Files
SVSimServer/SVSim.EmulatedEntrypoint/Controllers/AchievementController.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

128 lines
4.6 KiB
C#

using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Repositories.Mission;
using SVSim.Database.Services.Inventory;
using SVSim.EmulatedEntrypoint.Models.Dtos.Achievement;
using SVSim.EmulatedEntrypoint.Services;
namespace SVSim.EmulatedEntrypoint.Controllers;
/// <summary>
/// /achievement/* — claim achievement rewards. Wire shape mirrors AchievementReceiveRewardTask.cs.
/// </summary>
[Route("achievement")]
public class AchievementController : SVSimController
{
private const int FailureResultCode = 2;
private readonly SVSimDbContext _db;
private readonly IMissionCatalogRepository _catalog;
private readonly IViewerMissionStateService _state;
private readonly IMissionAssembler _assembler;
private readonly IInventoryService _inv;
public AchievementController(
SVSimDbContext db,
IMissionCatalogRepository catalog,
IViewerMissionStateService state,
IMissionAssembler assembler,
IInventoryService inv)
{
_db = db;
_catalog = catalog;
_state = state;
_assembler = assembler;
_inv = inv;
}
[HttpPost("receive_reward")]
public async Task<IActionResult> ReceiveReward(
AchievementReceiveRewardRequest request, CancellationToken ct)
{
if (!TryGetViewerId(out long viewerId)) return Unauthorized();
// EnsureCurrentAsync needs a viewer id — use a lightweight pre-check load then
// materialize state before opening the inventory tx.
var viewerIdCheck = await _db.Viewers
.Where(v => v.Id == viewerId)
.Select(v => v.Id)
.FirstOrDefaultAsync(ct);
if (viewerIdCheck == 0) return Unauthorized();
await _state.EnsureCurrentAsync(viewerId, ct);
await _db.SaveChangesAsync(ct);
// Re-read viewer's achievement for this type after state-service materialization.
var ach = await _db.ViewerAchievements
.FirstOrDefaultAsync(a => a.ViewerId == viewerId && a.AchievementType == request.AchievementType, ct);
if (ach is null || ach.Level != request.Level)
{
return Ok(new { result_code = FailureResultCode });
}
var catalogRow = await _catalog.GetAchievementAsync(request.AchievementType, request.Level, ct);
if (catalogRow is null)
{
return Ok(new { result_code = FailureResultCode });
}
// Open inventory tx and grant via InventoryService.
await using var tx = await _inv.BeginAsync(viewerId, ct);
var granted = await tx.GrantAsync(
catalogRow.RewardType,
catalogRow.RewardDetailId,
catalogRow.RewardNumber,
ct);
// Advance viewer's level by 1. If no catalog row exists at the new level (i.e. just
// claimed the highest captured tier), max_level on the wire stays the same and the
// UI shows "claimed at max" until catalog grows.
ach.Level += 1;
var maxLevelByType = await _catalog.GetMaxLevelByAchievementTypeAsync(ct);
if (maxLevelByType.TryGetValue(request.AchievementType, out int maxLevel)
&& ach.Level > maxLevel)
{
ach.AchievementStatus = 2;
}
else
{
ach.AchievementStatus = 0;
}
ach.NowAchievedLevel = request.Level;
await tx.CommitAsync(ct);
var dto = await _assembler.BuildAsync(tx.Viewer, ct);
var resp = new AchievementReceiveRewardResponse
{
UserMissionList = dto.UserMissionList,
UserAchievementList = dto.UserAchievementList,
BattlePassMonthlyMission = dto.BattlePassMonthlyMission,
IsChangeMission = dto.IsChangeMission,
CanChangeMissionTime = dto.CanChangeMissionTime,
IsChangeReceiveType = dto.IsChangeReceiveType,
CanChangeReceiveTypeTime = dto.CanChangeReceiveTypeTime,
MissionReceiveType = dto.MissionReceiveType,
RewardList = granted.Select(g => new RewardGrantDto
{
RewardType = (int)g.RewardType,
RewardId = g.RewardId,
RewardNum = g.RewardNum,
}).ToList(),
TotalReceiveCountList = granted.Select(g => new TotalReceiveCountDto
{
RewardType = (int)g.RewardType,
RewardDetailId = g.RewardId,
RewardCount = g.RewardNum,
ItemType = 0,
IsUsable = true,
}).ToList(),
};
return Ok(resp);
}
}