mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-26 07:28:45 -07:00
0779aa8439
- Implemented ProgressionEventsController to handle progression event retrieval and active events. - Created RoomConsumablesController for listing and purchasing room consumables. - Developed RoomCurrenciesController for managing room currencies, including creation, updates, and balance retrieval. - Added RoomEarningsDistributionsController to fetch earnings distribution data for rooms. - Introduced ScreenShareReportsController for reporting screen share incidents. - Established SubscriptionSeasonsController to provide current subscription season details and rewards. - Launched UgcPurchasablesController for managing user-generated content purchasables, including bulk operations. - Added new data entities for customization and room economy, including custom avatar items, room currencies, and UGC purchasables.
575 lines
26 KiB
C#
575 lines
26 KiB
C#
using Microsoft.AspNetCore.Authorization;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.EntityFrameworkCore;
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using Microsoft.Extensions.Configuration;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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using DorkNet.Server.Auth;
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using DorkNet.Server.Data;
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using DorkNet.Server.Services;
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namespace DorkNet.Server.Controllers.API.Avatar.V4;
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/// <summary>
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/// api.rec.net/api/avatar/v{2,3,4}/items — list of avatar items the
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/// caller has UNLOCKED. The watch's
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/// <c>RecNet.Avatars+<DowloadUnlockedAvatarItems></c> coroutine
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/// (Cpp2IL_ISIL/.../Avatars_NestedType__DowloadUnlockedAvatarItems_d__21.txt:149
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/// hits <c>"{api/avatar/}v4/items"</c>) parses the result as
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/// <c>List<UnlockedAvatarItem></c>; the wardrobe UI then
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/// renders a "buy" button for any item NOT in this list and an
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/// "equip" affordance for items that are.
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///
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/// Wire shape per
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/// Cpp2IL_ISIL/.../Avatars_NestedType_UnlockedAvatarItem.txt:186-212:
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/// "AvatarItemType" (int — Outfit=0 / HairDye=1, NOT slot-based),
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/// "AvatarItemDesc" (string — the item GUID with three empty
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/// customizations appended, see below),
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/// "PlatformMask" (int), "FriendlyName" (string),
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/// "Tooltip" (string), "Rarity" (int).
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///
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/// IMPORTANT — <c>AvatarItemDesc</c> format: the client passes this
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/// string to <c>AvatarItem.FromRecNetString(string)</c>
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/// (Cpp2IL_ISIL/.../RecRoom/Avatar/Data/Runtime/AvatarItem.txt:81-257).
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/// The desc is <c>String.Split(',')</c> into <c>guid + customization[0..3]</c>
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/// — the inner overload then indexes <c>customization[0]</c>,
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/// <c>customization[1]</c>, <c>customization[2]</c> and throws
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/// <c>ArgumentException</c> at <c>ArraySegment.get_Current</c> if the
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/// segment is shorter than 3. Every desc we ship MUST therefore have
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/// at least 4 comma-separated parts, so we suffix bare GUIDs with
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/// <c>",,,"</c> (three empty customizations).
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///
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/// CATALOG SOURCE — <c>data/avatar_item_lookup.json</c>. Generated by
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/// the manual/CI-only BepInEx patch under
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/// <c>tools/AvatarCatalogDumpPatch</c>. That patch reads the watch's bundled
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/// <c>AvatarItemWardrobeRuntimeConfig.avatarItemDataLookup</c>
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/// SerializedDictionary at boot and writes every (guid, AvatarItemData)
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/// pair to JSON. THIS is the authoritative safe list — any GUID NOT
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/// in this file throws <c>InvalidOperationException("Missing data
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/// for guid …")</c> inside the watch's wardrobe parser, which aborts
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/// the entire coroutine on the first bad item and leaves the drawer
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/// empty. Items extracted from <c>outfits_assets_*.bundle</c>
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/// MonoBehaviours (the older <c>data/wardrobe_items.json</c>) are
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/// MASK + SWATCH asset GUIDs, NOT AvatarItem GUIDs, so that file
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/// can't be used as a safelist.
