Files
DorkNet/DorkNet.Server/Controllers/API/Inventory/InventoryController.cs
T

333 lines
14 KiB
C#

using Microsoft.AspNetCore.Authorization;
using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
using DorkNet.Models.Notification;
using DorkNet.Server.Auth;
using DorkNet.Server.Data;
using DorkNet.Server.Data.Entities;
using DorkNet.Server.Services;
namespace DorkNet.Server.Controllers.API.Inventory;
/// <summary>
/// api.rec.net/api/{equipment,consumables}/* — backs the watch's
/// Backpack tab. Wire DTOs match the decompiled client classes:
///
/// • <c>RecNet.Equipment</c> — fields: <c>PrefabName, ModificationGuid,
/// PlatformMask, IsPlatformLocked, FriendlyName, Tooltip, Rarity,
/// Favorited</c>.
/// • <c>RecNet.Consumable</c> — fields: <c>Id(long), ConsumableType,
/// PlatformMask, Count, InitialCount, UnlockedLevel, CreatedAt,
/// ActiveDurationMinutes(int?), ConsumableItem(nested), Category,
/// IsActive, IsPlatformLocked</c>.
///
/// Persistence: one <see cref="PlayerInventoryEntity"/> row per
/// (player, item). For equipment, Quantity=1 + IsActive tracks
/// favourite. For consumables, Quantity is the stack count + IsActive
/// tracks "currently activated".
/// </summary>
[ApiController]
[Authorize]
public class InventoryController(
DorkNetDbContext db,
NotificationService notifications) : ControllerBase
{
private long Me => this.RequireCurrentPlayerId();
// Categories the StoreItem table uses for equipment vs
// consumables. The seed data tags items per these strings.
private static readonly HashSet<string> EquipmentCategories = new()
{
"equipment", "tool", "maker_pen", "weapon",
};
private static readonly HashSet<string> ConsumableCategories = new()
{
"consumable",
};
// ── Equipment ────────────────────────────────────────────────────────
[HttpGet("api/equipment/v1/getUnlocked")]
[HttpGet("api/equipment/v2/getUnlocked")]
[HttpGet("api/equipment/v3/getUnlocked")]
public async Task<IActionResult> GetUnlockedEquipment()
{
var pid = Me;
var rows = await (from inv in db.PlayerInventory
join item in db.StoreItems on inv.ItemSlug equals item.Slug
where inv.PlayerId == pid
&& EquipmentCategories.Contains(item.Category)
select new { inv, item }).ToListAsync();
return Ok(rows.Select(r => ToEquipmentWire(r.inv, r.item)));
}
public sealed class EquipmentUpdateRequest
{
public string PrefabName { get; set; } = string.Empty;
public string ModificationGuid { get; set; } = string.Empty;
public bool Favorited { get; set; }
// The 2023 client sends Equipped/IsEquipped when a weapon skin is
// equipped (distinct from Favorited). We only have one IsActive flag,
// and for skins "active" == "equipped", so honor whichever the client
// sent. Without this the equip was dropped (only Favorited was read)
// and the skin never stuck.
public bool? Equipped { get; set; }
public bool? IsEquipped { get; set; }
}
/// <summary>POST <c>api/equipment/v1/update</c> — toggle the
/// "favorited" flag on a piece of equipment (the watch lets the
/// player pin commonly-used tools).</summary>
[HttpPost("api/equipment/v1/update")]
public async Task<IActionResult> UpdateEquipment([FromBody] EquipmentUpdateRequest req)
{
var pid = Me;
// Catalog-backed skins use a compound slug so we can round-trip
// the client's separate PrefabName + ModificationGuid fields.
var slug = !string.IsNullOrWhiteSpace(req.ModificationGuid)
? StoreService.EquipmentSkinSlug(req.PrefabName, req.ModificationGuid)
: req.PrefabName;
if (string.IsNullOrWhiteSpace(slug)) return BadRequest("missing prefab/mod identifier");
var row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == slug);
if (row is null && !string.IsNullOrWhiteSpace(req.ModificationGuid))
{
// Legacy rows created before catalog-backed equipment skins
// used the raw modification GUID as ItemSlug.
