Files
DorkNet/DorkNet.Server/Controllers/API/Inventory/InventoryController.cs
T
Alexa e33145307f fix: notification pushes now match what the 2023 client reads
Most pushes were still shaped for the 2020 watch, so the 2023 client
parsed them as empty or dropped them without any error.

- RelationshipChanged carries the relationship row, to both players, on
  friend request / accept / remove / add and on favorite / mute / ignore.
  Friend requests and accepts also land in the notifications inbox.
- ModerationKick uses the client's flat moderation block, with the
  reason in VoteKickReason (the only field the dialog shows).
- Bans, account deletion, password resets and second-session takeover
  are a Logout with a numeric reason instead of a kick to the dorm; the
  old string reason failed the client's parse.
- SubscribeToPlayers is honoured: each connection joins a presence group
  per subscribed player, and presence (only presence) reaches subscribers
  as well as friends. The hub allows 180 s of client silence, since the
  client reconnects at most 3 times per login.
- Admin broadcast sends its text as a coach message and can start the
  client's own maintenance countdown; ServerMaintenance only reads
  StartsInMinutes.
- ConsumableMapping, StorefrontBalance, gift, player event, level-up,
  RoomUpdate, profile-image and PlayerLeftChat pushes carry the client's
  DTOs. "Join rejected" is the client's RequestGameInvite message.

Contract in docs/recroom-2023-notifications.md; push frames are checked
by NotificationContractTests through a capturing hub context.
2026-10-24 19:50:05 +03:00

