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[econ] add giftContext to the key so people get rewards for different activities per day
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@@ -2258,7 +2258,7 @@ const app = new Hono<App>({ strict: false })
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// posting the type and the message to show for it (`rewardType=FirstActivityOfDay&
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// Message=First Game of the Day`, or `rewardType=PostGameActivity&Message=Activity
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// completed!&giftContext=Soccer`) — so whether a reward is actually OWED is decided
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// here, from `reward_status`: one claim per type per hour, atomically.
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// here, from `reward_status`: one claim per type per activity per hour, atomically.
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//
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// A claim pays GAME_REWARD_XP into `progression` and hands over a gift box carrying that
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// XP, announced with the same GiftPackageReceivedImmediate frame the weekly gift uses —
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@@ -2270,17 +2270,21 @@ const app = new Hono<App>({ strict: false })
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// reference answers its own (different, selection-based) flow with a success envelope,
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// not a list of rewards.
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//
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// `giftContext` (the activity, e.g. `Soccer`) is accepted and ignored: the cooldown is
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// per reward type, shared across activities.
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// `giftContext` (the activity, e.g. `Soccer`) is part of the cooldown key: the first
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// activity of the day is per ACTIVITY, so a player who moves from Soccer to Paintball is
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// owed another reward while a second Soccer match inside the hour is not. An ask that
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// sends no context keys on `''`.
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.post(
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'/api/gamerewards/v1/request',
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describeRoute({
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tags: ['Econ'],
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summary: 'Request a game reward',
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description: [
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'Claims one reward of `rewardType` per hour per player, recorded in `reward_status`.',
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'The reward payload is still a stub — a claim grants nothing and both a claim and a',
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'rejected (on-cooldown) ask answer `[]`. `giftContext` is accepted and ignored.',
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'Claims one reward of `rewardType` in `giftContext` per hour per player, recorded in',
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'`reward_status`. The cooldown is per (type, activity), so a different activity is',
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'owed another reward while the same one is not; an ask with no `giftContext` keys on',
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'the empty context. The reward rides in a gift box, so a claim and a rejected',
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'(on-cooldown) ask both answer `[]`.',
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].join(' '),
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security: AUTHED,
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requestBody: form(GameRewardRequest, 'The reward type and its display message'),
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@@ -2296,7 +2300,8 @@ const app = new Hono<App>({ strict: false })
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const rewardType = typeof body.rewardType === 'string' ? body.rewardType : ''
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// No type, nothing to gate: don't write a row keyed on an empty string.
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if (rewardType === '') return c.json([])
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const claimed = await claimReward(c.env.DB, id, rewardType)
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const giftContext = typeof body.giftContext === 'string' ? body.giftContext : ''
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const claimed = await claimReward(c.env.DB, id, rewardType, giftContext)
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// On cooldown: nothing was claimed, so nothing is paid and nothing is announced.
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if (claimed === null) return c.json([])
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const message =
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@@ -2315,6 +2320,7 @@ const app = new Hono<App>({ strict: false })
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logger.info('game reward claimed', {
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accountId: id,
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rewardType,
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giftContext,
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grantCount: claimed,
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message,
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xp: GAME_REWARD_XP,
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@@ -268,7 +268,7 @@ export const GameRewardRequest = z.object({
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giftContext: z
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.string()
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.optional()
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.describe('The activity it came from, e.g. `Soccer` — accepted and ignored'),
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.describe('The activity it came from, e.g. `Soccer` — part of the cooldown key'),
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})
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/**
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+28
-17
@@ -1,41 +1,51 @@
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/**
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* Game-reward eligibility on the shared `recflare` D1 database — one row per (account,
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* reward type), written by `POST /api/gamerewards/v1/request`.
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* reward type, gift context), written by `POST /api/gamerewards/v1/request`.
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*
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* The client asks for a reward whenever it thinks one is due ("First Game of the Day"
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* after an activity, "Activity completed!" after a match), so the server, not the client,
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* has to decide whether one is actually owed: this table is what makes a second ask for
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* the same reward a no-op instead of a second payout.
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*
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* Keyed by reward TYPE only. The client also sends a `giftContext` (the activity, e.g.
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* `Soccer`), but it is deliberately not part of the key — one cooldown per type, shared
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* across every activity, rather than one per activity.
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* The `giftContext` the client sends (the activity, e.g. `Soccer`) is PART of the key: a
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* cooldown is per (type, activity), so the same activity can't pay twice inside the hour
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* but a different one can. An ask with no context keys on `''` — see `claimReward` for why
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* that isn't NULL.
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*
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* The `econ` worker owns this table and its migration
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* (apps/econ/migrations/0010_reward_status.sql).
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* The `econ` worker owns this table and its migrations
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* (apps/econ/migrations/0010_reward_status.sql, widened by
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* apps/econ/migrations/0013_reward_status_gift_context.sql).
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*/
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/** Schema DDL (mirror of migrations 0010_reward_status.sql) — also builds the table in tests. */
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/** Schema DDL (mirror of the migrations above) — also builds the table in tests. */
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export const REWARD_STATUS_SCHEMA_DDL: string[] = [
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`CREATE TABLE IF NOT EXISTS reward_status (
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account_id INTEGER NOT NULL,
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reward_type TEXT NOT NULL,
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gift_context TEXT NOT NULL,
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granted_at TEXT NOT NULL,
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grant_count INTEGER NOT NULL,
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PRIMARY KEY (account_id, reward_type)
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PRIMARY KEY (account_id, reward_type, gift_context)
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)`,
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]
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/**
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* How long a player must wait between rewards of the same type. One hour flat, for every
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* type — despite what a name like `FirstActivityOfDay` suggests. Per-type windows would be
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* a map keyed by reward type; there's one window until a reward type needs its own.