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///
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/// PER-PLAYER ownership: the watch intersects each store tile's
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/// <c>AvatarItemDesc</c> against THIS list to flip the buy-button
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/// to "Already Owned." Returning the global wardrobe here therefore
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/// makes every store item appear owned. We instead intersect the
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/// caller's <see cref="AvatarEntity.InventoryJson"/> with the master
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/// catalog so the watch sees only items the player actually owns.
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/// Anonymous calls return [].
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/// </summary>
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[ApiController]
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public class AvatarItemsController(DorkNetDbContext db, IConfiguration config) : ControllerBase
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{
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/// <summary>Master catalog keyed by GUID. Loaded once on first
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/// request from <c>data/avatar_item_lookup.json</c>. Same
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/// lazy-load idiom as before but the catalog itself is now a
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/// dump of the watch's bundled
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/// <c>avatarItemDataLookup</c> instead of the asset-bundle
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/// MonoBehaviour scan in the previous wardrobe_items.json.</summary>
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private static readonly Lazy<CatalogData> _catalog = new(LoadCatalog);
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[HttpGet("api/avatar/v2/items")]
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[HttpGet("api/avatar/v3/items")]
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[HttpGet("api/avatar/v4/items")]
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[Authorize]
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public async Task<ActionResult<List<UnlockedAvatarItemDto>>> Get()
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{
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// Keep this switch as a fast kill-switch, but default it on now that
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// the response is bounded below. The risky path is not the parser
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// itself; it is feeding the 2020 watch too many BrowsableAvatarItem /
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// DynamicAvatarItemImposter rows at once.
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if (!config.GetValue("Avatar:EnableUnlockedItems", true))
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return Ok(new List<UnlockedAvatarItemDto>());
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// Defaults raised (30 → 100, 4 → 20) — the old 4-per-slot silently
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// dropped any newly-purchased item once a slot held 4+ entries (the
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// "I bought it but it's gone after relog" symptom). The clamp
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// ranges stay at [1,120] / [1,20] — those reflect empirical watch
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// testing on render-budget headroom (per the prior maintainer note
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// about BrowsableAvatarItem / DynamicAvatarItemImposter thrash
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// above this count); raising the clamp ceiling without retesting
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// could crash the watch's wardrobe drawer.
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var maxItems = Math.Clamp(config.GetValue("Avatar:MaxUnlockedItems", 100), 1, 120);
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var maxPerSlot = Math.Clamp(config.GetValue("Avatar:MaxUnlockedItemsPerSlot", 20), 1, 20);
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var pid = this.CurrentPlayerId();
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if (pid is not long me) return Ok(new List<UnlockedAvatarItemDto>());
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var avatar = await db.Avatars
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.Where(a => a.PlayerId == me)
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.Select(a => new { a.InventoryJson, a.OutfitSelections })
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.FirstOrDefaultAsync();
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var owned = ParseInventoryEntries(avatar?.InventoryJson);
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var ownedHairDyeSlugs = await db.PlayerInventory
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.Where(i => i.PlayerId == me && i.Quantity > 0)
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.Select(i => i.ItemSlug)
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.ToListAsync();
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var ownedHairDyes = ownedHairDyeSlugs
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.Where(slug => StoreService.TryGetHairDyePayload(slug, out _))
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.Distinct(StringComparer.OrdinalIgnoreCase)
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.ToList();
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if (owned.Count == 0 && ownedHairDyes.Count == 0) return Ok(new List<UnlockedAvatarItemDto>());
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var catalog = _catalog.Value;
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var equipped = ParseEquippedItemGuids(avatar?.OutfitSelections);
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// Recency tiebreaker: GrantWardrobeAsync / gift-consume APPEND new
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// GUIDs to the end of InventoryJson, so the original index is also
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// the purchase order. When per-slot truncation has to drop entries,
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// we want it to drop the OLDEST (starter seed) items rather than the
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// one the user just bought.