row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == req.ModificationGuid);
}
if (row is null && !string.IsNullOrWhiteSpace(req.PrefabName))
{
row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == req.PrefabName);
}
if (row is null)
{
// Player doesn't own this; reject rather than silently
// creating ownership (avoids letting clients grant items
// to themselves).
return Forbid();
}
// "equipped" is the meaningful state for weapon skins; prefer it,
// fall back to Favorited for plain tool-pin updates.
var active = req.Equipped ?? req.IsEquipped ?? req.Favorited;
// One skin equipped per weapon: when equipping a catalog-backed skin,
// clear the equipped flag on the player's OTHER skins for the SAME
// prefab (slugs share the "{prefix}{prefab}:" head) so the weapon
// doesn't end up with two "equipped" skins.
if (active && !string.IsNullOrWhiteSpace(req.ModificationGuid)
&& !string.IsNullOrWhiteSpace(req.PrefabName))
{
var prefabPrefix = StoreService.EquipmentSkinSlug(req.PrefabName, string.Empty);
var siblings = await db.PlayerInventory
.Where(inv => inv.PlayerId == pid && inv.IsActive
&& inv.ItemSlug != slug
&& inv.ItemSlug.StartsWith(prefabPrefix))
.ToListAsync();
foreach (var sib in siblings) sib.IsActive = false;
}
row.IsActive = active;
await db.SaveChangesAsync();
return Ok(new { Updated = true });
}
// ── Consumables ──────────────────────────────────────────────────────
// 2020.12 client bumped the URL to v2 AND changed the response shape from
// per-item to BulkConsumable: each entry groups N instances of the same
// ConsumableItemDesc with parallel Ids[] / CreatedAts[] arrays. Deserializer
// is PLHFAEBLDAE.PPGFHEDFBEA reading PASCALCASE keys: Ids, CreatedAts,
// ConsumableItemDesc, Count, InitialCount, IsActive, ActiveDurationMinutes,
// IsTransferable. Returning the v1 per-item shape on v2 throws "Malformed
// Response" and the chain calls BootSequence.OINIBKFNFAJ — fatal kick.
[HttpGet("api/consumables/v1/getUnlocked")]
public async Task<IActionResult> GetUnlockedConsumablesV1()
{
var pid = Me;
var rows = await (from inv in db.PlayerInventory
join item in db.StoreItems on inv.ItemSlug equals item.Slug
where inv.PlayerId == pid
&& ConsumableCategories.Contains(item.Category)
select new { inv, item }).ToListAsync();
return Ok(rows.Select(r => ToConsumableWire(r.inv, r.item)));
}
[HttpGet("api/consumables/v2/getUnlocked")]
public async Task<IActionResult> GetUnlockedConsumablesV2()
{
var pid = Me;
var rows = await (from inv in db.PlayerInventory
join item in db.StoreItems on inv.ItemSlug equals item.Slug
where inv.PlayerId == pid
&& ConsumableCategories.Contains(item.Category)
select new { inv, item }).ToListAsync();
// Group by ConsumableItemDesc — one BulkConsumable per consumable type.
