mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-26 07:28:45 -07:00
feat: Implement quest reward system with item selection and storage; update related services and database schema
This commit is contained in:
@@ -32,7 +32,9 @@ namespace DorkNet.Server.Controllers.API.Avatar.V2;
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public class AvatarGiftsController(
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DorkNetDbContext db,
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NotificationService notifications,
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LevelService level) : ControllerBase
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LevelService level,
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QuestRewardService questRewards,
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PlayerPresenceService presence) : ControllerBase
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{
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[HttpGet("api/avatar/v2/gifts")]
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[HttpGet("api/avatar/v3/gifts")]
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@@ -9,12 +9,31 @@ using DorkNet.Server.Services;
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namespace DorkNet.Server.Controllers.API.GameRewards;
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/// <summary>
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/// api.rec.net/api/gamerewards/v1/* — the post-activity "choose 1 of 3"
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/// item reward the client's <c>RewardManager</c> shows after a Stunt
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/// Runner run (RewardType <c>PostGameActivity=2</c>) or an RRO quest
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/// (<c>PostQuestActivity=3</c>). The client POSTs <c>/request</c> with a
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/// rewardType + giftContext (no score/rank on the wire — the rank scales
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/// the separate <b>currency</b> reward, which arrives via
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/// <c>storefronts/v2/balance</c> as a rank-derived multiplier that
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/// <see cref="Store.StorefrontsController.ModifyBalance"/> honours), then
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/// polls <c>/pending</c> and picks one via <c>/select</c>.
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///
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/// Each of GiftDrop1/2/3 is a real store item built through
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/// <see cref="StoreService.BuildGiftDrop"/> — the SAME wire-verified
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/// EFFIEFEFHHB shape the storefront uses (notably AvatarItemId is an
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/// Int32), so the strict 2023 reader doesn't reject the selection. On
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/// <c>/select</c> the chosen item is granted to inventory for free.
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/// </summary>
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[ApiController]
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[Authorize]
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public class GameRewardsController(DorkNetDbContext db, LevelService level) : ControllerBase
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public class GameRewardsController(DorkNetDbContext db, LevelService level, StoreService store) : ControllerBase
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{
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private long Me => this.RequireCurrentPlayerId();
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private const int OfferCount = 3;
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[HttpGet("api/gamerewards/v1/pending")]
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public async Task<IActionResult> Pending()
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{
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@@ -24,7 +43,8 @@ public class GameRewardsController(DorkNetDbContext db, LevelService level) : Co
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.OrderBy(r => r.CreatedAt)
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.Take(20)
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.ToListAsync();
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return Ok(rows.Select(ToWire));
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var items = await LoadOfferedItemsAsync(rows);
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return Ok(rows.Select(r => ToWire(r, items)));
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}
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[HttpPost("api/gamerewards/v1/request")]
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@@ -32,15 +52,27 @@ public class GameRewardsController(DorkNetDbContext db, LevelService level) : Co
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public async Task<IActionResult> RequestReward()
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{
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var req = await ReadRewardRequestAsync();
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var pid = Me;
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var row = new GameRewardSelectionEntity
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{
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PlayerId = Me,
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PlayerId = pid,
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RewardType = req.RewardType,
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GiftContext = req.GiftContext,
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Message = string.IsNullOrWhiteSpace(req.Message) ? "Choose a reward" : req.Message[..Math.Min(req.Message.Length, 256)],
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Message = string.IsNullOrWhiteSpace(req.Message)
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? "Choose a reward"
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: req.Message[..Math.Min(req.Message.Length, 256)],
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};
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db.GameRewardSelections.Add(row);
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await db.SaveChangesAsync();
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// Pick the three offered items now that the row has an id (used as
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// the deterministic seed) and persist them so /pending is stable
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// and /select grants exactly what was shown.