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var ordered = owned
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.Select((entry, idx) => (Entry: entry, OriginalIndex: idx))
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.OrderByDescending(x => equipped.Contains(x.Entry.BaseGuid))
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.ThenBy(x => catalog.SlotByGuid.TryGetValue(x.Entry.BaseGuid, out var slot) ? slot : int.MaxValue)
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.ThenByDescending(x => x.OriginalIndex)
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.Select(x => x.Entry);
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var maxOutfitItems = Math.Max(0, maxItems - ownedHairDyes.Count);
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var perSlot = new Dictionary<int, int>();
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var result = new List<UnlockedAvatarItemDto>(Math.Min(owned.Count, maxItems));
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foreach (var entry in ordered)
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{
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if (result.Count >= maxOutfitItems) break;
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// Intersect against the safelist. Items not in the bundled
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// lookup would crash the watch's wardrobe parser, so they're
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// silently dropped here. The catalog is keyed by the BARE GUID,
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// so colored variants (stored as "{guid},{swatch},{mask},") must
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// look up by BaseGuid — keying by the full comma string would
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// miss and silently drop every owned colored item (the contest
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// hat "I bought it but it never shows in my wardrobe" bug).
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if (!catalog.Items.TryGetValue(entry.BaseGuid, out var item)) continue;
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var slot = catalog.SlotByGuid.TryGetValue(entry.BaseGuid, out var value) ? value : -1;
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perSlot.TryGetValue(slot, out var count);
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if (count >= maxPerSlot && !equipped.Contains(entry.BaseGuid)) continue;
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perSlot[slot] = count + 1;
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// Preserve the bought color: a bare entry (FullDesc == BaseGuid)
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// emits the catalog DTO as-is ("{guid},,,"); a colored entry
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// overrides AvatarItemDesc with the stored swatch/mask desc so
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// the watch renders the variant the player paid for instead of
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// falling back to the default swatch.
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result.Add(string.Equals(entry.FullDesc, entry.BaseGuid, StringComparison.OrdinalIgnoreCase)
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? item
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: new UnlockedAvatarItemDto
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{
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AvatarItemType = item.AvatarItemType,
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AvatarItemDesc = ToWatchDesc(entry.FullDesc),
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PlatformMask = item.PlatformMask,
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FriendlyName = item.FriendlyName,
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Tooltip = item.Tooltip,
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Rarity = item.Rarity,
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});
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if (result.Count >= maxItems) break;
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}
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foreach (var slug in ownedHairDyes)
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{
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if (result.Count >= maxItems) break;
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if (!StoreService.TryGetHairDyePayload(slug, out var hairColorGuid)) continue;
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StoreService.TryGetHairDyeName(slug, out var friendlyName);
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result.Add(new UnlockedAvatarItemDto
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{
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AvatarItemType = AvatarItemType.HairDye,
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AvatarItemDesc = hairColorGuid,
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PlatformMask = unchecked((int)0xFFFFFFFF),
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FriendlyName = friendlyName,
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Tooltip = string.Empty,
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Rarity = 0,
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});
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}
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return Ok(result);
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}
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[HttpGet("api/avatar/v1/defaultbaseavataritems")]
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[AllowAnonymous]
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public IActionResult DefaultBaseAvatarItems()
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{
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var rows = _catalog.Value.Items.Values
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.OrderBy(i => i.AvatarItemType)
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.ThenBy(i => i.FriendlyName)
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.Take(100)
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.ToList();
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return Ok(rows);
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}
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[HttpGet("api/avatar/v1/defaultunlocked")]
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[AllowAnonymous]
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public Task<ActionResult<List<UnlockedAvatarItemDto>>> DefaultUnlocked() => Get();
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/// <summary>The set of GUIDs the bundled
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/// <c>AvatarItemWardrobeRuntimeConfig.avatarItemDataLookup</c>
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/// contains. Exposed so other controllers (StoreService seed,
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/// PlayerService starter inventory) can validate their seed
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/// data against the same safe list.</summary>
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public static IReadOnlySet<string> SafeGuids => _catalog.Value.SafeGuids;
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/// <summary>Master catalog of all renderable items, keyed by
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/// GUID. Used by callers that need item metadata (slot type,
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/// name, hair-color flags) outside of the per-player ownership
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/// check.</summary>