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* How long a player must wait between rewards of the same type in the same activity. One
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* hour flat, for every type — despite what a name like `FirstActivityOfDay` suggests.
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* Per-type windows would be a map keyed by reward type; there's one window until a reward
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* type needs its own.
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*/
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export const REWARD_COOLDOWN_MS = 60 * 60 * 1000
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/**
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* Claim a reward if the player is due one, returning how many of that type they have now
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* claimed — or `null` when the cooldown hasn't elapsed and nothing was claimed.
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* claimed in that context — or `null` when the cooldown hasn't elapsed and nothing was
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* claimed.
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*
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* `giftContext` defaults to `''` rather than NULL for the contextless ask: SQLite allows
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* (and does not dedupe) NULLs in a non-INTEGER primary key, so a NULL context would insert
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* a fresh row on every ask instead of hitting the conflict, and the cooldown would never
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* apply.
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*
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* The check and the claim are ONE statement. The client fires these off after a match, so
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* two requests can land together; a read-then-write would let both see the same stale
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@@ -50,20 +60,21 @@ export async function claimReward(
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db: D1Database,
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accountId: number,
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rewardType: string,
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giftContext = '',
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now: Date = new Date()
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): Promise<number | null> {
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const cutoff = new Date(now.getTime() - REWARD_COOLDOWN_MS).toISOString()
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const row = await db
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.prepare(
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`INSERT INTO reward_status (account_id, reward_type, granted_at, grant_count)
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VALUES (?1, ?2, ?3, 1)
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ON CONFLICT (account_id, reward_type) DO UPDATE SET
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`INSERT INTO reward_status (account_id, reward_type, gift_context, granted_at, grant_count)
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VALUES (?1, ?2, ?3, ?4, 1)
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ON CONFLICT (account_id, reward_type, gift_context) DO UPDATE SET
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granted_at = excluded.granted_at,
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grant_count = reward_status.grant_count + 1
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WHERE reward_status.granted_at <= ?4
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WHERE reward_status.granted_at <= ?5
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RETURNING grant_count`
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)
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.bind(accountId, rewardType, now.toISOString(), cutoff)
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.bind(accountId, rewardType, giftContext, now.toISOString(), cutoff)
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.first<{ grant_count: number }>()
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return row?.grant_count ?? null
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}
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@@ -1726,7 +1726,7 @@ describe('econ endpoints', () => {
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expect(boxes[0]?.AvatarItemDesc).toBe(entry?.AvatarItemDesc)
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})
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test('POST /api/gamerewards/v1/request claims once an hour per reward type', async () => {
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test('POST /api/gamerewards/v1/request claims once an hour per reward type and activity', async () => {
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const headers = {
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...(await bearer('80')),
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'Content-Type': 'application/x-www-form-urlencoded',
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@@ -1737,11 +1737,12 @@ describe('econ endpoints', () => {
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headers,
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body,
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})
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const statusOf = (rewardType: string) =>
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const statusOf = (rewardType: string, giftContext = '') =>
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env.DB.prepare(
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'SELECT granted_at, grant_count FROM reward_status WHERE account_id = 80 AND reward_type = ?1'
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`SELECT granted_at, grant_count FROM reward_status
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WHERE account_id = 80 AND reward_type = ?1 AND gift_context = ?2`
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)
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.bind(rewardType)
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.bind(rewardType, giftContext)
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.first<{ granted_at: string; grant_count: number }>()
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// A claim answers the empty list the client accepts — the reward rides in a gift box.
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@@ -1758,7 +1759,8 @@ describe('econ endpoints', () => {
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expect((await request('rewardType=FirstActivityOfDay&Message=again')).status).toBe(200)
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expect(await statusOf('FirstActivityOfDay')).toEqual(claimed)
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// A different type has its own cooldown; `giftContext` doesn't split it.
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// A different type has its own cooldown — and so does each `giftContext` within a type:
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// Soccer and Paintball are separate rows that each claim once.
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expect(
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(
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await request(
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@@ -1766,7 +1768,7 @@ describe('econ endpoints', () => {
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)
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).status
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).toBe(200)
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expect((await statusOf('PostGameActivity'))?.grant_count).toBe(1)
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expect((await statusOf('PostGameActivity', 'Soccer'))?.grant_count).toBe(1)
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expect(
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(
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await request(
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@@ -1774,6 +1776,17 @@ describe('econ endpoints', () => {
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)
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).status
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).toBe(200)
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expect((await statusOf('PostGameActivity', 'Paintball'))?.grant_count).toBe(1)
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// …but the same activity again inside the hour claims nothing.
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const soccer = await statusOf('PostGameActivity', 'Soccer')
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expect((await request('rewardType=PostGameActivity&giftContext=Soccer')).status).toBe(200)
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expect(await statusOf('PostGameActivity', 'Soccer')).toEqual(soccer)
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// A contextless ask is its own bucket (`''`), not a wildcard over the two above.
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expect((await request('rewardType=PostGameActivity&Message=no%20context')).status).toBe(200)
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expect((await statusOf('PostGameActivity'))?.grant_count).toBe(1)
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expect((await request('rewardType=PostGameActivity&Message=again')).status).toBe(200)
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expect((await statusOf('PostGameActivity'))?.grant_count).toBe(1)
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// Once the hour has passed, the same type claims again.
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