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var offered = await store.PickRewardItemsAsync(OfferCount, unchecked((int)row.Id));
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if (offered.Count > 0) row.Offer1ItemId = offered[0].Id;
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if (offered.Count > 1) row.Offer2ItemId = offered[1].Id;
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if (offered.Count > 2) row.Offer3ItemId = offered[2].Id;
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await db.SaveChangesAsync();
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return Ok(new { Success = true, Error = string.Empty });
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}
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@@ -54,46 +86,61 @@ public class GameRewardsController(DorkNetDbContext db, LevelService level) : Co
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.FirstOrDefaultAsync(r => r.Id == req.RewardSelectionId && r.PlayerId == pid && r.SelectedAt == null);
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if (row is null) return Ok(new { Success = false, Error = "reward_not_found" });
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// Map the client's chosen GiftDropId back to one of the offered
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// store items. The GiftDropId is the item's PurchasableItemId.
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var offeredIds = new[] { row.Offer1ItemId, row.Offer2ItemId, row.Offer3ItemId }
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.Where(id => id > 0)
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.ToList();
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var items = await db.StoreItems.Where(i => offeredIds.Contains(i.Id)).ToListAsync();
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var chosen = items.FirstOrDefault(i => StoreService.PurchasableItemIdFor(i) == req.GiftDropId)
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?? items.FirstOrDefault();
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row.SelectedAt = DateTime.UtcNow;
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row.SelectedGiftDropId = req.GiftDropId;
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if (chosen is not null)
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{
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await store.GrantItemAsync(pid, chosen.Id);
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row.GrantedItemId = chosen.Id;
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}
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// Small token + XP kicker on top of the item, matching the
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// post-activity "you also banked a little" feel.
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await level.GrantCurrencyAsync(pid, 2, 25, $"gameReward:{row.Id}");
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await level.AwardXpAsync(pid, 25, $"gameReward:{row.Id}");
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await db.SaveChangesAsync();
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return Ok(new { Success = true, Error = string.Empty });
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}
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private static object ToWire(GameRewardSelectionEntity row) => new
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private async Task<Dictionary<long, StoreItemEntity>> LoadOfferedItemsAsync(
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IEnumerable<GameRewardSelectionEntity> rows)
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{
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var ids = rows
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.SelectMany(r => new[] { r.Offer1ItemId, r.Offer2ItemId, r.Offer3ItemId })
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.Where(id => id > 0)
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.Distinct()
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.ToList();
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if (ids.Count == 0) return new();
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return await db.StoreItems
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.Where(i => ids.Contains(i.Id))
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.ToDictionaryAsync(i => i.Id);
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}
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private static object ToWire(GameRewardSelectionEntity row, IReadOnlyDictionary<long, StoreItemEntity> items) => new
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{
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RewardSelectionId = row.Id,
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row.Message,
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row.GiftContext,
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row.RewardType,
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GiftDrop1 = GiftDrop(row.Id * 10 + 1, "Tokens", currency: 25),
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GiftDrop2 = GiftDrop(row.Id * 10 + 2, "XP", currency: 0),
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GiftDrop3 = GiftDrop(row.Id * 10 + 3, "Bonus Tokens", currency: 25),
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GiftDrop1 = OfferDrop(row.Offer1ItemId, items),
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GiftDrop2 = OfferDrop(row.Offer2ItemId, items),
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GiftDrop3 = OfferDrop(row.Offer3ItemId, items),
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row.CreatedAt,
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};
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private static object GiftDrop(long id, string name, int currency) => new
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private static object? OfferDrop(long itemId, IReadOnlyDictionary<long, StoreItemEntity> items)
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{
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GiftDropId = id,
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FriendlyName = name,
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Tooltip = string.Empty,
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ConsumableItemDesc = string.Empty,
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AvatarItemDesc = string.Empty,
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AvatarItemType = 0,
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EquipmentPrefabName = string.Empty,
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EquipmentModificationGuid = string.Empty,
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IsQuery = false,
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Unique = false,
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SubscribersOnly = false,
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Rarity = 0,
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CurrencyType = 2,
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Currency = currency,
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Context = 0,
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ItemSetId = 0,
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ItemSetFriendlyName = string.Empty,
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};
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if (itemId <= 0 || !items.TryGetValue(itemId, out var item)) return null;