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public static IReadOnlyDictionary<string, UnlockedAvatarItemDto> Catalog
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=> _catalog.Value.Items;
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/// <summary>GET <c>api/avatar/v1/lockeditems</c> — metadata for
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/// specific avatar item descriptions the caller does not own. The
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/// store UI calls this with item descs from purchasable rows and
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/// expects the same item-detail shape used by unlocked items,
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/// minus ownership. We resolve against the safe runtime catalog so
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/// unknown GUIDs never reach the client parser.</summary>
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[HttpGet("api/avatar/v1/lockeditems")]
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[AllowAnonymous]
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public async Task<IActionResult> LockedItems()
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{
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var requested = RequestedAvatarItemGuids().ToList();
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if (requested.Count == 0) return Ok(Array.Empty<object>());
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var owned = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
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var pid = this.CurrentPlayerId();
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if (pid is long me)
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{
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var invJson = await db.Avatars
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.Where(a => a.PlayerId == me)
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.Select(a => a.InventoryJson)
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.FirstOrDefaultAsync();
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foreach (var guid in ParseInventory(invJson))
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owned.Add(guid);
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}
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var catalog = _catalog.Value.Items;
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var rows = requested
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.Where(guid => !owned.Contains(guid))
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.Distinct(StringComparer.OrdinalIgnoreCase)
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.Select(guid => catalog.TryGetValue(guid, out var item) ? item : null)
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.Where(item => item is not null)
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.Select(item => new
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{
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item!.AvatarItemType,
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item.AvatarItemDesc,
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item.FriendlyName,
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item.Tooltip,
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item.Rarity,
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})
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.ToArray();
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return Ok(rows);
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}
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/// <summary>Per-OutfitType slot index → list of GUIDs in that slot.
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/// Used by <see cref="DorkNet.Server.Services.PlayerService"/> to
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/// build a starter loadout (one per slot) and a starter inventory
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/// (a few per slot).</summary>
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public static IReadOnlyDictionary<int, List<string>> BySlot
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=> _catalog.Value.BySlot;
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public static bool TryGetOutfitType(string guid, out int outfitType) =>
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_catalog.Value.SlotByGuid.TryGetValue(guid, out outfitType);
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private IEnumerable<string> RequestedAvatarItemGuids()
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{
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foreach (var pair in Request.Query)
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foreach (var raw in pair.Value)
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foreach (var part in (raw ?? string.Empty).Split(';', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries))
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{
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var value = part.Trim();
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if (string.IsNullOrWhiteSpace(value)) continue;
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var comma = value.IndexOf(',');
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if (comma >= 0) value = value[..comma];
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if (Guid.TryParse(value, out _)) yield return value;
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}
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}
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/// <summary>An owned wardrobe entry: the bare AvatarItem GUID used as
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/// the catalog / slot / equipped key, plus the full RecNet desc exactly
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/// as stored in InventoryJson. For a plain item the two are identical;
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/// for a colored variant the desc is "{guid},{swatch},{mask}," so the
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/// swatch the player paid for survives the round-trip to the wardrobe.</summary>
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private readonly record struct OwnedEntry(string BaseGuid, string FullDesc);
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/// <summary>Parse InventoryJson into normalized owned entries. Accepts
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/// both the plain JSON string array of descs (the shape
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/// GrantWardrobeAsync / PurchaseAsync write) and the legacy
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/// [{itemId,...}] object shape. Strips a leading "wardrobe-" slug
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/// prefix, derives the bare GUID (substring before the first comma) for
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/// catalog lookups, and keeps the full desc so a colored variant keeps
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/// its swatch. Dedupes by full desc, so multiple colors of the same
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/// base item remain distinct wardrobe tiles while exact duplicates
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/// collapse.</summary>
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private static List<OwnedEntry> ParseInventoryEntries(string? json)
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{
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if (string.IsNullOrWhiteSpace(json) || json == "[]") return new();
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var raw = new List<string>();
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try
