.GetWorldsForSectionsAsync(worldIds);
var sectionIds = sections.Select(s => s.Id).ToList();
var allChapters = await _master.GetChaptersBySectionsAsync(sectionIds);
var allProgress = await _viewer.GetProgressForChaptersAsync(
viewerId, allChapters.Select(c => c.StoryId));
// Tutorial section (id=0) has no chapter rows server-side — the prologue is hardcoded
// client-side in Wizard/Prologue.cs. Derive its is_finished from viewer.tutorial_step
// instead (matches prod traffic_prod_626_story.ndjson btn_story_tutorial). The client
// uses is_finished to flip IsTutorialReplay, which is what re-enables chapter switching
// in AreaSelectUI.OnTouchChapterListTutorial when the user re-visits the prologue.
const int TutorialEndStep = 100;
var tutorialState = await _db.Viewers
.Where(v => v.Id == viewerId)
.Select(v => v.MissionData.TutorialState)
.FirstOrDefaultAsync();
// Index chapters by (sectionId, charaId) for O(1) lookup in the rollup loop.
var chaptersBySectionChara = allChapters
.GroupBy(c => (c.SectionId, c.CharaId))
.ToDictionary(g => g.Key, g => g.ToList());
var charaIds = new[] { 1, 2, 3, 4, 5, 6, 7, 8 };
var resp = new SectionResponse();
foreach (var w in worlds)
{
var sectionsInWorld = sections.Where(s => s.WorldId == w.Id).OrderBy(s => s.OrderId).ToList();
var worldDto = new SectionWorld
{
TitleTextId = w.TitleTextKey,
PanelImageName = w.PanelImageName,
RibbonText = w.RibbonText,
};
bool worldComplete = sectionsInWorld.Count > 0;
foreach (var s in sectionsInWorld)
{
int released = 0, finished = 0;
bool sectionFinished;
if (s.IsLeaderSelect)
{
// released_chara_count = charas with playable chapters in the catalog
// (chapter 1 is always unlocked, so a chara is "released" the moment it has
// any chapter row). Drives the "X/Y complete" label, which the client only
// renders when released > 0. Counter is per-catalog, NOT per-viewer-progress.
// finished_chara_count = charas where the viewer has cleared every chapter.
int charasWithChapters = 0;
foreach (var c in charaIds)
{
if (!chaptersBySectionChara.TryGetValue((s.Id, c), out var chapters) || chapters.Count == 0)
continue;
charasWithChapters++;
int doneCount = chapters.Count(x =>
allProgress.TryGetValue(x.StoryId, out var p) && (p.IsFinish || p.IsSkipped));
if (doneCount == chapters.Count) finished++;
}
released = charasWithChapters;
sectionFinished = released > 0 && finished == released;
}
else
{
// Non-leader-select sections (Limited / Event story) use chara_id=0 and don't
// expose chara counters — prod emits released=finished=0 regardless of progress.
// is_finished is derived from completion of the single chara=0 chapter set.
chaptersBySectionChara.TryGetValue((s.Id, 0), out var chapters);
if (chapters is { Count: > 0 })
{
int doneCount = chapters.Count(x =>
allProgress.TryGetValue(x.StoryId, out var p) && (p.IsFinish || p.IsSkipped));
sectionFinished = doneCount == chapters.Count;
}
else
{
sectionFinished = false;
}
}
if (s.Id == 0) sectionFinished = tutorialState >= TutorialEndStep;
if (!sectionFinished) worldComplete = false;
worldDto.SectionList.Add(new SectionEntry
{
SectionId = s.Id.ToString(),
OrderId = s.OrderId,
AllStoryOrderId = s.AllStoryOrderId.ToString(),
Name = s.NameTextKey,
ImageName = s.ImageName,
IsLeaderSelect = s.IsLeaderSelect,
BackGroundId = s.BackGroundId,
IsFinished = sectionFinished,
ReleasedCharaCount = released,
FinishedCharaCount = finished,
IsUnderMaintenance = s.IsUnderMaintenance,
ChapterSelectType = s.ChapterSelectType.ToString(),
StoryTypeOverwrite = s.StoryTypeOverwrite.ToString(),
IsNew = false,
IsPlayAnotherEndAppearanceAnimation = s.IsPlayAnotherEndAppearanceAnimation,
IsSpoiler = s.IsSpoiler,
SpoilerMessage = s.SpoilerMessage,
});
}
worldDto.IsComplete = worldComplete;
resp.WorldList[w.Id.ToString()] = worldDto;
}
return resp;
}
public async Task<LeaderSelectResponse> GetLeaderSelectAsync(StoryApiType apiType, int sectionId, long viewerId)
{
// Leader list comes from whatever chara_ids the section's chapter catalog actually contains —
// NOT a fixed 1..8 enumeration. Sections in prod range from standard class subsets
// (e.g. section 5: charas 3,5,6,8) to custom-leader sections (e.g. section 17: chara_ids
// 500901-500904). Order is by ascending min(story_id) per chara, which reproduces prod's
// ordering for every captured section (including section 17's 500901,500903,500904,500902
// and section 15's 500701,500732,500704). Verified against traffic_prod_626_story.ndjson.
