Files
SVSimServer/SVSim.EmulatedEntrypoint/Controllers/BuildDeckController.cs
gamer147 2e021c8b9e refactor(builddeck): route currency spend through CurrencySpendService
Inject ICurrencySpendService and replace the inline crystal/rupee debit
block in BuildDeckController.Buy with TrySpendAsync calls, so freeplay
mode gets the no-deduct path automatically. All 18 BuildDeckController
tests pass unchanged.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 14:12:43 -04:00

329 lines
14 KiB
C#

using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
using SVSim.Database.Repositories.BuildDeck;
using SVSim.Database.Services;
using SVSim.EmulatedEntrypoint.Models.Dtos;
using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.BuildDeck;
using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.BuildDeck;
namespace SVSim.EmulatedEntrypoint.Controllers;
/// <summary>
/// /build_deck/* — the in-game "Structure Deck" prebuilt-deck shop. Catalog +
/// purchase + per-product purchase counter refresh. See
/// docs/superpowers/specs/2026-05-26-prebuilt-decks-design.md.
/// </summary>
[Route("build_deck")]
public class BuildDeckController : SVSimController
{
private readonly IBuildDeckRepository _repo;
private readonly SVSimDbContext _db;
private readonly RewardGrantService _rewards;
private readonly ICurrencySpendService _spend;
public BuildDeckController(
IBuildDeckRepository repo,
SVSimDbContext db,
RewardGrantService rewards,
ICurrencySpendService spend)
{
_repo = repo;
_db = db;
_rewards = rewards;
_spend = spend;
}
/// <summary>
/// Loads the viewer with the full cosmetic / inventory graph + BuildDeckPurchases. This is
/// the single load /build_deck/buy makes; every subsequent mutation operates on the returned
/// instance and the controller saves once at the end.
/// </summary>
private Task<Viewer> LoadViewerGraphAsync(long viewerId) => _db.Viewers
.Include(v => v.Cards).ThenInclude(c => c.Card)
.Include(v => v.LeaderSkins)
.Include(v => v.Sleeves)
.Include(v => v.Emblems)
.Include(v => v.Degrees)
.Include(v => v.MyPageBackgrounds)
.Include(v => v.Items).ThenInclude(i => i.Item)
.Include(v => v.BuildDeckPurchases)
.AsSplitQuery()
.FirstAsync(v => v.Id == viewerId);
// The wire shape for /build_deck/info has `data` as a bare collection of series, not a
// DTO with a `series_list` field. The client (BuildDeckPurchaseInfoTask.Parse) iterates
// `data` directly via numeric indexer:
// for (int i = 0; i < data.Count; i++) data[i]["series_id"].ToInt();
// So `data` must be either an array OR an object whose values are series. Wrapping in
// `{series_list: [...]}` breaks the iteration: `data.Count` is 1 and `data[0]` is the
// inner array, so `data[0]["series_id"]` throws "Instance of JsonData is not a dictionary".
// We return a bare array — simpler than the dict-keyed-by-order_id shape prod emits, and
// LitJson's numeric indexer iterates both shapes identically.
[HttpPost("info")]
public async Task<ActionResult<List<BuildDeckSeriesDto>>> Info(BuildDeckInfoRequest request)
{
if (!TryGetViewerId(out long viewerId)) return Unauthorized();
var series = await _repo.GetEnabledCatalog(request.AddSeriesId);
var purchases = await _repo.GetPurchasesForViewer(viewerId);
return series.Select(s => ToSeriesDto(s, purchases)).ToList();
}
private static BuildDeckSeriesDto ToSeriesDto(
BuildDeckSeriesEntry s,
IReadOnlyDictionary<int, ViewerBuildDeckProductPurchase> purchases)
{
int totalSeriesPurchases = s.Products
.Sum(p => purchases.TryGetValue(p.Id, out var v) ? v.PurchaseCount : 0);
return new BuildDeckSeriesDto
{
SeriesId = s.Id,
OrderId = s.OrderIndex,
IsNew = s.IsNew,
Products = s.Products
.OrderBy(p => p.Id)
.Select(p => ToProductDto(p, purchases))
.ToList(),
SeriesRewards = GroupSeriesRewards(s.SeriesRewards, totalSeriesPurchases),
};
}
private static BuildDeckProductDto ToProductDto(
BuildDeckProductEntry p,
IReadOnlyDictionary<int, ViewerBuildDeckProductPurchase> purchases)
{
int current = purchases.TryGetValue(p.Id, out var v) ? v.PurchaseCount : 0;
bool isFirstPrice = current == 0;
int? priceCrystal = SelectPrice(isFirstPrice, p.IntroPriceCrystal, p.RegularPriceCrystal);
int? priceRupy = SelectPrice(isFirstPrice, p.IntroPriceRupy, p.RegularPriceRupy);
return new BuildDeckProductDto
{
ProductId = p.Id,
ProductName = p.ProductNameKey,