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{
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var strings = JsonSerializer.Deserialize<List<string>>(json);
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if (strings is not null) raw.AddRange(strings);
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}
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catch { }
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if (raw.Count == 0)
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{
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try
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{
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using var doc = JsonDocument.Parse(json);
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if (doc.RootElement.ValueKind != JsonValueKind.Array) return new();
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foreach (var element in doc.RootElement.EnumerateArray())
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{
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if (element.ValueKind == JsonValueKind.String)
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raw.Add(element.GetString() ?? string.Empty);
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else if (element.ValueKind == JsonValueKind.Object &&
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element.TryGetProperty("itemId", out var itemId) &&
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itemId.ValueKind == JsonValueKind.String)
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raw.Add(itemId.GetString() ?? string.Empty);
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}
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}
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catch { return new(); }
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}
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const string wardrobePrefix = "wardrobe-";
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var seen = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
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var result = new List<OwnedEntry>();
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foreach (var entry in raw)
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{
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var value = entry;
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if (string.IsNullOrWhiteSpace(value)) continue;
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if (value.StartsWith(wardrobePrefix, StringComparison.Ordinal))
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value = value[wardrobePrefix.Length..];
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var comma = value.IndexOf(',');
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var baseGuid = comma >= 0 ? value[..comma] : value;
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if (string.IsNullOrWhiteSpace(baseGuid)) continue;
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if (!seen.Add(value)) continue;
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result.Add(new OwnedEntry(baseGuid, value));
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}
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return result;
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}
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/// <summary>Bare-GUID view of the owned set, for callers that only need
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/// ownership membership (e.g. the locked-items diff), not the swatch.</summary>
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private static List<string> ParseInventory(string? json) =>
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ParseInventoryEntries(json)
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.Select(e => e.BaseGuid)
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.Distinct(StringComparer.OrdinalIgnoreCase)
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.ToList();
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/// <summary>Ensure a stored desc carries the ≥4 comma-separated parts
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/// (guid + 3 customizations) that the watch's
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/// <c>AvatarItem.FromRecNetString</c> requires — anything shorter throws
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/// inside the wardrobe parser. Stored colored descs are already
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/// "{guid},{swatch},{mask}," (3 commas); this pads any shorter legacy
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/// value.</summary>
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private static string ToWatchDesc(string storedDesc)
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{
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var commas = storedDesc.Count(c => c == ',');
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return commas >= 3 ? storedDesc : storedDesc + new string(',', 3 - commas);
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}
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private static HashSet<string> ParseEquippedItemGuids(string? outfitSelections)
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{
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var result = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
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if (string.IsNullOrWhiteSpace(outfitSelections)) return result;
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foreach (var selection in outfitSelections.Split(';', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries))
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{
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var comma = selection.IndexOf(',');
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var guid = comma >= 0 ? selection[..comma] : selection;
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if (!string.IsNullOrWhiteSpace(guid))
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result.Add(guid.Trim());
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}
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return result;
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}
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private sealed record CatalogData(
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IReadOnlyDictionary<string, UnlockedAvatarItemDto> Items,
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IReadOnlySet<string> SafeGuids,
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IReadOnlyDictionary<int, List<string>> BySlot,
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IReadOnlyDictionary<string, int> SlotByGuid);
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private static CatalogData LoadCatalog()
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{
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// Try both lowercase 'data/' (csproj None+Link target) and
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// uppercase 'Data/' (git-tracked source folder) so case-sensitivity
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// mismatches between Windows (where the dev wrote the path) and
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// Linux (where Coolify builds the container) can't lose the lookup
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// file. Without this fallback, a single missed file → empty
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// SafeGuids → StoreService.SeedAsync skips its stale-row cleanup
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// → 418 swatch-GUID rows ship live → every store tile renders as
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// Hat_Angler.
