mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-26 07:28:45 -07:00
4edf25b2d5
Targets Rec Room 2020.12.18 client.
Re-import after adding:
- DorkNet.ClientMod/dorknet-clientmod.json.template — config schema
the launcher's manifest-driven patcher renders into UserData/.
- tools/build-patcher-zip.ps1 — produces the dorknet-clientpatch-{key}.zip
Release asset the launcher fetches.
- .github/workflows/release.yml — auto-publishes both Release assets
on v1-december-* tag push.
Scrubbed via maintainer-side scrub-for-public.ps1: same drop rules as
the prior import, plus build-patcher-zip.ps1 added to the tools/
allow-list so it survives the scrub.
264 lines
11 KiB
C#
264 lines
11 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 DorkNet.Models.Notification;
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using DorkNet.Server.Auth;
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using DorkNet.Server.Data;
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using DorkNet.Server.Data.Entities;
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using DorkNet.Server.Services;
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namespace DorkNet.Server.Controllers.API.Inventory;
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/// <summary>
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/// api.rec.net/api/{equipment,consumables}/* — backs the watch's
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/// Backpack tab. Wire DTOs match the decompiled client classes:
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///
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/// • <c>RecNet.Equipment</c> — fields: <c>PrefabName, ModificationGuid,
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/// PlatformMask, IsPlatformLocked, FriendlyName, Tooltip, Rarity,
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/// Favorited</c>.
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/// • <c>RecNet.Consumable</c> — fields: <c>Id(long), ConsumableType,
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/// PlatformMask, Count, InitialCount, UnlockedLevel, CreatedAt,
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/// ActiveDurationMinutes(int?), ConsumableItem(nested), Category,
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/// IsActive, IsPlatformLocked</c>.
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///
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/// Persistence: one <see cref="PlayerInventoryEntity"/> row per
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/// (player, item). For equipment, Quantity=1 + IsActive tracks
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/// favourite. For consumables, Quantity is the stack count + IsActive
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/// tracks "currently activated".
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/// </summary>
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[ApiController]
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[Authorize]
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public class InventoryController(
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DorkNetDbContext db,
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NotificationService notifications) : ControllerBase
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{
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private long Me => this.RequireCurrentPlayerId();
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// Categories the StoreItem table uses for equipment vs
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// consumables. The seed data tags items per these strings.
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private static readonly HashSet<string> EquipmentCategories = new()
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{
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"equipment", "tool", "maker_pen", "weapon",
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};
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private static readonly HashSet<string> ConsumableCategories = new()
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{
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"consumable",
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};
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// ── Equipment ────────────────────────────────────────────────────────
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[HttpGet("api/equipment/v1/getUnlocked")]
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[HttpGet("api/equipment/v2/getUnlocked")]
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[HttpGet("api/equipment/v3/getUnlocked")]
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public async Task<IActionResult> GetUnlockedEquipment()
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{
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var pid = Me;
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var rows = await (from inv in db.PlayerInventory
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join item in db.StoreItems on inv.ItemSlug equals item.Slug
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where inv.PlayerId == pid
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&& EquipmentCategories.Contains(item.Category)
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select new { inv, item }).ToListAsync();
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return Ok(rows.Select(r => ToEquipmentWire(r.inv, r.item)));
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}
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public sealed class EquipmentUpdateRequest
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{
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public string PrefabName { get; set; } = string.Empty;
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public string ModificationGuid { get; set; } = string.Empty;
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public bool Favorited { get; set; }
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}
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/// <summary>POST <c>api/equipment/v1/update</c> — toggle the
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/// "favorited" flag on a piece of equipment (the watch lets the
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/// player pin commonly-used tools).</summary>
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[HttpPost("api/equipment/v1/update")]
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public async Task<IActionResult> UpdateEquipment([FromBody] EquipmentUpdateRequest req)
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{
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var pid = Me;
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// Catalog-backed skins use a compound slug so we can round-trip
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// the client's separate PrefabName + ModificationGuid fields.
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var slug = !string.IsNullOrWhiteSpace(req.ModificationGuid)
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? StoreService.EquipmentSkinSlug(req.PrefabName, req.ModificationGuid)
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: req.PrefabName;
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if (string.IsNullOrWhiteSpace(slug)) return BadRequest("missing prefab/mod identifier");
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var row = await db.PlayerInventory
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.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == slug);
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if (row is null && !string.IsNullOrWhiteSpace(req.ModificationGuid))
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{
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// Legacy rows created before catalog-backed equipment skins
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// used the raw modification GUID as ItemSlug.
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row = await db.PlayerInventory
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.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == req.ModificationGuid);
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}
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if (row is null && !string.IsNullOrWhiteSpace(req.PrefabName))
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{
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row = await db.PlayerInventory
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.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == req.PrefabName);
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}
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if (row is null)
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{
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// Player doesn't own this; reject rather than silently
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// creating ownership (avoids letting clients grant items
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// to themselves).
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return Forbid();
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}
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row.IsActive = req.Favorited;
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await db.SaveChangesAsync();
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return Ok(new { Updated = true });
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}
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// ── Consumables ──────────────────────────────────────────────────────
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// 2020.12 client bumped the URL to v2 AND changed the response shape from
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// per-item to BulkConsumable: each entry groups N instances of the same
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// ConsumableItemDesc with parallel Ids[] / CreatedAts[] arrays. Deserializer
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// is PLHFAEBLDAE.PPGFHEDFBEA reading PASCALCASE keys: Ids, CreatedAts,
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// ConsumableItemDesc, Count, InitialCount, IsActive, ActiveDurationMinutes,
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// IsTransferable. Returning the v1 per-item shape on v2 throws "Malformed
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// Response" and the chain calls BootSequence.OINIBKFNFAJ — fatal kick.
