Replace RewardGrantService with IInventoryService tx. GrantAsync returns post-state totals directly, eliminating the manual ResolvePostStateRewardNum helper. MissionData loaded via extra include on BeginAsync. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
215 lines
10 KiB
C#
215 lines
10 KiB
C#
using Microsoft.AspNetCore.Mvc;
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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.Services.Inventory;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.Gift;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.Gift;
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namespace SVSim.EmulatedEntrypoint.Controllers;
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/// <summary>
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/// Tutorial-scoped gift endpoints. We do NOT implement a generic gift system here —
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/// only the /tutorial/gift_top and /tutorial/gift_receive aliases needed for the
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/// step 31 → 41 reward flow. A full gift inbox is future work; if/when needed,
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/// add /gift/top and /gift/receive_gift aliases to this controller.
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/// </summary>
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public class GiftController : SVSimController
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{
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/// <summary>The hardcoded tutorial gift bundle every fresh viewer sees at step 31.</summary>
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public static readonly IReadOnlyList<PresentDto> TutorialGifts = new[]
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{
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new PresentDto { PresentId = "71478626", RewardType = "1", RewardDetailId = "0", RewardCount = "400", Message = "For completing the tutorial" },
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new PresentDto { PresentId = "71478627", RewardType = "9", RewardDetailId = "0", RewardCount = "100", Message = "For completing the tutorial" },
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new PresentDto { PresentId = "71478628", RewardType = "4", RewardDetailId = "1", RewardCount = "3", Message = "For completing the tutorial", ItemType = 1 },
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new PresentDto { PresentId = "71478629", RewardType = "4", RewardDetailId = "80001", RewardCount = "40", Message = "For completing the tutorial", ItemType = 2 },
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new PresentDto { PresentId = "71478630", RewardType = "4", RewardDetailId = "90001", RewardCount = "1", Message = "For completing the tutorial", ItemType = 2 },
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};
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private readonly SVSimDbContext _db;
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private readonly IInventoryService _inv;
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public GiftController(SVSimDbContext db, IInventoryService inv)
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{
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_db = db;
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_inv = inv;
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}
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[HttpPost("/tutorial/gift_top")]
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public async Task<ActionResult<GiftTopResponse>> TutorialGiftTop([FromBody] GiftTopRequest request)
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{
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if (!TryGetViewerId(out long viewerId)) return Unauthorized();
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var claimedList = await _db.ViewerClaimedTutorialGifts
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.Where(g => g.ViewerId == viewerId)
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.Select(g => g.PresentId)
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.ToListAsync();
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var claimed = new HashSet<string>(claimedList);
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var nowString = DateTime.UtcNow.ToString("yyyy-MM-dd HH:mm:ss");
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var presents = TutorialGifts
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.Where(p => !claimed.Contains(p.PresentId))
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.Select(p => Clone(p, nowString))
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.ToList();
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var history = TutorialGifts
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.Where(p => claimed.Contains(p.PresentId))
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.Select(p => Clone(p, nowString))
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.ToList();
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return new GiftTopResponse
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{
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PresentList = presents,
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PresentHistoryList = history,
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LimitOverPresentList = new(),
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};
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}
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[HttpPost("/tutorial/gift_receive")]
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public async Task<ActionResult<GiftReceiveResponse>> TutorialGiftReceive([FromBody] GiftReceiveRequest request)
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{
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if (!TryGetViewerId(out long viewerId)) return Unauthorized();
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var requestedIds = request.PresentIdArray.ToHashSet();
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// Resolve which of the requested ids are still claimable for this viewer before opening tx.
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var alreadyClaimedList = await _db.ViewerClaimedTutorialGifts
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.Where(g => g.ViewerId == viewerId && requestedIds.Contains(g.PresentId))
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.Select(g => g.PresentId)
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.ToListAsync();
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var alreadyClaimed = new HashSet<string>(alreadyClaimedList);
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var toClaim = TutorialGifts
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.Where(p => requestedIds.Contains(p.PresentId) && !alreadyClaimed.Contains(p.PresentId))
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.ToList();
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// Open inventory tx with MissionData loaded for tutorial-step advance.
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await using var tx = await _inv.BeginAsync(viewerId, configure:
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cfg => cfg.WithInclude(v => v.MissionData));
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// Apply grants via tx. Collect post-state per (type, detailId) for reward_list.
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// Each GrantAsync returns a list of GrantedReward with post-state totals; for currencies
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// only one entry is returned; for cards the cascade may return more entries (card + cosmetics).
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// reward_list must carry post-state totals (client does direct assignment).
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var rewardListEntries = new List<GiftRewardListEntry>();
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foreach (var p in toClaim)
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{
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var goodsType = WireRewardTypeToUserGoodsType(int.Parse(p.RewardType));
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var granted = await tx.GrantAsync(goodsType, long.Parse(p.RewardDetailId), int.Parse(p.RewardCount));
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// Use the first granted entry's post-state for the top-level gift reward_list entry.
