using Microsoft.AspNetCore.Authorization;
using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.Configuration;
using System.Text.Json;
using System.Text.Json.Serialization;
using DorkNet.Server.Auth;
using DorkNet.Server.Data;
using DorkNet.Server.Services;
namespace DorkNet.Server.Controllers.API.Avatar.V4;
///
/// api.rec.net/api/avatar/v{2,3,4}/items — list of avatar items the
/// caller has UNLOCKED. The watch's
/// RecNet.Avatars+<DowloadUnlockedAvatarItems> coroutine
/// (Cpp2IL_ISIL/.../Avatars_NestedType__DowloadUnlockedAvatarItems_d__21.txt:149
/// hits "{api/avatar/}v4/items") parses the result as
/// List<UnlockedAvatarItem>; the wardrobe UI then
/// renders a "buy" button for any item NOT in this list and an
/// "equip" affordance for items that are.
///
/// Wire shape per
/// Cpp2IL_ISIL/.../Avatars_NestedType_UnlockedAvatarItem.txt:186-212:
/// "AvatarItemType" (int — Outfit=0 / HairDye=1, NOT slot-based),
/// "AvatarItemDesc" (string — the item GUID with three empty
/// customizations appended, see below),
/// "PlatformMask" (int), "FriendlyName" (string),
/// "Tooltip" (string), "Rarity" (int).
///
/// IMPORTANT — AvatarItemDesc format: the client passes this
/// string to AvatarItem.FromRecNetString(string)
/// (Cpp2IL_ISIL/.../RecRoom/Avatar/Data/Runtime/AvatarItem.txt:81-257).
/// The desc is String.Split(',') into guid + customization[0..3]
/// — the inner overload then indexes customization[0],
/// customization[1], customization[2] and throws
/// ArgumentException at ArraySegment.get_Current if the
/// segment is shorter than 3. Every desc we ship MUST therefore have
/// at least 4 comma-separated parts, so we suffix bare GUIDs with
/// ",,," (three empty customizations).
///
/// CATALOG SOURCE — data/avatar_item_lookup.json. Generated by
/// the manual/CI-only BepInEx patch under
/// tools/AvatarCatalogDumpPatch. That patch reads the watch's bundled
/// AvatarItemWardrobeRuntimeConfig.avatarItemDataLookup
/// SerializedDictionary at boot and writes every (guid, AvatarItemData)
/// pair to JSON. THIS is the authoritative safe list — any GUID NOT
/// in this file throws InvalidOperationException("Missing data
/// for guid …") inside the watch's wardrobe parser, which aborts
/// the entire coroutine on the first bad item and leaves the drawer
/// empty. Items extracted from outfits_assets_*.bundle
/// MonoBehaviours (the older data/wardrobe_items.json) are
/// MASK + SWATCH asset GUIDs, NOT AvatarItem GUIDs, so that file
/// can't be used as a safelist.
///
/// PER-PLAYER ownership: the watch intersects each store tile's
/// AvatarItemDesc against THIS list to flip the buy-button
/// to "Already Owned." Returning the global wardrobe here therefore
/// makes every store item appear owned. We instead intersect the
/// caller's with the master
/// catalog so the watch sees only items the player actually owns.
/// Anonymous calls return [].
///
[ApiController]
public class AvatarItemsController(DorkNetDbContext db, IConfiguration config) : ControllerBase
{
/// Master catalog keyed by GUID. Loaded once on first
/// request from data/avatar_item_lookup.json. Same
/// lazy-load idiom as before but the catalog itself is now a
/// dump of the watch's bundled
/// avatarItemDataLookup instead of the asset-bundle
/// MonoBehaviour scan in the previous wardrobe_items.json.
private static readonly Lazy _catalog = new(LoadCatalog);
[HttpGet("api/avatar/v2/items")]
[HttpGet("api/avatar/v3/items")]
[HttpGet("api/avatar/v4/items")]
[Authorize]
public async Task>> Get()
{
// Keep this switch as a fast kill-switch, but default it on now that
// the response is bounded below. The risky path is not the parser
// itself; it is feeding the 2020 watch too many BrowsableAvatarItem /
// DynamicAvatarItemImposter rows at once.
if (!config.GetValue("Avatar:EnableUnlockedItems", true))
return Ok(new List());
// Defaults raised (30 → 100, 4 → 20) — the old 4-per-slot silently
// dropped any newly-purchased item once a slot held 4+ entries (the
// "I bought it but it's gone after relog" symptom). The clamp
// ranges stay at [1,120] / [1,20] — those reflect empirical watch
// testing on render-budget headroom (per the prior maintainer note
// about BrowsableAvatarItem / DynamicAvatarItemImposter thrash
// above this count); raising the clamp ceiling without retesting
// could crash the watch's wardrobe drawer.