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[HttpGet("api/consumables/v1/getUnlocked")]
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public async Task<IActionResult> GetUnlockedConsumablesV1()
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{
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var pid = Me;
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var rows = await (from inv in db.PlayerInventory
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join item in db.StoreItems on inv.ItemSlug equals item.Slug
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where inv.PlayerId == pid
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&& ConsumableCategories.Contains(item.Category)
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select new { inv, item }).ToListAsync();
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return Ok(rows.Select(r => ToConsumableWire(r.inv, r.item)));
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}
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[HttpGet("api/consumables/v2/getUnlocked")]
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public async Task<IActionResult> GetUnlockedConsumablesV2()
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{
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var pid = Me;
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var rows = await (from inv in db.PlayerInventory
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join item in db.StoreItems on inv.ItemSlug equals item.Slug
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where inv.PlayerId == pid
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&& ConsumableCategories.Contains(item.Category)
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select new { inv, item }).ToListAsync();
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// Group by ConsumableItemDesc — one BulkConsumable per consumable type.
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var bulk = rows
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.GroupBy(r => StoreService.TryGetConsumableItemDesc(r.item.Slug, out var d) ? d : r.item.Slug)
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.Select(g => new
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{
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Ids = g.Select(r => r.inv.Id).ToArray(),
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CreatedAts = g.Select(r => r.inv.AcquiredAt).ToArray(),
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ConsumableItemDesc = g.Key,
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Count = g.Sum(r => r.inv.Quantity),
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InitialCount = g.Sum(r => r.inv.Quantity),
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IsActive = false,
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ActiveDurationMinutes = 0,
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IsTransferable = false,
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});
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return Ok(bulk);
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}
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public sealed class ConsumableItemRequest
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{
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public long Id { get; set; }
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public int DeltaCount { get; set; }
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}
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[HttpPost("api/consumables/v1/consume")]
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public async Task<IActionResult> Consume([FromBody] ConsumableItemRequest req)
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{
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var pid = Me;
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var row = await db.PlayerInventory
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.FirstOrDefaultAsync(p => p.PlayerId == pid && p.Id == req.Id);
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if (row is null) return NotFound();
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var delta = Math.Max(1, Math.Abs(req.DeltaCount));
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row.Quantity = Math.Max(0, row.Quantity - delta);
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if (row.Quantity == 0) db.PlayerInventory.Remove(row);
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await db.SaveChangesAsync();
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await notifications.NotifyAsync(pid,
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row.Quantity > 0
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? PushNotificationId.ConsumableMappingAdded
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: PushNotificationId.ConsumableMappingRemoved,
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new { row.Id, row.ItemSlug, row.Quantity });
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return Ok(new { row.Id, Count = row.Quantity });
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}
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public sealed class ActivateConsumableRequest
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{
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public long Id { get; set; }
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public bool IsActive { get; set; }
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}
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[HttpPost("api/consumables/v1/updateActive")]
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public async Task<IActionResult> UpdateActive([FromBody] ActivateConsumableRequest req)
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{
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var pid = Me;
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var row = await db.PlayerInventory
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.FirstOrDefaultAsync(p => p.PlayerId == pid && p.Id == req.Id);
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if (row is null) return NotFound();
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row.IsActive = req.IsActive;
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await db.SaveChangesAsync();
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return Ok(new { row.Id, row.IsActive });
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}
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// ── Wire serializers ─────────────────────────────────────────────────
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private static object ToEquipmentWire(PlayerInventoryEntity inv, StoreItemEntity item)
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{
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var prefabName = item.Slug;
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var modificationGuid = inv.ItemSlug;
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var rarity = 0;
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if (StoreService.TryGetEquipmentPayload(item.Slug, out var prefab, out var mod, out var skin))
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{
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prefabName = prefab;
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modificationGuid = mod;
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rarity = skin?.rarity ?? 0;
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}
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return new
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{
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PrefabName = prefabName,
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ModificationGuid = modificationGuid,
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PlatformMask = -1, // All
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IsPlatformLocked = false,
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FriendlyName = item.DisplayName,
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Tooltip = item.Description,
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Rarity = rarity,
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Favorited = inv.IsActive,
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};
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}
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private static object ToConsumableWire(PlayerInventoryEntity inv, StoreItemEntity item)
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{
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var type = StoreService.TryGetConsumableItemDesc(item.Slug, out var consumableDesc)
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? consumableDesc
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: item.Slug;
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var category = StoreService.TryGetHairDyePayload(item.Slug, out _)
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? 6
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: 0;
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return new
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{
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inv.Id,
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ConsumableItemDesc = type,
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ConsumableType = type,
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PlatformMask = -1,
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Count = inv.Quantity,
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InitialCount = inv.Quantity, // we don't track original purchase count
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UnlockedLevel = 0,
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CreatedAt = inv.AcquiredAt,
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ActiveDurationMinutes = (int?)null,
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ConsumableItem = new
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{
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Id = inv.Id,
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Type = type,
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FriendlyName = item.DisplayName,
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Tooltip = item.Description,
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ImageName = item.ImageName,
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},
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Category = category,
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inv.IsActive,
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IsPlatformLocked = false,
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};
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}
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}
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