92 lines
4.3 KiB
C#
92 lines
4.3 KiB
C#
using Microsoft.EntityFrameworkCore;
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using SVSim.Database.Models;
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namespace SVSim.Database.Repositories.Card;
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public class CardInventoryRepository : ICardInventoryRepository
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{
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private readonly SVSimDbContext _db;
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public CardInventoryRepository(SVSimDbContext db)
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{
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_db = db;
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}
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public async Task<DestructOutcome> DestructCards(long viewerId, IReadOnlyDictionary<long, int> destructCounts)
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{
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// Load covers cards + currency + decks. DeckCard.Card and OwnedCardEntry.Card both
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// need explicit Includes — owned-collection auto-loading does not cover nested nav refs
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// (see project_ef_nav_include_pitfall memory).
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//
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// AsSplitQuery is essential here. Without it, EF emits one SQL with a cartesian JOIN
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// across OwnedCardEntry × DeckCard, materializing ~|owned_cards| × |deck_cards| rows
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// for a single destruct. For a real account that's ~1500 × ~1600 = 2.4M rows and ~5s
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// round-trip. Split queries issue separate SELECTs per Include chain — total rows
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// stay linear in the data instead of multiplicative.
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var viewer = await _db.Viewers
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.Include(v => v.Cards).ThenInclude(c => c.Card).ThenInclude(c => c.CollectionInfo)
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.Include(v => v.Decks).ThenInclude(d => d.Cards).ThenInclude(c => c.Card)
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.AsSplitQuery()
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.FirstAsync(v => v.Id == viewerId);
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var ownedByCardId = viewer.Cards.ToDictionary(c => c.Card.Id);
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foreach (var (cardId, num) in destructCounts)
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{
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// TryGetValue can succeed with Card.Id == 0 due to an EF owned-collection nav-ref
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// default-init quirk (see project_ef_nav_include_pitfall memory).
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if (!ownedByCardId.TryGetValue(cardId, out var owned) || owned.Card.Id == 0)
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return DestructOutcome.Fail(DestructError.UnknownCard);
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if (owned.IsProtected)
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return DestructOutcome.Fail(DestructError.CardProtected);
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if (owned.Card.CollectionInfo is null || owned.Card.CollectionInfo.DustReward <= 0)
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return DestructOutcome.Fail(DestructError.NotDestructible);
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if (owned.Count < num)
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return DestructOutcome.Fail(DestructError.InsufficientCards);
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}
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// Explicit transaction. The current implementation only issues one SaveChangesAsync, which
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// EF would wrap implicitly. Making it explicit pins the boundary as the surface grows
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// (e.g., if a future revision splits the save into multiple round-trips).
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using var tx = await _db.Database.BeginTransactionAsync();
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ulong totalVials = 0;
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var postCounts = new Dictionary<long, int>(destructCounts.Count);
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foreach (var (cardId, num) in destructCounts)
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{
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var owned = ownedByCardId[cardId];
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owned.Count -= num;
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totalVials += (ulong)owned.Card.CollectionInfo!.DustReward * (ulong)num;
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postCounts[cardId] = owned.Count;
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}
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// Direct credit (not via RewardGrantService.ApplyAsync) because destruct is a debit-pair
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// operation (destroy cards + credit vials) handled atomically here. ApplyAsync is the
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// standard path for one-shot reward grants — see RewardGrantService for that pattern.
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viewer.Currency.RedEther += totalVials;
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// Deck auto-strip: any deck holding more copies of a destructed card than the viewer now owns
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// has the excess removed. DeckCard.Count is the multiplicity; a row that hits 0 is deleted so
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// wire serialization (card_id_array expansion) doesn't emit a phantom.
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foreach (var deck in viewer.Decks)
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{
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// Iterate a snapshot so we can remove rows mid-loop.
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foreach (var deckCard in deck.Cards.ToList())
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{
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if (!postCounts.TryGetValue(deckCard.Card.Id, out int newOwned))
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continue;
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int excess = deckCard.Count - newOwned;
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if (excess <= 0)
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continue;
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deckCard.Count -= excess;
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if (deckCard.Count == 0)
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deck.Cards.Remove(deckCard);
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}
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}
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await _db.SaveChangesAsync();
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await tx.CommitAsync();
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return DestructOutcome.Ok(new DestructResult(viewer.Currency.RedEther, postCounts));
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}
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}
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