LeaderId = p.LeaderId,
DeckCode = p.DeckCode,
FeaturedCardId = p.FeaturedCardId,
PurchaseNumMax = p.PurchaseNumMax,
PurchaseNumCurrent = current,
IsFirstPrice = isFirstPrice,
PriceCrystal = priceCrystal,
PriceRupy = priceRupy,
Rewards = p.Rewards
.OrderBy(r => r.RewardIndex)
.Select(r => new BuildDeckProductRewardDto
{
RewardType = r.RewardType,
RewardDetailId = r.RewardDetailId,
RewardNumber = r.RewardNumber,
MessageId = r.MessageId,
}).ToList(),
};
}
private static int? SelectPrice(bool isFirstPrice, int? intro, int? regular)
{
if (isFirstPrice) return intro ?? regular; // fall back when only one tier known
return regular ?? intro;
}
private static List<BuildDeckSeriesRewardTierDto> GroupSeriesRewards(
IReadOnlyList<BuildDeckSeriesRewardEntry> rows,
int totalSeriesPurchases)
{
return rows
.GroupBy(r => r.TierIndex)
.OrderBy(g => g.Key)
.Select(g => new BuildDeckSeriesRewardTierDto
{
IsGet = totalSeriesPurchases >= g.Key,
RewardList = g.OrderBy(r => r.ItemIndex).Select(r => new BuildDeckProductRewardDto
{
RewardType = r.RewardType,
RewardDetailId = r.RewardDetailId,
RewardNumber = r.RewardNumber,
MessageId = r.MessageId,
}).ToList(),
}).ToList();
}
[HttpPost("buy")]
public async Task<ActionResult<BuildDeckBuyResponse>> Buy(BuildDeckBuyRequest request)
{
if (!TryGetViewerId(out long viewerId)) return Unauthorized();
var product = await _repo.GetProduct(request.ProductId);
if (product is null) return NotFound(new { error = "unknown_product" });
if (!product.IsEnabled || product.Series is not { IsEnabled: true })
return BadRequest(new { error = "product_not_available" });
if (request.SalesType is 3)
return StatusCode(StatusCodes.Status501NotImplemented, new { error = "ticket_currency_path_not_implemented" });
if (request.SalesType is < 0 or > 3)
return BadRequest(new { error = "invalid_sales_type" });
var purchases = await _repo.GetPurchasesForViewer(viewerId);
int currentCount = purchases.TryGetValue(product.Id, out var pp) ? pp.PurchaseCount : 0;
if (currentCount >= product.PurchaseNumMax)
return BadRequest(new { error = "purchase_limit_reached" });
bool isFirstPrice = currentCount == 0;
int? priceCrystal = SelectPrice(isFirstPrice, product.IntroPriceCrystal, product.RegularPriceCrystal);
int? priceRupy = SelectPrice(isFirstPrice, product.IntroPriceRupy, product.RegularPriceRupy);
// Currency validation
switch (request.SalesType)
{
case 0: // free
if (!(product.IntroPriceCrystal == 0 && product.IntroPriceRupy == 0))
return BadRequest(new { error = "price_not_available_for_currency" });
break;
case 1: // crystal
if (priceCrystal is null)
return BadRequest(new { error = "price_not_available_for_currency" });
break;
case 2: // rupy
if (priceRupy is null)
return BadRequest(new { error = "price_not_available_for_currency" });
break;
}
// Single viewer load with the full graph — every subsequent mutation (currency debit,
// purchase counter, card grants, cosmetic grants) operates on this one in-memory instance
// so we can save once at the end.
var viewer = await LoadViewerGraphAsync(viewerId);
var rewardList = new List<RewardListEntry>();
// Debit + post-state currency entry
if (request.SalesType == 1)
{
var r = await _spend.TrySpendAsync(viewer, SpendCurrency.Crystal, priceCrystal!.Value);
if (!r.Success) return BadRequest(new { error = "insufficient_crystals" });
rewardList.Add(new RewardListEntry { RewardType = 2, RewardId = 0, RewardNum = (int)r.PostStateTotal });
}
else if (request.SalesType == 2)
{
var r = await _spend.TrySpendAsync(viewer, SpendCurrency.Rupee, priceRupy!.Value);
if (!r.Success) return BadRequest(new { error = "insufficient_rupees" });
rewardList.Add(new RewardListEntry { RewardType = 9, RewardId = 0, RewardNum = (int)r.PostStateTotal });
}
// sales_type == 0 (free): no debit, no currency entry
// Compute series purchase total BEFORE this buy
int prevSeriesCount = product.Series!.Products
.Sum(p => purchases.TryGetValue(p.Id, out var v) ? v.PurchaseCount : 0);
int newSeriesCount = prevSeriesCount + 1;
// Increment purchase counter directly on the tracked viewer (we already loaded
// BuildDeckPurchases via LoadViewerGraphAsync). The repo's IncrementPurchaseCount would
// re-attach to the same instance and trigger an extra save — inlining keeps the
// controller's single-save model intact.