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return StoreService.BuildGiftDrop(item, StoreService.PurchasableItemIdFor(item));
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}
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private async Task<RewardRequest> ReadRewardRequestAsync()
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{
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@@ -705,6 +705,9 @@ public class RoomsController(
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SavedByAccountId = room.CreatorPlayerId,
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SavedOnPlatform = 7,
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SavedOnDeviceClass = 2,
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CreatedAt = (scene?.DataModifiedAt ?? room.UpdatedAt) is var created && created != default
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? created.ToString("yyyy-MM-ddTHH:mm:ssZ")
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: DateTime.UtcNow.ToString("yyyy-MM-ddTHH:mm:ssZ"),
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CreatedByAccountId = room.CreatorPlayerId,
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UnityAssetHash = string.Empty,
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UnityAsset = unityAsset,
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@@ -1074,6 +1077,30 @@ public class RoomsController(
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};
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if (wrapCreateModifyResponse)
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{
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// 2023 nested-JSON save commit: the response deserializer
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// (NEOPBOMGIOG via KMBHAKAHNGH mapper) REQUIRES value =
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// { Room: <room DTO>, SubRoomDataSave: <save DTO> } — both
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// non-null, or its post-parse validator NREs and the watch
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// reports "Failed to save room" even though the save
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// persisted. Room reuses the GET rooms/{id} shape; the save
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// reuses BuildStudioSaveWire (JKIFFPPAJNK keys per
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// PELEHJLMKJO mapper: SubRoomDataSaveId/SubRoomId/
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// UnityAssetId/DataBlob/DataBlobHash/SavedByAccountId/
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// SavedOnPlatform/SavedOnDeviceClass/Description/CreatedAt).
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if (body.SubRoomData is not null)
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{
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var subRoomId = (long)(sceneRow?.OrderIndex ?? (int)body.RoomSceneId);
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var value = new
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{
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Room = BuildRoomServerDetails(pushRoom, sceneRowsForRoom, newBlob),
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SubRoomDataSave = BuildStudioSaveWire(
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room, sceneRow, subRoomId,
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sceneRow?.StudioSubRoomDataSaveId ?? 0L,
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unityAssetTarget: null, unityAssetVersion: null),
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};
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return Ok(new { success = true, value, error = string.Empty });
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}
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var roomServerDetails = BuildRoomServerDetails(pushRoom, sceneRowsForRoom, newBlob);
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return Ok(new { success = true, value = roomServerDetails, error = string.Empty });
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}
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@@ -12,4 +12,15 @@ public class GameRewardSelectionEntity
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public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
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public DateTime? SelectedAt { get; set; }
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public int? SelectedGiftDropId { get; set; }
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/// <summary>The three store-item ids offered as the choose-1-of-3
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/// reward. Persisted so re-fetching the pending reward is stable and
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/// <c>/select</c> can grant exactly what was shown. 0 = empty slot.</summary>
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public long Offer1ItemId { get; set; }
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public long Offer2ItemId { get; set; }
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public long Offer3ItemId { get; set; }
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/// <summary>Set once the chosen item has been granted to inventory, so
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/// a replayed <c>/select</c> can't grant twice.</summary>
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public long GrantedItemId { get; set; }
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}
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@@ -0,0 +1,4 @@
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{
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"_comment": "Per-quest reward chest contents. Keyed by the RRO room id the player is in when they open the end-of-quest gift box (the gifts/generate request carries no quest id, so the server keys off the player's current room via presence). Each entry lists the store-item slugs that quest can award; the server picks one at random from the list. Slugs use the same scheme as the store: wardrobe-{guid} for outfits, consumable-{name} for consumables, equipment-{prefab}:{guid} for equipment. Populate `rooms` with real roomId -> item-slug lists.",
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"rooms": {}
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}
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@@ -0,0 +1,94 @@
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using System.Text.Json;
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using Microsoft.EntityFrameworkCore;
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using DorkNet.Server.Data;
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using DorkNet.Server.Data.Entities;
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namespace DorkNet.Server.Services;
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/// <summary>
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/// Per-quest reward chest contents. The end-of-quest gift box
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/// (RRO quest / Stunt Runner) is the existing <c>gifts/generate</c> +
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/// <c>gifts/consume</c> flow: the client asks the server to generate a
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/// gift, the box spawns showing it, and opening it grants the item.
