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https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-25 23:18:44 -07:00
feat: add endpoints to unlock all items for players, including cosmetics and hair dyes
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@@ -2067,6 +2067,106 @@ public class AdminController(
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return Ok(new { granted = body.ItemId, quantity = qty });
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}
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/// <summary>POST <c>api/admin/v1/players/{id}/inventory/unlock-all</c>
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/// — grant the player the ENTIRE catalog: every avatar cosmetic GUID
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/// (merged into <see cref="AvatarEntity.InventoryJson"/>), every
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/// permanent hair dye, and every store equipment/consumable slug (as
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/// <see cref="PlayerInventoryEntity"/> rows). Idempotent — only adds
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/// what's missing. Pushes SubscriptionUpdateProfile so the watch
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/// re-fetches without a relog.
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///
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/// Cosmetics use the canonical InventoryJson shape — a plain JSON array
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/// of GUID strings (what the buy/gift flow writes and
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/// AvatarItemsController.ParseInventoryEntries reads). Only BARE GUIDs
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/// from the authoritative safe-list catalog are added, so every
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/// unlocked item is one this build actually ships (no missing-bundle
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/// crashes). NOTE: the 2020 watch's wardrobe only renders up to
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/// Avatar:MaxUnlockedItems (hard cap 120) owned cosmetics at once, so
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/// the player won't see thousands of tiles even though all are granted.</summary>
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[HttpPost("players/{id:long}/inventory/unlock-all")]
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public async Task<ActionResult> UnlockAllItems(long id)
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{
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var player = await db.Players.FirstOrDefaultAsync(x => x.Id == id);
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if (player is null) return NotFound();
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// 1) Avatar cosmetics → InventoryJson (JSON array of GUID strings).
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var avatar = await db.Avatars.FirstOrDefaultAsync(a => a.PlayerId == id);
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if (avatar is null) { avatar = new AvatarEntity { PlayerId = id }; db.Avatars.Add(avatar); }
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var owned = ParseOwnedDescs(avatar.InventoryJson);
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var ownedSet = new HashSet<string>(owned, StringComparer.OrdinalIgnoreCase);
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var catalog = DorkNet.Server.Controllers.API.Avatar.V4.AvatarItemsController.Catalog;
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var addedCosmetics = 0;
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foreach (var guid in catalog.Keys)
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if (ownedSet.Add(guid)) { owned.Add(guid); addedCosmetics++; }
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avatar.InventoryJson = System.Text.Json.JsonSerializer.Serialize(owned);
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avatar.UpdatedAt = DateTime.UtcNow;
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// 2) Hair dyes + store equipment/consumables → PlayerInventory (by slug).
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var existingSlugs = await db.PlayerInventory
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.Where(pi => pi.PlayerId == id)
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.Select(pi => pi.ItemSlug)
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.ToListAsync();
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var slugSet = new HashSet<string>(existingSlugs, StringComparer.OrdinalIgnoreCase);
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var allSlugs = StoreService.AllHairDyeSlugs
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.Concat(await db.StoreItems.Select(s => s.Slug).ToListAsync());
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var addedSlugs = 0;
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foreach (var slug in allSlugs)
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{
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if (string.IsNullOrWhiteSpace(slug) || !slugSet.Add(slug)) continue;
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db.PlayerInventory.Add(new PlayerInventoryEntity { PlayerId = id, ItemSlug = slug, Quantity = 1 });
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addedSlugs++;
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}
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await LogAsync("unlock_all_items", "player", id,
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$"cosmetics+{addedCosmetics} (catalog={catalog.Count}) slugs+{addedSlugs}");
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await db.SaveChangesAsync();
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await notifications.NotifyAsync(id,
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PushNotificationId.SubscriptionUpdateProfile,
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new { Reason = "AdminUnlockAll" });
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return Ok(new
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{
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id,
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addedCosmetics,
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totalCosmetics = catalog.Count,
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addedSlugs,
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ownedCosmetics = owned.Count,
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});
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}
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// Tolerant parse of InventoryJson into a flat list of owned item descs.
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// Canonical shape is a JSON string array; also accepts the legacy
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// [{itemId,...}] object shape so existing data is never clobbered.
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private static List<string> ParseOwnedDescs(string? json)
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{
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if (string.IsNullOrWhiteSpace(json) || json == "[]") return new();
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try
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{
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var strings = System.Text.Json.JsonSerializer.Deserialize<List<string>>(json);
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if (strings is not null && strings.Count > 0) return strings;
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}
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catch { }
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var result = new List<string>();
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try
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{
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using var doc = System.Text.Json.JsonDocument.Parse(json);
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if (doc.RootElement.ValueKind == System.Text.Json.JsonValueKind.Array)
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foreach (var el in doc.RootElement.EnumerateArray())
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{
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if (el.ValueKind == System.Text.Json.JsonValueKind.String)
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result.Add(el.GetString() ?? string.Empty);
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else if (el.ValueKind == System.Text.Json.JsonValueKind.Object &&
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el.TryGetProperty("itemId", out var iid) &&
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iid.ValueKind == System.Text.Json.JsonValueKind.String)
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result.Add(iid.GetString() ?? string.Empty);
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}
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}
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catch { }
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return result;
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}
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public sealed record CurrencyRequest(int CurrencyType, long Amount, string? Reason);
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/// <summary>Adjust a player's currency wallet. Positive amounts
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