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var candidates = new[]
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{
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Path.Combine(AppContext.BaseDirectory, "data", "avatar_item_lookup.json"),
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Path.Combine(AppContext.BaseDirectory, "Data", "avatar_item_lookup.json"),
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Path.Combine(Directory.GetCurrentDirectory(), "data", "avatar_item_lookup.json"),
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Path.Combine(Directory.GetCurrentDirectory(), "Data", "avatar_item_lookup.json"),
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};
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var path = candidates.FirstOrDefault(System.IO.File.Exists);
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Console.WriteLine(path is null
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? $"[avatar-catalog] avatar_item_lookup.json not found in any of: {string.Join(", ", candidates)}"
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: $"[avatar-catalog] loading from {path}");
|
|
if (path is null) return new CatalogData(
|
|
new Dictionary<string, UnlockedAvatarItemDto>(),
|
|
new HashSet<string>(),
|
|
new Dictionary<int, List<string>>(),
|
|
new Dictionary<string, int>());
|
|
|
|
using var fs = System.IO.File.OpenRead(path);
|
|
var dump = JsonSerializer.Deserialize<LookupFile>(fs,
|
|
new JsonSerializerOptions { PropertyNameCaseInsensitive = true })
|
|
?? new LookupFile();
|
|
|
|
var items = new Dictionary<string, UnlockedAvatarItemDto>(dump.Items.Count, StringComparer.OrdinalIgnoreCase);
|
|
var safe = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
|
|
var bySlot = new Dictionary<int, List<string>>();
|
|
var slotByGuid = new Dictionary<string, int>(StringComparer.OrdinalIgnoreCase);
|
|
|
|
foreach (var row in dump.Items)
|
|
{
|
|
if (string.IsNullOrEmpty(row.Guid)) continue;
|
|
safe.Add(row.Guid);
|
|
// Prefer the baked display_name from the JSON if present
|
|
// (tools/add-display-names.py writes it once per refresh).
|
|
// Falls back to the raw-name cleanup if the field is missing
|
|
// — e.g. partial dumps or older fixture files.
|
|
var pretty = !string.IsNullOrEmpty(row.DisplayName)
|
|
? row.DisplayName
|
|
: PrettyName(row.Name);
|
|
items[row.Guid] = new UnlockedAvatarItemDto
|
|
{
|
|
// AvatarItemType is the wire enum the watch parses
|
|
// (Outfit=0 / HairDye=1), not the slot. Rows in
|
|
// avatarItemDataLookup are wearable avatar items, including
|
|
// hair meshes that *use* hair color. They must still be sent
|
|
// as Outfit; sending HairDye makes the client treat the item
|
|
// GUID as a color GUID and log "Can not find hair dye color".
|
|
AvatarItemType = AvatarItemType.Outfit,
|
|
AvatarItemDesc = row.Guid + ",,,",
|
|
PlatformMask = unchecked((int)0xFFFFFFFF),
|
|
FriendlyName = pretty,
|
|
Tooltip = string.Empty,
|
|
Rarity = 0,
|
|
};
|
|
if (!bySlot.TryGetValue(row.OutfitType, out var lst))
|
|
bySlot[row.OutfitType] = lst = new List<string>();
|
|
lst.Add(row.Guid);
|
|
slotByGuid[row.Guid] = row.OutfitType;
|
|
}
|
|
|
|
return new CatalogData(items, safe, bySlot, slotByGuid);
|
|
}
|
|
|
|
private static string PrettyName(string raw)
|
|
{
|
|
if (string.IsNullOrEmpty(raw)) return string.Empty;
|
|
// Strip leading/trailing parens that the bundled config wraps
|
|
// names in, then turn underscores into spaces. Keep it simple —
|
|
// the watch shows whatever string we send.
|
|
var trimmed = raw.Trim().TrimStart('(').TrimEnd(')');
|
|
// Drop common asset-name suffixes. Items in the runtime config
|
|
// use the raw asset name (e.g. "Hat_Wizard", "shirt_sherlock");
|
|
// the watch never normalises these, so we do it server-side.
|
|
var s = trimmed.Replace('_', ' ').Trim();
|
|
return s;
|
|
}
|
|
|
|
/// <summary>Shape of <c>data/avatar_item_lookup.json</c> as written
|
|
/// by <c>tools/AvatarCatalogDumpPatch</c>.</summary>
|
|
private sealed class LookupFile
|
|
{
|
|
[JsonPropertyName("items")]
|
|
public List<LookupItem> Items { get; set; } = new();
|
|
|
|
// Auxiliary GUID lists (prefab/mask/swatch/decal). Not used
|
|
// server-side yet — they'd matter for resolving asset
|
|
// references the watch might subsequently request, but the
|
|
// wire protocol only ever ships the AvatarItem GUID.