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///
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/// The generate request carries no quest id (only GiftContext /
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/// IsGameGift / Message), so the quest is identified by the room the
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/// player is in — <see cref="PlayerPresenceService.GetRoom"/>. This
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/// service maps that room id to the quest's item pool
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/// (<c>data/quest_rewards.json</c>) and resolves one to a real store
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/// item to award. When a room has no configured pool the caller falls
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/// back to the generic random-wardrobe gift.
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/// </summary>
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public sealed class QuestRewardService(DorkNetDbContext db)
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{
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private sealed class QuestRewardFile
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{
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public Dictionary<string, List<string>> rooms { get; set; } = new();
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}
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private static readonly Lazy<Dictionary<long, List<string>>> _map = new(Load);
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/// <summary>Room id → candidate item slugs for that quest's chest.</summary>
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public static IReadOnlyDictionary<long, List<string>> Map => _map.Value;
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public static bool HasRewardsForRoom(long roomId) =>
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Map.TryGetValue(roomId, out var slugs) && slugs.Count > 0;
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/// <summary>Resolve one active store item for the quest chest in
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/// <paramref name="roomId"/>, chosen deterministically from
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/// <paramref name="seed"/> so repeated generate calls in the same
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/// context are stable. Returns null when the room has no configured
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/// pool or none of its slugs resolve to an active item.</summary>
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public async Task<StoreItemEntity?> PickForRoomAsync(long roomId, int seed)
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{
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if (!Map.TryGetValue(roomId, out var slugs) || slugs.Count == 0) return null;
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var items = await db.StoreItems
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.Where(i => i.IsActive && slugs.Contains(i.Slug))
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.ToListAsync();
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if (items.Count == 0) return null;
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// Order deterministically by (id, seed) hash so the same room +
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// seed always yields the same pick without persisting state.
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return items
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.OrderBy(i => HashCode.Combine(i.Id, seed))
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.First();
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}
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private static Dictionary<long, List<string>> Load()
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{
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var candidates = new[]
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{
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Path.Combine(AppContext.BaseDirectory, "data", "quest_rewards.json"),
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Path.Combine(AppContext.BaseDirectory, "Data", "quest_rewards.json"),
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Path.Combine(Directory.GetCurrentDirectory(), "data", "quest_rewards.json"),
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Path.Combine(Directory.GetCurrentDirectory(), "DorkNet.Server", "Data", "quest_rewards.json"),
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};
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var path = candidates.FirstOrDefault(File.Exists);
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if (path is null) return new();
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try
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{
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using var fs = File.OpenRead(path);
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var data = JsonSerializer.Deserialize<QuestRewardFile>(fs,
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new JsonSerializerOptions { PropertyNameCaseInsensitive = true }) ?? new QuestRewardFile();
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var map = new Dictionary<long, List<string>>();
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foreach (var (key, slugs) in data.rooms)
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{
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if (!long.TryParse(key, out var roomId)) continue;
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var clean = (slugs ?? new())
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.Where(s => !string.IsNullOrWhiteSpace(s))
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.Select(s => s.Trim())
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.Distinct(StringComparer.OrdinalIgnoreCase)
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.ToList();
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if (clean.Count > 0) map[roomId] = clean;
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}
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return map;
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}
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catch
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{
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return new();
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}
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}
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}
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@@ -882,6 +882,79 @@ public class StoreService(DorkNetDbContext db, LevelService level, IConfiguratio
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return new(true, null, newBalance, item.Slug);
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}
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/// <summary>Grant a store item to a player WITHOUT charging currency —
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/// the payout path for game rewards (RRO quest / Stunt Runner loot).
