Merge pull request 'Promotion preprod → prod : contrats/kills, factions, tech-tree, assurance payout, Fortuna Pass' (#1) from preprod into main
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This commit was merged in pull request #1.
This commit is contained in:
2026-07-14 10:33:31 +00:00
12 changed files with 439 additions and 134 deletions
+1
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@@ -0,0 +1 @@
_out/
@@ -131,6 +131,12 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
break;
}
}
} else if (objective.Type == EYContractObjectiveType.Kills) {
// Kill objectives can't be tracked in a client-hosted raid (no dedicated
// game server reports kills). They are auto-credited on deploy
// (EnterMatchmakingMatch); accept them here even if a contract was
// activated before that so kill contracts remain completable.
remaining = 0;
} else {
// NOTE: A game server must write the correct progress
// for other types of objectives.
@@ -2,6 +2,7 @@ using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
@@ -45,12 +46,14 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
@@ -64,6 +67,42 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
// Insurance payout: this request also reports the end-of-match inventory, so items
// the player lost (death / left behind) arrive in ItemsToRemove. Any of those that
// were insured on deploy (EnterMatchmakingStation) are recovered back to the stash —
// the premium was already paid up-front — and the insurance is consumed (one raid).
// Recovery is only performed if the item's policy declares a positive Payout.
var recoveredInsured = new HashSet<string>();
if (request.ItemsToRemove is { Count: > 0 })
{
try
{
var td = _titleDataService.Find(new List<string> { "InventoryInsurance" });
if (td.TryGetValue("InventoryInsurance", out var rawPolicies) && !string.IsNullOrEmpty(rawPolicies))
{
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(rawPolicies);
foreach (var item in inventory)
{
if (!request.ItemsToRemove.Contains(item.ItemId)) continue;
if (string.IsNullOrEmpty(item.Insurance) || item.InsuranceOwnerPlayfabId != userId) continue;
if (policies == null || !policies.TryGetValue(item.Insurance, out var policy) || policy.Payout <= 0) continue;
recoveredInsured.Add(item.ItemId);
item.Insurance = ""; // consumed for this raid
item.InsuranceOwnerPlayfabId = "";
}
if (recoveredInsured.Count > 0)
{
_logger.LogInformation("Recovered {Count} insured item(s) for user {User}", recoveredInsured.Count, userId);
}
}
}
catch (Exception e)
{
// Never fail the inventory commit because of insurance handling.
_logger.LogWarning(e, "Failed to process insurance payout");
}
}
// TODO: Optimize
// TODO: Check deleted items to see if other stacks/mods were updated correctly
// Process inventory update. The player may:
@@ -74,7 +113,8 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
if (!request.ItemsToRemove.Contains(item.ItemId)) {
// Keep items that weren't removed, plus insured items recovered above.
if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
newInventory.Add(item);
}
}
@@ -61,6 +61,14 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
}
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
// Kill objectives: the client-hosted raid has no dedicated game server
// to report per-kill progress to the backend, so kills would never be
// saved. Auto-credit them on deploy so the objective can be completed
// (mirrors the player-kill auto-credit done in ActivateContract).
if (objective.Type == EYContractObjectiveType.Kills) {
contractActive.Progress[i] = objective.MaxProgress;
continue;
}
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
continue;
}
@@ -1,18 +1,107 @@
using Prospect.Server.Api.Services.CloudScript.Models;
using System.Text.Json;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
// Config d'une police d'assurance (TitleData "InventoryInsurance").
public class InventoryInsurancePolicy
{
public string InsuranceId { get; set; }
public double Cost { get; set; }
public double Payout { get; set; }
}
[CloudScriptFunction("EnterMatchmakingStation")]
public class EnterMatchmakingStationFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult>
{
public Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<EnterMatchmakingStationFunction> _logger;
public EnterMatchmakingStationFunction(
IHttpContextAccessor httpContextAccessor,
UserDataService userDataService,
TitleDataService titleDataService,
ILogger<EnterMatchmakingStationFunction> logger)
{
return Task.FromResult(new FYEnterMatchmakingResult
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
// Au déploiement, le client peut demander d'assurer une partie de l'inventaire.
var insurance = request.PurchaseInventoryInsurances;
var context = _httpContextAccessor.HttpContext;
if (context != null && insurance?.ItemIds is { Count: > 0 })
{
try
{
await ApplyInsuranceAsync(context.User.FindAuthUserId(), insurance);
}
catch (Exception e)
{
// Ne jamais bloquer le déploiement à cause de l'assurance.