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// Gift rewards are currencies and items only (no cards in TutorialGifts), so granted
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// always has exactly one element. The post-state total is already correct from tx.
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if (granted.Count > 0)
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{
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rewardListEntries.Add(new GiftRewardListEntry
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{
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RewardType = p.RewardType,
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RewardId = p.RewardDetailId,
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RewardNum = granted[0].RewardNum.ToString(System.Globalization.CultureInfo.InvariantCulture),
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});
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}
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}
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// Advance tutorial state from 31 → 41 as a side-effect of this claim (no separate
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// /tutorial/update → 41 call appears in the prod capture). Preserve max — don't downgrade
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// viewers who are already past step 41.
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const int GiftReceiveTutorialStep = 41;
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if (tx.Viewer.MissionData.TutorialState < GiftReceiveTutorialStep)
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{
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tx.Viewer.MissionData.TutorialState = GiftReceiveTutorialStep;
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}
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// Persist claim receipts inside the same tx.
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var now = DateTime.UtcNow;
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foreach (var p in toClaim)
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{
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_db.ViewerClaimedTutorialGifts.Add(new SVSim.Database.Models.ViewerClaimedTutorialGift
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{
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ViewerId = viewerId,
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PresentId = p.PresentId,
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ClaimedAt = now,
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});
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}
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await tx.CommitAsync();
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var nowString = now.ToString("yyyy-MM-dd HH:mm:ss");
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var allClaimedList = await _db.ViewerClaimedTutorialGifts
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.Where(g => g.ViewerId == viewerId)
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.Select(g => g.PresentId)
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.ToListAsync();
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var allClaimed = new HashSet<string>(allClaimedList);
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// Derive presentList/historyList up front so IsUnreceivedPresent can read the count
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// without re-filtering. unclaimedPresents are the gifts still on offer after this call;
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// claimedPresents are everything the viewer has ever received (this call + prior calls).
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var unclaimedPresents = TutorialGifts
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.Where(p => !allClaimed.Contains(p.PresentId))
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.Select(p => Clone(p, nowString))
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.ToList();
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var claimedPresents = TutorialGifts
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.Where(p => allClaimed.Contains(p.PresentId))
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.Select(p => Clone(p, nowString))
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.ToList();
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return new GiftReceiveResponse
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{
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CardList = new(),
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// Echo only the ids actually granted by THIS call. Building this from `requestedIds`
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// would falsely confirm a re-grant on idempotent retries: the client would re-show
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// the "received N gifts" popup and direct-assign the same post-state totals it already
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// applied, double-toasting the user. Sort ascending to match the prod-capture order.
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ReceivedIds = toClaim
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.Select(p => p.PresentId)
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.OrderBy(x => x)
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.ToList(),
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// Same idempotency contract: only the gifts granted in THIS call belong in the
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// per-reward summary list. The client uses this to drive the +N popups.
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TotalReceiveCountList = toClaim
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.Select(p => new TotalReceiveCountDto
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{
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RewardType = int.Parse(p.RewardType),
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RewardDetailId = long.Parse(p.RewardDetailId),
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RewardCount = long.Parse(p.RewardCount),
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ItemType = p.ItemType ?? 0,
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IsUsable = true,
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}).ToList(),
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PresentList = unclaimedPresents,
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PresentHistoryList = claimedPresents,
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// True when there are still unclaimed gifts on offer — drives the inbox badge state.
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// Hardcoding false hid the badge after partial claims even though present_list still
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// carried unclaimed entries.
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IsUnreceivedPresent = unclaimedPresents.Count > 0,
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// reward_list entries carry POST-STATE TOTALS (from tx.GrantAsync).
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// See project memory: project_wire_reward_list_post_state.
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// Iterate toClaim so idempotent re-receive doesn't re-emit post-state entries.
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RewardList = rewardListEntries,
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// Echo the persisted state, not a hardcoded 41. The state may already be past 41
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// for replay/edge-case calls (the Math.Max-preserve block above keeps it stable);
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// emitting 41 anyway would surface a regressed step to the client and desync the
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// tutorial-state machine.
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TutorialStep = tx.Viewer.MissionData.TutorialState,
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};
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}
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private static UserGoodsType WireRewardTypeToUserGoodsType(int wireType) => wireType switch
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{
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1 => UserGoodsType.Crystal,
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4 => UserGoodsType.Item,
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9 => UserGoodsType.Rupy,
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_ => throw new InvalidOperationException($"Unmapped gift wire reward_type {wireType}"),
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};
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private static PresentDto Clone(PresentDto p, string createTime) => new()
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{
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PresentId = p.PresentId,
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RewardType = p.RewardType,
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RewardDetailId = p.RewardDetailId,
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RewardCount = p.RewardCount,
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ConditionNumber = p.ConditionNumber,
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PresentLimitType = p.PresentLimitType,
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RewardLimitTime = p.RewardLimitTime,
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CreateTime = createTime,
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ItemType = p.ItemType,
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Message = p.Message,
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};
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}
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