feat: Enhance avatar gifts and items handling; normalize gift descriptions and include color variants with unique IDs

This commit is contained in:
Alexa
2026-07-12 00:54:01 +03:00
parent c472e7f342
commit 63e3b11736
3 changed files with 148 additions and 4 deletions
@@ -367,14 +367,35 @@ public class AvatarGiftsController(
// GiftRarity, GiftContext. Missing any one → KeyNotFoundException
// surfaces as "Failed to download gifts: Malformed Response" from
// BootSequence and BLOCKS LOGIN.
public static object ToWire(GiftPackageEntity g) => new
/// <summary>The desc the client matches against api/avatar/v4/items in
/// OutfitManager.UnlockAvatarItemAndMarkNew after the gift box is
/// consumed. That endpoint emits outfit items as the 4-part "{guid},,,"
/// form (a bare guid crashes the client's AvatarItem parser), and the
/// match is an EXACT string compare — so an outfit gift whose desc has
/// fewer than 4 comma-parts (legacy rows stored the bare guid) makes
/// Find() miss and NRE, which strips the item on consume. Pad outfit
/// descs to 4 parts here so BOTH new and already-persisted gifts match.
/// Hair dyes (AvatarItemType 1) match by bare colour guid — leave them;
/// currency-only gifts have an empty desc.</summary>
private static string NormalizeAvatarWireDesc(GiftPackageEntity g)
{
var d = g.AvatarItemDescOrHairDyeDesc ?? string.Empty;
if (d.Length == 0 || g.AvatarItemType == 1) return d;
var parts = d.Split(',').Length;
return parts >= 4 ? d : d + new string(',', 4 - parts);
}
public static object ToWire(GiftPackageEntity g)
{
var avatarDesc = NormalizeAvatarWireDesc(g);
return new
{
g.Id,
g.FromPlayerId,
g.ConsumableItemDesc,
g.AvatarItemType,
AvatarItemDesc = g.AvatarItemDescOrHairDyeDesc,
g.AvatarItemDescOrHairDyeDesc,
AvatarItemDesc = avatarDesc,
AvatarItemDescOrHairDyeDesc = avatarDesc,
g.EquipmentPrefabName,
g.EquipmentModificationGuid,
g.CurrencyType,
@@ -409,5 +430,6 @@ public class AvatarGiftsController(
g.ErrorMessage,
g.SupportsCurrentPlatform,
g.IsGifted,
};
};
}
}
@@ -220,6 +220,32 @@ public class AvatarItemsController(
if (result.Count >= maxItems) return result;
result.Add(item);
}
// Colored variants aren't in the base avatar_item_lookup catalog, so
// without this the "everyone owns everything" wardrobe was missing all
// ~1.8k colorways — the player didn't own them AND buying one gifted a
// variant desc ("{guid},{combo},{mask},") that wasn't in this list, so
// the client's post-consume UnlockAvatarItemAndMarkNew Find() missed
// and NRE'd (the item vanished on buy). Emit each variant with its
// verbatim equip descriptor and a UNIQUE id hashed from the FULL
// descriptor (the base-guid hash would collide with the base item and
// every sibling colorway).
foreach (var v in StoreService.ColorVariantCatalog.Values)
{
if (result.Count >= maxItems) return result;
if (string.IsNullOrWhiteSpace(v.descriptor)) continue;
result.Add(new UnlockedAvatarItemDto
{
AvatarItemType = AvatarItemType.Outfit,
AvatarItemDesc = v.descriptor,
AvatarItemId = StableAvatarItemIdFull(v.descriptor),
PlatformMask = unchecked((int)0xFFFFFFFF),
FriendlyName = v.item_name ?? string.Empty,
Tooltip = string.Empty,
Rarity = 0,
TagList = string.Empty,
IsBaseAvatarItem = false,
});
}
foreach (var slug in StoreService.AllHairDyeSlugs)
{
if (result.Count >= maxItems) break;
@@ -547,6 +573,18 @@ public class AvatarItemsController(
return id == 0 ? 1 : id;
}
/// <summary>Stable id from the FULL descriptor string (not just the base
/// guid). Colored variants share a base guid but are distinct wardrobe
/// entries, so they must hash the whole "{guid},{combo},{mask}," string
/// to get ids distinct from the base item and each other.</summary>
public static int StableAvatarItemIdFull(string? descriptor)
{
uint h = 2166136261u;
foreach (var c in descriptor ?? string.Empty) h = (h ^ c) * 16777619u;
var id = (int)(h & 0x7FFFFFFF);
return id == 0 ? 1 : id;
}
private static string PrettyName(string raw)
{
if (string.IsNullOrEmpty(raw)) return string.Empty;