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/// Mirrors <see cref="PurchaseAsync"/>'s inventory writes (wardrobe
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/// GUID list for avatar items, stack list for everything else) but
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/// skips the balance check + debit. Idempotent for unique avatar
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/// items; stacks consumables.</summary>
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public async Task<PurchaseResult> GrantItemAsync(long playerId, long itemId)
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{
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var item = await GetByIdAsync(itemId);
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if (item is null || !item.IsActive)
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return new(false, "item_not_available", null, null);
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var avatar = await db.Avatars.FirstOrDefaultAsync(a => a.PlayerId == playerId);
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if (avatar is null)
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{
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avatar = new AvatarEntity { PlayerId = playerId };
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db.Avatars.Add(avatar);
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}
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if (TryGetAvatarItemPayload(item.Slug, out _, out var avatarItemDesc))
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{
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var guid = InventoryAvatarItemDesc(avatarItemDesc);
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var ownedGuids = ParseWardrobeInventory(avatar.InventoryJson);
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if (!ownedGuids.Contains(guid, StringComparer.OrdinalIgnoreCase))
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{
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ownedGuids.Add(guid);
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avatar.InventoryJson = System.Text.Json.JsonSerializer.Serialize(ownedGuids);
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avatar.UpdatedAt = DateTime.UtcNow;
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await db.SaveChangesAsync();
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}
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return new(true, null, null, item.Slug);
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}
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var inventory = ParseInventory(avatar.InventoryJson);
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var existing = inventory.FirstOrDefault(e => e.ItemId == item.Slug);
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var isConsumable = string.Equals(item.Category, "consumable", StringComparison.OrdinalIgnoreCase);
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if (existing is not null)
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{
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if (!isConsumable) return new(true, "already_owned", null, item.Slug);
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existing.Quantity += 1;
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}
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else
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{
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inventory.Add(new InventoryEntry { ItemId = item.Slug, Quantity = 1 });
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}
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avatar.InventoryJson = System.Text.Json.JsonSerializer.Serialize(inventory);
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avatar.UpdatedAt = DateTime.UtcNow;
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await db.SaveChangesAsync();
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return new(true, null, null, item.Slug);
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}
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/// <summary>Pick <paramref name="count"/> distinct renderable store
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/// items to offer as a game-reward choice. Deterministic given the
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/// seed (we key off the reward-selection id) so re-fetching the same
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/// pending reward always offers the same items.</summary>
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public async Task<List<StoreItemEntity>> PickRewardItemsAsync(int count, int seed)
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{
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var pool = await db.StoreItems
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.Where(i => i.IsActive &&
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(i.AvailableUntil == null || i.AvailableUntil > DateTime.UtcNow))
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.ToListAsync();
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var renderable = pool.Where(IsRenderableGiftDrop).ToList();
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if (renderable.Count == 0) return new();
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// Stable shuffle: order by a hash of (id, seed) so the same seed
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// reproduces the same picks without persisting the offered set.