_logger.LogWarning(e, "Failed to apply inventory insurance on deploy");
}
}
return new FYEnterMatchmakingResult
{
Success = true,
ErrorMessage = "",
SingleplayerStation = true, // NOTE: This will always travel to single player station
IsMatchTravel = false,
};
}
// Marque les items choisis comme assurés (Insurance + propriétaire) et débite la
// prime en InsuranceCurrency selon le coût de la police (TitleData InventoryInsurance).
private async Task ApplyInsuranceAsync(string userId, FYPurchaseInventoryInsuranceRequest req)
{
var titleData = _titleDataService.Find(new List<string> { "InventoryInsurance" });
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(titleData["InventoryInsurance"]);
var insuranceId = string.IsNullOrEmpty(req.InsuranceId) ? "Default" : req.InsuranceId;
if (policies == null || !policies.TryGetValue(insuranceId, out var policy))
{
_logger.LogWarning("Unknown insurance policy {InsuranceId}", insuranceId);
return;
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "Inventory", "Balance" });
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var toInsure = new HashSet<string>(req.ItemIds);
var insuredCount = 0;
foreach (var item in inventory)
{
if (!toInsure.Contains(item.ItemId)) continue;
item.Insurance = insuranceId;
item.InsuranceOwnerPlayfabId = userId;
insuredCount++;
}
if (insuredCount == 0) return;
// Prime = coût de la police × nombre d'items assurés (arrondi au supérieur),
// plafonnée au solde disponible pour ne jamais passer en négatif.
var premium = (int)Math.Ceiling(policy.Cost * insuredCount);
premium = Math.Min(premium, balance.InsuranceCurrency);
balance.InsuranceCurrency -= premium;
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["Inventory"] = JsonSerializer.Serialize(inventory),
["Balance"] = JsonSerializer.Serialize(balance),
});
_logger.LogInformation("Insured {Count} item(s) under policy {Policy} for user {User} (premium {Premium})",
insuredCount, insuranceId, userId, premium);
}
}
@@ -3,6 +3,7 @@ using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.UserData;
public class PurchaseWeaponShopItemRequest
@@ -137,7 +138,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
Error = "Invalid purchase amount",
};
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"});
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", "ContractsOneTimeCompleted"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
@@ -153,7 +154,21 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
var blueprintData = blueprints[request.BaseItemID];
// TODO: Contract unlock criteria
// Contract unlock criteria: some items can only be purchased after completing a
// specific contract. Only gate when the item explicitly declares such a lock, so
// items with no lock keep working as before.
if (!string.IsNullOrEmpty(blueprintData.UnlockData?.ContractLockPurchase))
{
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(blueprintData.UnlockData.ContractLockPurchase))
{
return new PurchaseWeaponShopItemResponse
{
UserID = userId,
Error = "Item is locked: complete the required contract first",
};
}
}
// Validate price
var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
@@ -1,5 +1,6 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData;
@@ -9,6 +10,15 @@ public class FYFortunaPassClaimedRewards {
public List<string> RewardsIDs { get; set; }
};
// Récompense d'un palier de la passe (catalogue optionnel TitleData "FortunaPass2_Rewards").
// itemId "SoftCurrency"/"Aurum"/"InsuranceCurrency" = monnaie, sinon item d'inventaire.
public class FortunaPassRewardDef {
[JsonPropertyName("itemId")]
public string ItemId { get; set; }
[JsonPropertyName("amount")]
public int Amount { get; set; }
}
public class RequestClaimFortunaPassRewardsRequest
{
[JsonPropertyName("rewardsIds")]
@@ -34,11 +44,15 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<RequestClaimFortunaPassRewardsFunction> logger)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request)
@@ -49,28 +63,103 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"FortunaPass2_ClaimedRewards"});
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData["FortunaPass2_ClaimedRewards"].Value);
foreach (var rewardId in request.RewardsIDs) {
// Clé de la saison courante (déterminée par la config de build) — évite d'écraser
// la progression de l'autre saison (l'ancien code écrasait S2 ET S3).
