fix(audit): Fortuna pass level, display-name persist, loadout & craft-timer queries
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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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@@ -24,6 +24,14 @@ public class DbUserService : BaseDbService<PlayFabUser>
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return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
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}
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// Persist a display-name change (UpdateUserTitleDisplayName). Without this the rename
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// is echoed back to the client but lost on next login.
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public async Task UpdateDisplayNameAsync(string id, string displayName)
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{
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var update = Builders<PlayFabUser>.Update.Set(user => user.DisplayName, displayName);
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await Collection.UpdateOneAsync(user => user.Id == id, update);
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}
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private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
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{
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var user = new PlayFabUser
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