Files
DorkNet/DorkNet.Server/Controllers/API/PlayerCheer/PlayerCheerController.cs
T

155 lines
7.1 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.PlayerCheer;
/// <summary>
/// api.{rec.net,localhost}/api/PlayerCheer/v1/* — peer cheer flow.
/// Cheers between players are stored as <see cref="CheerEntity"/>
/// rows keyed by <c>TargetPlayerId</c>. The "selected cheer" badge
/// each player can pin to their profile is stored as a
/// <see cref="PlayerSettingEntity"/> with key <c>SelectedCheer</c>.
/// </summary>
[ApiController]
[Authorize]
public class PlayerCheerController(
DorkNetDbContext db,
SystemNotificationService systemNotifications,
LevelService level) : ControllerBase
{
private long Me => this.RequireCurrentPlayerId();
/// <summary>POST <c>api/PlayerCheer/v1/create</c> — caller cheers the
/// target player. Request fields (verified from RecNet.Runtime
/// KFJKDMGHKHE.EMKBFCLIOGN, KFJKDMGHKHE.txt:696-743, all posted via
/// BestHTTP AddField → form): <c>PlayerIdTo</c> (target account id),
/// <c>CheerCategory</c> (the cheer enum), <c>RoomId</c> (optional room
/// context), <c>Anonymous</c> (bool). The OLD binding read
/// <c>TargetAccountId</c>/<c>Type</c>, which never matched — the target
/// bound to null, the handler reported failure, and the watch surfaced
/// "Failed to cheer player — Something went wrong". The client parses the
/// response into PHMHCPEMABG { bool, string } and gates on the bool, so
/// the body must report success. Idempotent on (caller, target, room,
/// category).</summary>
[HttpPost("api/PlayerCheer/v1/create")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data", "application/json")]
public async Task<IActionResult> Create(
[FromForm(Name = "PlayerIdTo")] long? playerIdTo,
[FromForm(Name = "CheerCategory")] int cheerCategory = 0,
[FromForm(Name = "RoomId")] long? roomId = null,
[FromForm(Name = "Anonymous")] bool anonymous = false)
{
if (playerIdTo is not long target || target <= 0)
return CheerResult(false, "Invalid cheer target.");
if (Me == target)
return CheerResult(false, "You can't cheer yourself.");
var targetRoomId = roomId ?? 0;
var existing = await db.Cheers.FirstOrDefaultAsync(c =>
c.FromPlayerId == Me && c.TargetPlayerId == target &&
c.TargetRoomId == targetRoomId && c.Type == cheerCategory);
if (existing is not null)
// Already cheered — still a success from the client's POV (the
// string carries the client's own "very recently" phrasing).
return CheerResult(true, "You have already cheered this player very recently.");
db.Cheers.Add(new CheerEntity
{
FromPlayerId = Me,
TargetPlayerId = target,
TargetRoomId = targetRoomId,
Type = cheerCategory,
});
await db.SaveChangesAsync();
await level.AwardXpAsync(target, LevelService.CheerReceivedXp, $"cheer_from:{Me}");
// Real notification: a PlayerCheer message the recipient renders as
// "X cheered you". Anonymous cheers use the anonymous message type and
// don't reveal the cheerer.
await systemNotifications.SendAsync(target,
anonymous
? SystemNotificationService.MessageType.PlayerCheerAnonymous
: SystemNotificationService.MessageType.PlayerCheer,
fromPlayerId: anonymous ? 0 : Me);
return CheerResult(true, "");
}
/// <summary>The create response deserializes into PHMHCPEMABG
/// { bool GJLFIFEJDEH, string ABGLLJPIMIO } (KFJKDMGHKHE.txt maps the raw
/// body via Func&lt;PHMHCPEMABG, LDGADANDBIO&gt;). The JSON keys are
/// obfuscated with no literals in the dump, so emit the success bool and
/// message under the common key spellings via a Dictionary (literal keys
/// bypass the camelCase policy; LitJson ignores the ones it doesn't
/// read).</summary>
private IActionResult CheerResult(bool success, string message) =>
Ok(new Dictionary<string, object?>
{
["Success"] = success,
["success"] = success,
["Message"] = message,
["message"] = message,
["Error"] = success ? string.Empty : message,
["error"] = success ? string.Empty : message,
});
/// <summary>POST <c>api/PlayerCheer/v1/SetSelectedCheer</c> — pin
/// a cheer category as the caller's selected badge. Stored on the
/// PlayerSetting key <c>SelectedCheer</c> (string-form int).
///
/// Form field is <c>CheerCategory</c> — NOT <c>Cheer</c>. The 2020.12
/// watch's AIGGBBFKAKL.SetSelectedCheer (at
/// <c>AIGGBBFKAKL.txt:1083-1084</c>) does
/// <c>AddField("CheerCategory", value)</c> when POSTing to
/// <c>api/PlayerCheer/v1/SetSelectedCheer</c>. A mismatched binding
/// silently parses to 0, which the watch reads back as "no badge",
/// so the player's pinned cheer reverts every time.
///
/// The posted value is the watch's PIDFCOGLFHN category enum (e.g.
/// <c>9000</c> for a specific category) — we store it verbatim and
/// round-trip through <see cref="Reputation.SelectedCheer"/>; the
/// watch maps it back to the visual badge.</summary>
[HttpPost("api/PlayerCheer/v1/SetSelectedCheer")]
[Consumes("application/x-www-form-urlencoded", "multipart/form-data", "application/json")]
public async Task<IActionResult> SetSelectedCheer(
[FromForm(Name = "CheerCategory")] int? cheerCategory = null,
[FromForm(Name = "Cheer")] int? legacyCheer = null)
{
// Accept either field name — `CheerCategory` for 2020.12, `Cheer`
// as a defensive fallback for older / re-skinned clients.
var value = cheerCategory ?? legacyCheer ?? 0;
var existing = await db.PlayerSettings
.FirstOrDefaultAsync(s => s.PlayerId == Me && s.Key == "SelectedCheer");
if (existing is null)
db.PlayerSettings.Add(new PlayerSettingEntity { PlayerId = Me, Key = "SelectedCheer", Value = value.ToString() });
else
existing.Value = value.ToString();
await db.SaveChangesAsync();
return Ok(new { success = true, error = "" });
}
/// <summary>GET <c>api/PlayerCheer/v1/all</c> — every cheer the
/// caller has received. Drives the profile's "X cheers" badge.</summary>
[HttpGet("api/PlayerCheer/v1/all")]
public async Task<IActionResult> All()
{
var rows = await db.Cheers
.Where(c => c.TargetPlayerId == Me)
.OrderByDescending(c => c.CheeredAt)
.Take(200)
.Select(c => new
{
Id = c.Id,
FromPlayerId = c.FromPlayerId,
Type = c.Type,
CheeredAt = c.CheeredAt,
})
.ToListAsync();
return Ok(rows);
}
}