var maxItems = Math.Clamp(config.GetValue("Avatar:MaxUnlockedItems", 100), 1, 120);
var maxPerSlot = Math.Clamp(config.GetValue("Avatar:MaxUnlockedItemsPerSlot", 20), 1, 20);
var pid = this.CurrentPlayerId();
if (pid is not long me) return Ok(new List());
var avatar = await db.Avatars
.Where(a => a.PlayerId == me)
.Select(a => new { a.InventoryJson, a.OutfitSelections })
.FirstOrDefaultAsync();
var owned = ParseInventoryEntries(avatar?.InventoryJson);
var ownedHairDyeSlugs = await db.PlayerInventory
.Where(i => i.PlayerId == me && i.Quantity > 0)
.Select(i => i.ItemSlug)
.ToListAsync();
var ownedHairDyes = ownedHairDyeSlugs
.Where(slug => StoreService.TryGetHairDyePayload(slug, out _))
.Distinct(StringComparer.OrdinalIgnoreCase)
.ToList();
if (owned.Count == 0 && ownedHairDyes.Count == 0) return Ok(new List());
var catalog = _catalog.Value;
var equipped = ParseEquippedItemGuids(avatar?.OutfitSelections);
// Recency tiebreaker: GrantWardrobeAsync / gift-consume APPEND new
// GUIDs to the end of InventoryJson, so the original index is also
// the purchase order. When per-slot truncation has to drop entries,
// we want it to drop the OLDEST (starter seed) items rather than the
// one the user just bought.
var ordered = owned
.Select((entry, idx) => (Entry: entry, OriginalIndex: idx))
.OrderByDescending(x => equipped.Contains(x.Entry.BaseGuid))
.ThenBy(x => catalog.SlotByGuid.TryGetValue(x.Entry.BaseGuid, out var slot) ? slot : int.MaxValue)
.ThenByDescending(x => x.OriginalIndex)
.Select(x => x.Entry);
var maxOutfitItems = Math.Max(0, maxItems - ownedHairDyes.Count);
var perSlot = new Dictionary();
var result = new List(Math.Min(owned.Count, maxItems));
foreach (var entry in ordered)
{
if (result.Count >= maxOutfitItems) break;
// Intersect against the safelist. Items not in the bundled
// lookup would crash the watch's wardrobe parser, so they're
// silently dropped here. The catalog is keyed by the BARE GUID,
// so colored variants (stored as "{guid},{swatch},{mask},") must
// look up by BaseGuid — keying by the full comma string would
// miss and silently drop every owned colored item (the contest
// hat "I bought it but it never shows in my wardrobe" bug).
if (!catalog.Items.TryGetValue(entry.BaseGuid, out var item)) continue;
var slot = catalog.SlotByGuid.TryGetValue(entry.BaseGuid, out var value) ? value : -1;
perSlot.TryGetValue(slot, out var count);
if (count >= maxPerSlot && !equipped.Contains(entry.BaseGuid)) continue;
perSlot[slot] = count + 1;
// Preserve the bought color: a bare entry (FullDesc == BaseGuid)
// emits the catalog DTO as-is ("{guid},,,"); a colored entry
// overrides AvatarItemDesc with the stored swatch/mask desc so
// the watch renders the variant the player paid for instead of
// falling back to the default swatch.
result.Add(string.Equals(entry.FullDesc, entry.BaseGuid, StringComparison.OrdinalIgnoreCase)
? item
: new UnlockedAvatarItemDto
{
AvatarItemType = item.AvatarItemType,
AvatarItemDesc = ToWatchDesc(entry.FullDesc),
PlatformMask = item.PlatformMask,
FriendlyName = item.FriendlyName,
Tooltip = item.Tooltip,
Rarity = item.Rarity,
});
if (result.Count >= maxItems) break;
}
foreach (var slug in ownedHairDyes)
{
if (result.Count >= maxItems) break;
if (!StoreService.TryGetHairDyePayload(slug, out var hairColorGuid)) continue;
StoreService.TryGetHairDyeName(slug, out var friendlyName);
result.Add(new UnlockedAvatarItemDto
{
AvatarItemType = AvatarItemType.HairDye,
AvatarItemDesc = hairColorGuid,
PlatformMask = unchecked((int)0xFFFFFFFF),
FriendlyName = friendlyName,
Tooltip = string.Empty,
Rarity = 0,
});
}
return Ok(result);
}
/// The set of GUIDs the bundled
/// AvatarItemWardrobeRuntimeConfig.avatarItemDataLookup
/// contains. Exposed so other controllers (StoreService seed,
/// PlayerService starter inventory) can validate their seed
/// data against the same safe list.
public static IReadOnlySet SafeGuids => _catalog.Value.SafeGuids;
/// Master catalog of all renderable items, keyed by
/// GUID. Used by callers that need item metadata (slot type,
/// name, hair-color flags) outside of the per-player ownership
/// check.
public static IReadOnlyDictionary Catalog
=> _catalog.Value.Items;
/// GET api/avatar/v1/lockeditems — metadata for
/// specific avatar item descriptions the caller does not own. The
/// store UI calls this with item descs from purchasable rows and
/// expects the same item-detail shape used by unlocked items,
/// minus ownership. We resolve against the safe runtime catalog so
/// unknown GUIDs never reach the client parser.
[HttpGet("api/avatar/v1/lockeditems")]
[AllowAnonymous]
public async Task LockedItems()
{
var requested = RequestedAvatarItemGuids().ToList();
if (requested.Count == 0) return Ok(Array.Empty