var bulk = rows
.GroupBy(r => StoreService.TryGetConsumableItemDesc(r.item.Slug, out var d) ? d : r.item.Slug)
.Select(g => new
{
Ids = g.Select(r => r.inv.Id).ToArray(),
CreatedAts = g.Select(r => r.inv.AcquiredAt).ToArray(),
ConsumableItemDesc = g.Key,
Count = g.Sum(r => r.inv.Quantity),
InitialCount = g.Sum(r => r.inv.Quantity),
IsActive = false,
ActiveDurationMinutes = 0,
IsTransferable = false,
});
return Ok(bulk);
}
public sealed class ConsumableItemRequest
{
public long Id { get; set; }
public int DeltaCount { get; set; }
}
[HttpPost("api/consumables/v1/consume")]
public async Task<IActionResult> Consume([FromBody] ConsumableItemRequest req)
{
var pid = Me;
var row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.Id == req.Id);
if (row is null) return NotFound();
var delta = Math.Max(1, Math.Abs(req.DeltaCount));
row.Quantity = Math.Max(0, row.Quantity - delta);
if (row.Quantity == 0) db.PlayerInventory.Remove(row);
await db.SaveChangesAsync();
await notifications.NotifyAsync(pid,
row.Quantity > 0
? PushNotificationId.ConsumableMappingAdded
: PushNotificationId.ConsumableMappingRemoved,
new { row.Id, row.ItemSlug, row.Quantity });
return Ok(new { row.Id, Count = row.Quantity });
}
[HttpPost("api/consumables/v1/transfer")]
public async Task<IActionResult> TransferConsumable(
[FromForm] long? id,
[FromForm] long? recipientPlayerId,
[FromForm] int quantity = 1)
{
var pid = Me;
var inventoryId = id ?? (long.TryParse(Request.Query["id"], out var qId) ? qId : 0);
var recipient = recipientPlayerId ?? (long.TryParse(Request.Query["recipientPlayerId"], out var qRecipient) ? qRecipient : 0);
var amount = Math.Max(1, quantity);
if (inventoryId <= 0 || recipient <= 0 || recipient == pid)
return BadRequest("invalid_transfer");
var source = await db.PlayerInventory.FirstOrDefaultAsync(p => p.PlayerId == pid && p.Id == inventoryId);
if (source is null || source.Quantity < amount) return NotFound();
var target = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == recipient && p.ItemSlug == source.ItemSlug);
if (target is null)
{
target = new PlayerInventoryEntity
{
PlayerId = recipient,
ItemSlug = source.ItemSlug,
Quantity = 0,
};
db.PlayerInventory.Add(target);
}
source.Quantity -= amount;
target.Quantity += amount;
if (source.Quantity == 0) db.PlayerInventory.Remove(source);
await db.SaveChangesAsync();
await notifications.NotifyAsync(recipient,
PushNotificationId.ConsumableMappingAdded,
new { target.Id, target.ItemSlug, target.Quantity });
return Ok(new { Success = true, SourceCount = Math.Max(0, source.Quantity), RecipientCount = target.Quantity });
}
public sealed class ActivateConsumableRequest
{
public long Id { get; set; }
public bool IsActive { get; set; }
}
[HttpPost("api/consumables/v1/updateActive")]
public async Task<IActionResult> UpdateActive([FromBody] ActivateConsumableRequest req)
{
var pid = Me;
var row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.Id == req.Id);
if (row is null) return NotFound();
row.IsActive = req.IsActive;
await db.SaveChangesAsync();
return Ok(new { row.Id, row.IsActive });
}
// ── Wire serializers ─────────────────────────────────────────────────
private static object ToEquipmentWire(PlayerInventoryEntity inv, StoreItemEntity item)
{
var prefabName = item.Slug;
var modificationGuid = inv.ItemSlug;
var rarity = 0;
if (StoreService.TryGetEquipmentPayload(item.Slug, out var prefab, out var mod, out var skin))
{
prefabName = prefab;
modificationGuid = mod;
rarity = skin?.rarity ?? 0;
}
return new
{
PrefabName = prefabName,
ModificationGuid = modificationGuid,
PlatformMask = -1, // All
IsPlatformLocked = false,
FriendlyName = item.DisplayName,
Tooltip = item.Description,
Rarity = rarity,
// IsActive is the equipped/active flag; surface it under every key
// the 2023 client reads so the equipped skin shows on reload.
Favorited = inv.IsActive,
Equipped = inv.IsActive,
IsEquipped = inv.IsActive,
};
}
private static object ToConsumableWire(PlayerInventoryEntity inv, StoreItemEntity item)
{
var type = StoreService.TryGetConsumableItemDesc(item.Slug, out var consumableDesc)
? consumableDesc
: item.Slug;
var category = StoreService.TryGetHairDyePayload(item.Slug, out _)
? 6
: 0;
return new
{
inv.Id,
ConsumableItemDesc = type,
ConsumableType = type,
PlatformMask = -1,
Count = inv.Quantity,
InitialCount = inv.Quantity, // we don't track original purchase count
UnlockedLevel = 0,
CreatedAt = inv.AcquiredAt,
ActiveDurationMinutes = (int?)null,
ConsumableItem = new
{
Id = inv.Id,
Type = type,
FriendlyName = item.DisplayName,
Tooltip = item.Description,
ImageName = item.ImageName,
},
Category = category,
inv.IsActive,
IsPlatformLocked = false,
};
}
}