var chapters = await _master.GetChaptersBySectionsAsync(new[] { sectionId });
var charaGroups = chapters
.GroupBy(c => c.CharaId)
.Select(g => (CharaId: g.Key, Chapters: g.ToList(), MinStoryId: g.Min(c => c.StoryId)))
.OrderBy(g => g.MinStoryId)
.ToList();
var resp = new LeaderSelectResponse { LeaderCount = charaGroups.Count };
if (charaGroups.Count == 0) return resp;
var allStoryIds = chapters.Select(c => c.StoryId).ToList();
var progress = await _viewer.GetProgressForChaptersAsync(viewerId, allStoryIds);
foreach (var (charaId, chaps, _) in charaGroups)
{
int highest = 0;
bool anySkipped = false;
int clearedCount = 0;
foreach (var ch in chaps)
{
if (progress.TryGetValue(ch.StoryId, out var p) && (p.IsFinish || p.IsSkipped))
{
int row = ChapterRowNum(ch.ChapterId);
if (row > highest) highest = row;
if (p.IsSkipped) anySkipped = true;
clearedCount++;
}
}
resp.LeaderList.Add(new LeaderEntry
{
CharaId = charaId,
IsSkipped = anySkipped,
IsFinished = clearedCount == chaps.Count,
CurrentChapter = (highest == 0) ? 1 : highest + 1,
});
}
return resp;
}
public async Task<GetDeckListResponse> GetDeckListAsync(StoryApiType apiType, int storyId, long viewerId)
{
var byFormat = await _deckRepository.GetDecksByFormats(
viewerId, new[] { SVSim.Database.Enums.Format.Rotation, SVSim.Database.Enums.Format.Unlimited });
var resp = new GetDeckListResponse
{
UserDeckRotation = byFormat[SVSim.Database.Enums.Format.Rotation]
.Select(d => new UserDeck(d)).ToList(),
UserDeckUnlimited = byFormat[SVSim.Database.Enums.Format.Unlimited]
.Select(d => new UserDeck(d)).ToList(),
MaintenanceCardList = new List<long>(),
};
// The chapter's leader (CharaId == class_id 1-8 for standard classes) drives which
// prebuilt/trial decks the story deck-select shows. Non-class chapters (custom leaders,
// chara_id outside 1-8) get empty build/trial lists, matching prod.
var chapter = await _master.GetChapterByIdAsync(storyId);
int classId = chapter?.CharaId ?? 0;
if (classId is >= 1 and <= 8)
{
var storyDecks = await _buildDecks.GetStoryDecksByClass(classId);
resp.BuildDeckList = storyDecks
.Where(d => d.Kind == StoryDeckKind.Build)
.Select(ToBuildDeck).ToList();
resp.TrialDeckList = storyDecks
.Where(d => d.Kind == StoryDeckKind.Trial)
.Select(ToTrialDeck).ToList();
}
// default_deck_list — all 8 starter decks, keyed by deck_no string (same shape as /deck/info).