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var picked = renderable
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.OrderBy(i => HashCode.Combine(i.Id, seed))
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.Take(Math.Min(count, renderable.Count))
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.ToList();
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return picked;
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}
|
||||
|
||||
private static List<string> ParseWardrobeInventory(string? json)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(json) || json == "[]") return new();
|
||||
@@ -1012,7 +1085,8 @@ public class StoreService(DorkNetDbContext db, LevelService level, IConfiguratio
|
||||
{
|
||||
// PurchasableItemId is an int and must be unique within the
|
||||
// storefront — we use the StoreItem row id, capped to int range.
|
||||
var itemId = (int)(i.Id & 0x7fffffff);
|
||||
var itemId = PurchasableItemIdFor(i);
|
||||
var giftDrop = BuildGiftDrop(i, itemId);
|
||||
|
||||
var price = new
|
||||
{
|
||||
@@ -1020,6 +1094,32 @@ public class StoreService(DorkNetDbContext db, LevelService level, IConfiguratio
|
||||
Price = (int)i.Price,
|
||||
};
|
||||
|
||||
return new
|
||||
{
|
||||
// Base PurchasableItem keys.
|
||||
PurchasableItemId = itemId,
|
||||
Type = 0, // PurchasableItemType.GiftDrop
|
||||
IsFeatured = positionalIndex < 12, // first dozen show in Featured tab
|
||||
Prices = new[] { price },
|
||||
SubscriberPrices = Array.Empty<object>(),
|
||||
// 2020 PurchasableGiftDrop carries a GiftDrops LIST; the 2023
|
||||
// row (POGBAGAHGIA formatter) reads a single "GiftDrop" object
|
||||
// instead. Ship both: whichever formatter parses the row skips
|
||||
// the key it doesn't know.
|
||||
GiftDrop = giftDrop,
|
||||
GiftDrops = new[] { giftDrop },
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>Build one StorefrontGiftDrop (EFFIEFEFHHB) object for a
|
||||
/// store row. Shared by the storefront rows and the game-reward
|
||||
/// selection so both go through the same, wire-verified 2023 shape —
|
||||
/// notably <c>AvatarItemId</c> is an <b>Int32</b> (the descriptor
|
||||
/// string lives in <c>AvatarItemDesc</c>); a string there makes the
|
||||
/// strict reader throw "Malformed Response" for the whole
|
||||
/// payload.</summary>
|
||||
public static object BuildGiftDrop(StoreItemEntity i, int giftDropId)
|
||||
{
|
||||
// Pull the AvatarItem GUID out of the slug for wardrobe-imported
|
||||
// entries. Hand-curated <c>dorknet-*</c> SKUs leave AvatarItemDesc
|
||||
// empty — they're cosmetic store tiles only.
|
||||
@@ -1048,10 +1148,10 @@ public class StoreService(DorkNetDbContext db, LevelService level, IConfiguratio
|
||||
consumableItemDesc = consumableHairDyeDesc;
|
||||
}
|
||||
|
||||
var giftDrop = new
|
||||
return new
|
||||
{
|
||||
// REQUIRED.
|
||||
GiftDropId = itemId,
|
||||
GiftDropId = giftDropId,
|
||||
Rarity = MapRarity(i.Category),
|
||||
// 2023 additions (EMBCEDNHFLB formatter): TagList is a CSV
|
||||
// string, Currency is the CurrencyType enum repeated, ItemSet*
|
||||
@@ -1071,7 +1171,7 @@ public class StoreService(DorkNetDbContext db, LevelService level, IConfiguratio
|
||||
// +0x38). Shipping the {guid},,, descriptor here made the
|
||||
// strict Utf8Json reader throw "Malformed Response" on the
|
||||
// whole giftdropstore payload, so the Shop tab loaded nothing.
|
||||
AvatarItemId = itemId,
|
||||
AvatarItemId = giftDropId,
|
||||
AvatarItemType = string.IsNullOrEmpty(avatarItemDesc) ? (int?)null : avatarItemType,
|
||||
ConsumableItemDesc = consumableItemDesc,
|
||||
EquipmentPrefabName = equipmentPrefabName,
|
||||
@@ -1084,24 +1184,6 @@ public class StoreService(DorkNetDbContext db, LevelService level, IConfiguratio
|
||||
Content = isHairDye ? GiftBoxContentHairDye : 0,
|
||||
EquipmentRarity = equipmentEntry?.rarity ?? 0,
|
||||
};
|
||||
|
||||
return new
|
||||
{
|
||||
// Base PurchasableItem keys.