|
|
[JsonPropertyName("prefab_guids")]
|
|
public List<string> PrefabGuids { get; set; } = new();
|
|
[JsonPropertyName("mask_guids")]
|
|
public List<string> MaskGuids { get; set; } = new();
|
|
[JsonPropertyName("swatch_guids")]
|
|
public List<string> SwatchGuids { get; set; } = new();
|
|
[JsonPropertyName("decal_guids")]
|
|
public List<string> DecalGuids { get; set; } = new();
|
|
}
|
|
|
|
private sealed class LookupItem
|
|
{
|
|
[JsonPropertyName("guid")] public string Guid { get; set; } = string.Empty;
|
|
[JsonPropertyName("name")] public string Name { get; set; } = string.Empty;
|
|
// Algorithmically derived from `name` by
|
|
// tools/add-display-names.py — Rec Room's official UI strings
|
|
// live in Unity asset bundles we can't read from a code dump,
|
|
// so this is a best-effort cleanup. Optional — server falls
|
|
// back to PrettyName() if missing.
|
|
[JsonPropertyName("display_name")] public string? DisplayName { get; set; }
|
|
[JsonPropertyName("outfit_type")] public int OutfitType { get; set; }
|
|
[JsonPropertyName("outfit_set")] public int OutfitSet { get; set; }
|
|
[JsonPropertyName("drawer_index")] public int DrawerIndex { get; set; }
|
|
[JsonPropertyName("hides_hair")] public bool HidesHair { get; set; }
|
|
[JsonPropertyName("hides_hand")] public bool HidesHand { get; set; }
|
|
// hides_left_ear / hides_right_ear were added to AvatarItemData
|
|
// in the 2020.12.18 client build. Optional in the JSON so older
|
|
// dumps still deserialize.
|
|
[JsonPropertyName("hides_left_ear")] public bool HidesLeftEar { get; set; }
|
|
[JsonPropertyName("hides_right_ear")] public bool HidesRightEar { get; set; }
|
|
[JsonPropertyName("uses_hair_color")] public bool UsesHairColor { get; set; }
|
|
[JsonPropertyName("uses_team_color")] public bool UsesTeamColor { get; set; }
|
|
[JsonPropertyName("is_team_item")] public bool IsTeamItem { get; set; }
|
|
}
|
|
|
|
/// <summary>Mirrors <c>RecNet.Avatars+AvatarItemType</c>
|
|
/// (Avatars.cs:186-190).</summary>
|
|
private static class AvatarItemType
|
|
{
|
|
public const int Outfit = 0;
|
|
public const int HairDye = 1;
|
|
}
|
|
|
|
/// <summary>OutfitType slot enum mirrored from
|
|
/// <c>RecRoom.Avatar.Data.Shared.OutfitType</c>. Used by other
|
|
/// callers (PlayerService, StoreService) for slot-aware seeding.</summary>
|
|
public static class Slot
|
|
{
|
|
public const int Hat = 0;
|
|
public const int BackHead = 1;
|
|
public const int Hair = 2;
|
|
public const int Eye = 10;
|
|
public const int Mouth = 20;
|
|
public const int Neck = 100;
|
|
public const int Shirt = 101;
|
|
public const int Belt = 102;
|
|
public const int Pocket = 103;
|
|
public const int TeamShirt = 104;
|
|
public const int Wrist = 200;
|
|
public const int Glove = 201;
|
|
public const int Watch = 202;
|
|
public const int TeamWrist = 203;
|
|
}
|
|
}
|
|
|
|
public class UnlockedAvatarItemDto
|
|
{
|
|
[JsonPropertyName("AvatarItemType")]
|
|
public int AvatarItemType { get; set; }
|
|
|
|
[JsonPropertyName("AvatarItemDesc")]
|
|
public string AvatarItemDesc { get; set; } = string.Empty;
|
|
|
|
[JsonPropertyName("PlatformMask")]
|
|
public int PlatformMask { get; set; }
|
|
|
|
[JsonPropertyName("FriendlyName")]
|
|
public string FriendlyName { get; set; } = string.Empty;
|
|
|
|
[JsonPropertyName("Tooltip")]
|
|
public string Tooltip { get; set; } = string.Empty;
|
|
|
|
[JsonPropertyName("Rarity")]
|
|
public int Rarity { get; set; }
|
|
}
|