var defaults = await _db.DefaultDecks.OrderBy(d => d.Id).ToListAsync();
resp.DefaultDeckList = defaults.ToDictionary(
d => d.Id.ToString(),
d => new DefaultDeck
{
DeckNo = d.DeckNo,
ClassId = d.ClassId,
SleeveId = d.SleeveId,
LeaderSkinId = d.LeaderSkinId,
DeckName = d.DeckName,
CardIdArray = JsonSerializer.Deserialize<List<long>>(d.CardIdArray) ?? new(),
IsCompleteDeck = 1,
IsAvailableDeck = 1,
MaintenanceCardIds = new(),
});
return resp;
}
private static BuildDeck ToBuildDeck(StoryDeckView d) => new()
{
DeckNo = d.DeckNo,
OrderNum = d.OrderNum,
ClassId = d.ClassId,
SleeveId = d.SleeveId,
LeaderSkinId = d.LeaderSkinId,
EntryNo = d.EntryNo,
CreateDeckTime = null,
DeckName = d.DeckName,
CardIdArray = d.CardIdArray,
IsCompleteDeck = 1,
IsAvailableDeck = 1,
MaintenanceCardIds = new(),
IsRecommend = d.IsRecommend,
};
private static TrialDeck ToTrialDeck(StoryDeckView d) => new()
{
DeckNo = d.DeckNo,
ClassId = d.ClassId,
SleeveId = d.SleeveId,
LeaderSkinId = d.LeaderSkinId,
DeckName = d.DeckName,
CardIdArray = d.CardIdArray,
IsCompleteDeck = 1,
RestrictedCardExists = false,
IsAvailableDeck = 1,
MaintenanceCardIds = new(),
IsIncludeUnPossessionCard = false,
DeckFormat = d.DeckFormat ?? 0,
IsRecommend = d.IsRecommend,
};
public async Task<StartResponse> StartAsync(StoryApiType apiType, int[] storyIds, long viewerId)
{
var resp = new StartResponse();
for (int i = 0; i < storyIds.Length; i++)
{
var chapter = await _master.GetChapterByIdAsync(storyIds[i]);
if (chapter is null)
{
resp[i.ToString()] = Array.Empty<object>();
continue;
}
if (chapter.SpecialBattleSettingId is null)
{
resp[i.ToString()] = Array.Empty<object>();
}
else
{
var sbs = await _master.GetSbsByIdAsync(chapter.SpecialBattleSettingId.Value);
if (sbs is null) { resp[i.ToString()] = Array.Empty<object>(); continue; }
resp[i.ToString()] = new StartSlotWithSbs
{
SpecialBattleSetting = new SpecialBattleSettingDto
{
Id = sbs.Id.ToString(),
PlayerFirstTurn = sbs.PlayerFirstTurn.ToString(),
PlayerStartPp = sbs.PlayerStartPp.ToString(),
EnemyStartPp = sbs.EnemyStartPp.ToString(),
PlayerStartLife = sbs.PlayerStartLife.ToString(),
EnemyStartLife = sbs.EnemyStartLife.ToString(),
PlayerAttachSkill = sbs.PlayerAttachSkill,
EnemyAttachSkill = sbs.EnemyAttachSkill,
IdOverrideInBattleLog = sbs.IdOverrideInBattleLog,
BanishEffectOverride = sbs.BanishEffectOverride,
TokenDrawEffectOverride = sbs.TokenDrawEffectOverride,
SpecialTokenDrawEffectOverride = sbs.SpecialTokenDrawEffectOverride,
ResultSkip = sbs.ResultSkip.ToString(),
VsEffectOverride = sbs.VsEffectOverride.ToString(),
ClassDestroyEffectOverride = sbs.ClassDestroyEffectOverride.ToString(),
Note = sbs.Note ?? "",
}
};
}
}
resp["mission_parameter"] = Array.Empty<object>();
return resp;
}
public async Task<FinishResponse> FinishAsync(StoryApiType apiType, FinishRequest req, long viewerId)
{
var chapter = await _master.GetChapterByIdAsync(req.StoryId);
if (chapter is null)
{
// Sub-chapter story_ids (e.g. section 9 ch.13's vignettes at 375-378) have no chapter
// master row of their own — they're just progress markers on the parent. The client
// sends them directly to /finish per StoryFinishTask.GetFinishStoryId. Resolve via the
// StorySubChapter lookup and record progress at the sub's id with isFinish+isSkipped
// both true (sub-chapters are always narrative-only — no battle settings on the wire).
var sub = await _master.FindSubChapterByStoryIdAsync(req.StoryId);
if (sub is null) return new FinishResponse();
await _viewer.UpsertProgressAsync(viewerId, req.StoryId, isFinish: true, isSkipped: true);
return new FinishResponse();
}
var progress = (await _viewer.GetProgressForChaptersAsync(viewerId, new[] { req.StoryId }))
.GetValueOrDefault(req.StoryId);
var resp = new FinishResponse();
// Three finish shapes:
// 1. Play-shape (class_id present): user fought the battle → is_finish=true.
// 2. No-battle chapter + finish=1: narrative-only chapter that the client auto-finishes
// with no class_id. Prod marks BOTH is_finish=true AND is_skipped=true — the client
// uses is_finish for the green "Cleared" badge, so leaving it false here renders the
// blue "AlreadyRead" badge instead (verified against traffic_prod_limited_stories
// story_id=1 /info after /finish).