var purchaseRow = viewer.BuildDeckPurchases.FirstOrDefault(p => p.ProductId == product.Id);
if (purchaseRow is null)
viewer.BuildDeckPurchases.Add(new ViewerBuildDeckProductPurchase { ProductId = product.Id, PurchaseCount = 1 });
else
purchaseRow.PurchaseCount += 1;
// Grant the 40 deck cards. Bucket by CardId so duplicate (CardId, IsSpot) rows don't
// emit redundant reward_list entries — ApplyAsync(Card, ...) runs the cosmetic cascade
// and returns a post-state-total entry per call.
var deckGrants = product.Cards
.GroupBy(c => c.CardId)
.Select(g => (UserGoodsType.Card, g.Key, g.Sum(c => c.Number)));
await ApplyRewardsAsync(viewer, deckGrants, rewardList);
// Per-buy rewards from the product catalog: sleeve, emblem, skin, sometimes extra cards
// (Set 4 grants 3 copies of the featured card as a type=5 reward).
await ApplyRewardsAsync(viewer, product.Rewards
.OrderBy(r => r.RewardIndex)
.Select(r => ((UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber)),
rewardList);
// Series-reward tier crossings: tiers where prevSeriesCount < TierIndex <= newSeriesCount.
// Captured tiers include type 4 (Item), 5 (Card), 6 (Sleeve), 7 (Emblem) — granting them
// all uniformly avoids the earlier card-only path that dropped non-card tier rewards.
var crossedTiers = product.Series.SeriesRewards
.Where(r => r.TierIndex > prevSeriesCount && r.TierIndex <= newSeriesCount)
.GroupBy(r => r.TierIndex)
.OrderBy(g => g.Key)
.ToList();
var seriesRewards = new List<BuildDeckProductRewardDto>();
foreach (var tier in crossedTiers)
{
await ApplyRewardsAsync(viewer, tier
.OrderBy(r => r.ItemIndex)
.Select(r => ((UserGoodsType)r.RewardType, r.RewardDetailId, r.RewardNumber)),
rewardList);
foreach (var item in tier.OrderBy(r => r.ItemIndex))
{
seriesRewards.Add(new BuildDeckProductRewardDto
{
RewardType = item.RewardType,
RewardDetailId = item.RewardDetailId,
RewardNumber = item.RewardNumber,
MessageId = item.MessageId,
});
}
}
await _db.SaveChangesAsync();
return new BuildDeckBuyResponse
{
RewardList = rewardList,
SeriesRewards = seriesRewards,
};
}
/// <summary>
/// Dispatches each (type, id, num) tuple through <see cref="RewardGrantService.ApplyAsync"/>
/// and appends the resulting wire entries to <paramref name="rewardList"/>. Caller saves.
/// </summary>
private async Task ApplyRewardsAsync(
Viewer viewer,
IEnumerable<(UserGoodsType Type, long DetailId, int Number)> rewards,
List<RewardListEntry> rewardList)
{
foreach (var (type, detailId, number) in rewards)
{
var granted = await _rewards.ApplyAsync(viewer, type, detailId, number);
foreach (var g in granted)
{
rewardList.Add(new RewardListEntry
{
RewardType = g.RewardType,
RewardId = g.RewardId,
RewardNum = g.RewardNum,
});
}
}
}
[HttpPost("get_purchase_count")]
public async Task<ActionResult<BuildDeckGetPurchaseCountResponse>> GetPurchaseCount(
BuildDeckGetPurchaseCountRequest request)
{
if (!TryGetViewerId(out long viewerId)) return Unauthorized();
var product = await _repo.GetProduct(request.ProductId);
if (product is null) return NotFound(new { error = "unknown_product" });
var purchases = await _repo.GetPurchasesForViewer(viewerId);
int current = purchases.TryGetValue(request.ProductId, out var p) ? p.PurchaseCount : 0;
return new BuildDeckGetPurchaseCountResponse
{
PurchaseNumCurrent = current,
PurchaseNumMax = product.PurchaseNumMax,
};
}
}