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weekly challenges: admin-configurable slate + working skin rewards
Port the admin-editable weekly-challenge feature to the 2020.03 branch and fix the skin-reward bug it had on December: rewards now actually land in the player's inventory instead of only granting XP + tokens. Server config: add WeeklyChallenges* columns to ServerSettings (Postgres post-EnsureCreated patches + SQLite column patches), and port the ServerSettingsService weekly methods/records. The reward record carries the store item Slug — the reliable handle December lacked — so the grant can resolve the real item. ProgressionController: CurrentChallenge + updateProgress now read the configured slate and reward instead of a hardcoded one, keeping the 2020.03 ChallengeMap/ChallengeGift wire shapes (verified against the march dump: ChallengeGift TypeDefIndex 11455). The Gift now sends AvatarItemType (Outfit when an AvatarItemDesc is set) so the watch's gift-card render binds the avatar preview. On completing the week's challenges the configured skin/consumable is granted via the new StoreService.GrantItemFreeBySlugAsync (same inventory path as a purchase, no charge), gated behind the once-only reward sentinel. Admin: GET/POST settings/weekly-challenges + reward-options (avatar + consumable only — 2020.03 StoreService has no equipment payload helper), and the admin-ui Server settings page to edit the slate + reward. The reward picker keys on item slug rather than December's fragile descriptor-string match. Docs: README no longer lists weekly challenges as December-only; url-coverage notes the config-driven challenge endpoints + skin grant.
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@@ -640,6 +640,62 @@ 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's inventory for free —
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/// the same inventory-append path as <see cref="PurchaseAsync"/> but
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/// with no balance check and no currency deduction. Backs
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/// weekly-challenge skin rewards: the challenge reward stores the
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/// item <paramref name="slug"/> and this lands the real item once the
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/// week's challenges complete. Idempotent — re-granting an owned
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/// avatar item is a no-op; a consumable bumps quantity. Returns true
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/// when something new (or another consumable) was added.</summary>
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public async Task<bool> GrantItemFreeBySlugAsync(long playerId, string slug)
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{
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if (string.IsNullOrWhiteSpace(slug)) return false;
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var item = await GetBySlugAsync(slug);
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if (item is null || !item.IsActive) return false;
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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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return false;
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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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return true;
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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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if (existing is not null)
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{
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if (string.Equals(item.Category, "consumable", StringComparison.OrdinalIgnoreCase))
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{
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existing.Quantity += 1;
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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 true;
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}
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return false;
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}
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inventory.Add(new InventoryEntry { ItemId = item.Slug, Quantity = 1 });
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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 true;
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}
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private static List<string> ParseWardrobeInventory(string? json)
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{
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if (string.IsNullOrWhiteSpace(json) || json == "[]") return new();
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