// 3. Skip-shape on battle chapter: user chose to skip → is_skipped=true only.
bool isPlayShape = req.IsPlayShape;
bool isNoBattleAutoFinish = !isPlayShape && !chapter.BattleExists;
if (isPlayShape || isNoBattleAutoFinish)
{
bool firstClear = progress is null || !progress.IsFinish;
await _viewer.UpsertProgressAsync(
viewerId, req.StoryId,
isFinish: true,
isSkipped: isNoBattleAutoFinish ? true : (bool?)null);
if (firstClear && chapter.Rewards.Count > 0)
{
// Open inventory tx — skip the load entirely when no rewards (narrative-only
// chapters where the only side effect is the progress upsert).
await using var tx = await _inv.BeginAsync(viewerId);
// reward_list and story_reward_list have DIFFERENT semantics for reward_num:
// - reward_list: post-state totals. Client (PlayerStaticData
// .UpdateHaveUserGoodsNum) direct-assigns to in-memory
// balances (e.g. UserRupyCount = num).
// - story_reward_list: deltas. Client (ResultAnimationAgent
// .HandleStoryAndMissionRewards) feeds each entry to
// AddReward(item) which draws a "+N received" popup line.
// GrantAsync may return 1+N entries (Card grants cascade into cosmetics). All
// post-state entries go into reward_list via result.RewardList; story_reward_list
// only gets the top-level mission row's delta (cascade cosmetics have no row).
var storyRewardDeltas = new List<RewardGrant>();
foreach (var r in chapter.Rewards)
{
try
{
await tx.GrantAsync(r.RewardType, r.RewardDetailId, r.RewardNumber);
}
catch (NotSupportedException ex)
{
_logger.LogWarning(ex,
"StoryService: skipping unsupported reward_type={Type} detail={Detail} num={Num} for story={StoryId}",
r.RewardType, r.RewardDetailId, r.RewardNumber, req.StoryId);
continue;
}
// delta for story_reward_list: raw catalog amounts (not post-state)
storyRewardDeltas.Add(new RewardGrant
{
RewardType = ((int)r.RewardType).ToString(),
RewardId = r.RewardDetailId.ToString(),
RewardNum = r.RewardNumber.ToString(),
});
}
var result = await tx.CommitAsync();
// reward_list = post-state totals from tx (includes cosmetic cascade entries)
foreach (var g in result.RewardList)
{
resp.RewardList.Add(new RewardGrant
{
RewardType = ((int)g.RewardType).ToString(),
RewardId = g.RewardId.ToString(),
RewardNum = g.RewardNum.ToString(),
});
}
// story_reward_list = deltas accumulated above
resp.StoryRewardList.AddRange(storyRewardDeltas);
}
if (firstClear && isPlayShape)
{
// XP grant requires a class_id (only sent on play-shape). No-battle chapters
// have no class context — prod returns get_class_experience=0 for them.
var xp = _configService.Get<StoryConfig>().ClassXpPerClear;
resp.GetClassExperience = xp.ToString();
// class_experience / class_level updates would consult the viewer's per-class XP
// table — placeholder zeros; wire to viewer.Classes[class_id] when that path exists.
resp.ClassExperience = 0;
resp.ClassLevel = "0";
}
}
else
{
// Skip-shape: optionally unlock a branch child if selection_chapter_id is set.
if (!string.IsNullOrEmpty(req.SelectionChapterId))
{
var siblings = await _master.GetChaptersBySectionCharaAsync(chapter.SectionId, chapter.CharaId);
var child = siblings.FirstOrDefault(c => c.ChapterId == req.SelectionChapterId);
if (child is not null)
await _viewer.UpsertBranchUnlockAsync(viewerId, child.StoryId);
}
await _viewer.UpsertProgressAsync(viewerId, req.StoryId, isFinish: null, isSkipped: true);
}
return resp;
}
public async Task<FinishResponse> AllFinishAsync(StoryApiType apiType, int[] storyIds, bool isFinish, long viewerId)
{
foreach (var sid in storyIds)
await _viewer.UpsertProgressAsync(viewerId, sid, isFinish: null, isSkipped: true);
return new FinishResponse();
}
private static int ChapterRowNum(string chapterId)
{
// Extract leading numeric prefix; for "12a" returns 12.
int i = 0;
while (i < chapterId.Length && char.IsDigit(chapterId[i])) i++;
return int.TryParse(chapterId[..i], out int n) ? n : 0;
}
}