503 lines
22 KiB
C#

using System.Text.Json;
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>
/// <remarks>The 2023-03-21 client sends a JSON <b>array</b> of equipment
/// updates here, not a single object (it serialises a
/// <c>List&lt;BCINJINBBHG&gt;</c>). Binding <c>[FromBody]</c> onto one
/// object failed model binding and returned an automatic 400, so equip and
/// favourite changes never persisted for that build. The body is now read
/// leniently and both shapes are applied through the same per-item path.
/// </remarks>
[HttpPost("api/equipment/v1/update")]
[Consumes("application/json", "application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<IActionResult> UpdateEquipment()
{
var requests = await ReadEquipmentUpdatesAsync();
if (requests.Count == 0) return BadRequest("missing prefab/mod identifier");
IActionResult last = Ok();
foreach (var req in requests)
{
last = await ApplyEquipmentUpdateAsync(req);
// Surface the first rejection rather than pretending the whole
// batch succeeded.
if (last is not OkObjectResult and not OkResult) return last;
}
return last;
}
/// <summary>Accepts a single object, an array of objects, or a form post.</summary>
private async Task<List<EquipmentUpdateRequest>> ReadEquipmentUpdatesAsync()
{
var opts = new JsonSerializerOptions { PropertyNameCaseInsensitive = true };
var result = new List<EquipmentUpdateRequest>();
if (Request.HasFormContentType)
{
var form = await Request.ReadFormAsync();
string? S(params string[] keys)
{
foreach (var k in keys)
if (form.TryGetValue(k, out var v) && !string.IsNullOrEmpty(v)) return v.ToString();
return null;
}
bool? B(params string[] keys)
=> bool.TryParse(S(keys), out var b) ? b : null;
result.Add(new EquipmentUpdateRequest
{
PrefabName = S("PrefabName", "prefabName"),
ModificationGuid = S("ModificationGuid", "modificationGuid"),
Favorited = B("Favorited", "favorited") ?? false,
Equipped = B("Equipped", "equipped"),
IsEquipped = B("IsEquipped", "isEquipped"),
});
return result;
}
try
{
Request.EnableBuffering();
Request.Body.Position = 0;
using var doc = await JsonDocument.ParseAsync(Request.Body);
Request.Body.Position = 0;
var root = doc.RootElement;
if (root.ValueKind == JsonValueKind.Array)
{
foreach (var el in root.EnumerateArray())
{
var one = el.Deserialize<EquipmentUpdateRequest>(opts);
if (one is not null) result.Add(one);
}
}
else if (root.ValueKind == JsonValueKind.Object)
{
var one = root.Deserialize<EquipmentUpdateRequest>(opts);
if (one is not null) result.Add(one);
}
}
catch (JsonException) { /* unparseable body → treated as empty */ }
return result;
}
private async Task<IActionResult> ApplyEquipmentUpdateAsync(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();
// A consume always changes an existing mapping, so it is always
// ConsumableMappingRemoved (71) carrying the count that is left;
// Added (70) would make the client treat it as a new stack.
await notifications.NotifyAsync(pid,
PushNotificationId.ConsumableMappingRemoved, ConsumableMappingWire(row));
return Ok(new { row.Id, Count = row.Quantity });
}
/// <remarks>The 2023-03-21 client serialises a <c>TransferConsumableRequest</c>
/// with <c>JsonUtility.ToJson</c> and posts it as a raw JSON body. With
/// <c>[ApiController]</c> plus <c>[FromForm]</c> parameters, an
/// <c>application/json</c> request bound nothing and the transfer was
/// rejected as invalid, so consumable gifting never worked on that build.
/// The JSON body is now read alongside the original form/query paths.</remarks>
[HttpPost("api/consumables/v1/transfer")]
[Consumes("application/json", "application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<IActionResult> TransferConsumable(
[FromForm] long? id,
[FromForm] long? recipientPlayerId,
[FromForm] int quantity = 1)
{
var pid = Me;
var body = await ReadTransferBodyAsync();
var inventoryId = id
?? body.Id
?? (long.TryParse(Request.Query["id"], out var qId) ? qId : 0);
var recipient = recipientPlayerId
?? body.RecipientPlayerId
?? (long.TryParse(Request.Query["recipientPlayerId"], out var qRecipient) ? qRecipient : 0);
var amount = Math.Max(1, body.Quantity ?? 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, ConsumableMappingWire(target));
return Ok(new { Success = true, SourceCount = Math.Max(0, source.Quantity), RecipientCount = target.Quantity });
}
private readonly record struct TransferBody(long? Id, long? RecipientPlayerId, int? Quantity);
/// <summary>Reads the 2023 client's raw JSON transfer body. JsonUtility
/// emits field names verbatim, and the exact casing of that DTO is not
/// recoverable from the ISIL, so both conventions are accepted.</summary>
private async Task<TransferBody> ReadTransferBodyAsync()
{
if (Request.HasFormContentType) return default;
try
{
Request.EnableBuffering();
Request.Body.Position = 0;
using var doc = await JsonDocument.ParseAsync(Request.Body);
Request.Body.Position = 0;
if (doc.RootElement.ValueKind != JsonValueKind.Object) return default;
long? L(params string[] keys)
{
foreach (var k in keys)
if (doc.RootElement.TryGetProperty(k, out var e) &&
e.ValueKind == JsonValueKind.Number && e.TryGetInt64(out var v)) return v;
return null;
}
int? I(params string[] keys)
{
foreach (var k in keys)
if (doc.RootElement.TryGetProperty(k, out var e) &&
e.ValueKind == JsonValueKind.Number && e.TryGetInt32(out var v)) return v;
return null;
}
return new TransferBody(
L("Id", "id", "InventoryId", "inventoryId"),
L("RecipientPlayerId", "recipientPlayerId"),
I("Quantity", "quantity", "Count", "count"));
}
catch (JsonException) { return default; }
}
/// <summary>GET <c>api/consumables/v1/getTransferable/{playerId}</c> — the
/// consumables the caller may gift to <c>playerId</c>. No handler existed,
/// so the transfer UI 404'd and could never list anything to send.
/// Returns the same grouped shape as <c>v2/getUnlocked</c>.</summary>
[HttpGet("api/consumables/v1/getTransferable/{playerId:long}")]
public async Task<IActionResult> GetTransferableConsumables(long playerId)
{
var pid = Me;
var rows = await db.PlayerInventory
.Where(p => p.PlayerId == pid && p.Quantity > 0)
.ToListAsync();
// Can't gift to yourself; everything else the caller holds is fair game.
var transferable = playerId == pid ? [] : rows;
return Ok(transferable
.GroupBy(r => r.ItemSlug)
.Select(g => new
{
Consumable = g.Key,
Count = g.Sum(r => r.Quantity),
Id = g.Min(r => r.Id),
})
.ToList());
}
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,
};
}
/// <summary>ConsumableMapping push payload ("70" Added / "71" Removed):
/// exactly the client's mapping DTO <c>CGCALDBHLGD</c> (formatter
/// <c>JICIOMDBPDO</c>) — Id (Int64), ConsumableItemDesc (STRING, not an
/// object), Count, InitialCount, CreatedAt, ActiveDurationMinutes (Int32?),
/// IsActive, IsTransferable. The old <c>{Id, ItemSlug, Quantity}</c> parsed
/// as a mapping with no item and a count of 0.</summary>
public static object ConsumableMappingWire(PlayerInventoryEntity inv) => new
{
inv.Id,
ConsumableItemDesc = StoreService.TryGetConsumableItemDesc(inv.ItemSlug, out var desc) ? desc : inv.ItemSlug,
Count = inv.Quantity,
InitialCount = inv.Quantity, // the original purchase count isn't tracked
CreatedAt = inv.AcquiredAt,
ActiveDurationMinutes = (int?)null,
inv.IsActive,
IsTransferable = true,
};
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,
};
}
}