fix(audit): Fortuna pass level, display-name persist, loadout & craft-timer queries
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Build & Deploy / build (push) Successful in 39s
Audit of the emulator surface + 4 fixes:
- Fortuna pass level was frozen: nothing ever granted season XP. ClaimActiveContract
now grants + persists FortunaPass{2,3}_SeasonXp (scaled to the contract's reputation)
and returns the new total, so the pass level moves as you complete contracts.
- UpdateUserTitleDisplayName never persisted the rename (echoed back, lost on relog).
Added DbUserService.UpdateDisplayNameAsync and call it.
- GetPlayerSets returned a blank loadout; now reads the persisted LOADOUT key.
- GetCraftingInProgressData was a stub; now returns the persisted CraftingTimer so an
in-progress craft + remaining time survive a menu reopen/relog.
Remaining known gaps documented in Plane (need client data / multiplayer / out of scope).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -81,9 +81,16 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
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}
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var factionKey = "FactionProgression" + contract.Faction;
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// Fortuna pass season XP is stored per season; the client derives the pass level
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// from this key. No challenge system is emulated, so contracts are the XP source.
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#if SEASON_3_RELEASE || SEASON_3_DEBUG
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const string seasonXpKey = "FortunaPass3_SeasonXp";
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#else
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const string seasonXpKey = "FortunaPass2_SeasonXp";
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#endif
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var userData = await _userDataService.FindAsync(
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userId, userId,
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new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData" }
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new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData", seasonXpKey }
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);
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var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
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@@ -270,6 +277,12 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
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newContracts.Add(newContract);
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}
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// Grant Fortuna pass season XP for completing this contract and persist it, so the
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// pass level (derived client-side from FortunaPass{season}_SeasonXp) actually moves.
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// No exact rate ships in the data, so scale it to the contract's reputation value.
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var seasonXp = int.TryParse(userData[seasonXpKey].Value, out var currentSeasonXp) ? currentSeasonXp : 0;
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seasonXp += contract.ReputationIncrease * 10;
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await _userDataService.UpdateAsync(
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userId, userId,
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new Dictionary<string, string>{
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@@ -279,6 +292,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
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["Inventory"] = JsonSerializer.Serialize(newInventory),
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[factionKey] = JsonSerializer.Serialize(factionProgression),
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["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
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[seasonXpKey] = JsonSerializer.Serialize(seasonXp),
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}
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);
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@@ -297,7 +311,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
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CurrentProgression = factionProgression,
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},
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Status = 18, // EYClaimContractRewardsStatus::OK
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UpdatedSeasonXp = 0 // TODO: Probably a separate season XP rate configured by server?
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UpdatedSeasonXp = seasonXp // new season XP total (client derives the pass level from it)
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};
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}
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}
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