|
||||
PurchasableItemId = itemId,
|
||||
Type = 0, // PurchasableItemType.GiftDrop
|
||||
IsFeatured = positionalIndex < 12, // first dozen show in Featured tab
|
||||
Prices = new[] { price },
|
||||
SubscriberPrices = Array.Empty<object>(),
|
||||
// 2020 PurchasableGiftDrop carries a GiftDrops LIST; the 2023
|
||||
// row (POGBAGAHGIA formatter) reads a single "GiftDrop" object
|
||||
// instead. Ship both: whichever formatter parses the row skips
|
||||
// the key it doesn't know. Missing "GiftDrop" leaves the 2023
|
||||
// row's inner desc null and StoreItemListModel's filter
|
||||
// predicate NREs on every item — the Shop tab shows nothing.
|
||||
GiftDrop = giftDrop,
|
||||
GiftDrops = new[] { giftDrop },
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>The wire PurchasableItemId for a store row — must match
|
||||
|
||||
@@ -109,6 +109,7 @@ public static class DatabaseBootstrap
|
||||
await EnsureRoomColumnsAsync(db);
|
||||
await EnsureRoomSceneColumnsAsync(db);
|
||||
await EnsureInventionColumnsAsync(db);
|
||||
await EnsureGameRewardColumnsAsync(db);
|
||||
await EnsureMarch2023TablesAsync(db);
|
||||
|
||||
// Coach system account at Player.Id=1. The RR-Original room seeder
|
||||
@@ -397,6 +398,30 @@ public static class DatabaseBootstrap
|
||||
catch { }
|
||||
}
|
||||
|
||||
/// <summary>Post-Initial columns on GameRewardSelections for the real
|
||||
/// item-reward flow (offered store-item ids + granted marker).</summary>
|
||||
private static async Task EnsureGameRewardColumnsAsync(DorkNetDbContext db)
|
||||
{
|
||||
var provider = db.Database.ProviderName ?? string.Empty;
|
||||
if (provider.Contains("Npgsql", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
foreach (var col in new[] { "Offer1ItemId", "Offer2ItemId", "Offer3ItemId", "GrantedItemId" })
|
||||
await db.Database.ExecuteSqlRawAsync(
|
||||
$@"ALTER TABLE ""GameRewardSelections"" ADD COLUMN IF NOT EXISTS ""{col}"" bigint NOT NULL DEFAULT 0;");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var col in new[] { "Offer1ItemId", "Offer2ItemId", "Offer3ItemId", "GrantedItemId" })
|
||||
{
|
||||
try
|
||||
{
|
||||
await db.Database.ExecuteSqlRawAsync(
|
||||
$@"ALTER TABLE ""GameRewardSelections"" ADD COLUMN ""{col}"" INTEGER NOT NULL DEFAULT 0;");
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
}
|
||||
|
||||
private static async Task EnsureRoomSceneColumnsAsync(DorkNetDbContext db)
|
||||
{
|
||||
var provider = db.Database.ProviderName ?? string.Empty;
|
||||
|
||||
@@ -201,6 +201,7 @@ public static class ServiceCollectionExtensions
|
||||
services.AddScoped<ClubService>();
|
||||
services.AddScoped<LevelService>();
|
||||
services.AddScoped<StoreService>();
|
||||
services.AddScoped<QuestRewardService>();
|
||||
services.AddScoped<SignupCodeService>();
|
||||
// Singleton — the protobuf blob is identical for every room and built
|
||||
// once at startup; no need to rebuild per request.
|
||||
|
||||
Reference in New Issue
Block a user