#if SEASON_3_RELEASE || SEASON_3_DEBUG
const string claimedKey = "FortunaPass3_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass3_Rewards";
#else
const string claimedKey = "FortunaPass2_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass2_Rewards";
#endif
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ claimedKey, "Inventory", "Balance" });
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData[claimedKey].Value)
?? new FYFortunaPassClaimedRewards { RewardsIDs = new List<string>() };
claimedRewards.RewardsIDs ??= new List<string>();
// Catalogue des récompenses (optionnel) : rewardId -> {itemId, amount}.
Dictionary<string, FortunaPassRewardDef> catalog = null;
try
{
var td = _titleDataService.Find(new List<string> { rewardsCatalogKey });
if (td.TryGetValue(rewardsCatalogKey, out var raw) && !string.IsNullOrWhiteSpace(raw))
catalog = JsonSerializer.Deserialize<Dictionary<string, FortunaPassRewardDef>>(raw);
}
catch { /* pas de catalogue → on enregistre seulement la réclamation */ }
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value) ?? new List<FYCustomItemInfo>();
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var grantedItems = new List<FYCustomItemInfo>();
var changedCurrencies = new List<FYCurrencyItem>();
foreach (var rewardId in request.RewardsIDs)
{
// Ne pas re-créditer un palier déjà réclamé.
if (claimedRewards.RewardsIDs.Contains(rewardId)) continue;
if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null)
{
// Le catalogue des paliers est défini côté client (DataTable). On journalise
// les IDs inconnus pour pouvoir construire un vrai catalogue FortunaPass{2,3}_Rewards
// qui matche. IMPORTANT : ne PAS marquer le palier comme réclamé si on ne peut rien
// accorder — sinon il serait brûlé définitivement et inclaimable une fois le
// catalogue ajouté.
_logger.LogInformation("FortunaPass claim: aucun catalogue pour le reward '{RewardId}' (catalogue {State}) — non accordé", rewardId, catalog == null ? "absent" : "présent");
continue;
}
claimedRewards.RewardsIDs.Add(rewardId);
_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
switch (def.ItemId)
{
case "SoftCurrency":
balance.SoftCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
break;
case "Aurum":
balance.HardCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
break;
case "InsuranceCurrency":
balance.InsuranceCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
break;
default:
var item = new FYCustomItemInfo {
ItemId = Guid.NewGuid().ToString(),
Amount = def.Amount <= 0 ? 1 : def.Amount,
BaseItemId = def.ItemId,
Durability = 0,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
inventory.Add(item);
grantedItems.Add(item);
break;
}
}
var output = JsonSerializer.Serialize(claimedRewards);
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["FortunaPass2_ClaimedRewards"] = output,
["FortunaPass3_ClaimedRewards"] = output, // TODO: Separate logic for S2 and S3
}
);
var changes = new Dictionary<string, string> { [claimedKey] = JsonSerializer.Serialize(claimedRewards) };
if (grantedItems.Count > 0) changes["Inventory"] = JsonSerializer.Serialize(inventory);
if (changedCurrencies.Count > 0) changes["Balance"] = JsonSerializer.Serialize(balance);
await _userDataService.UpdateAsync(userId, userId, changes);
return new RequestClaimFortunaPassRewardsResponse
{
UserId = userId,
ErrorType = 3, // EYFortunaPassToastReponseType::Ok
Error = "",
GrantedItems = [],
ChangedCurrencies = [],
GrantedItems = grantedItems.ToArray(),
ChangedCurrencies = changedCurrencies.ToArray(),
};
}
}
@@ -1,5 +1,7 @@
using Prospect.Server.Api.Services.Auth.Extensions;
using System.Text.Json;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -7,42 +9,43 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor)
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
}
public Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
public async Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
return Task.FromResult<object?>(null);
return null;
}
var userId = context.User.FindAuthUserId();
return Task.FromResult<object?>(new
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string> { "FactionProgressionICA", "FactionProgressionKorolev", "FactionProgressionOsiris" }
);
int Progression(string faction) =>
userData.TryGetValue("FactionProgression" + faction, out var v) && v.Value != null
? JsonSerializer.Deserialize<int>(v.Value)
: 0;
return new
{
factions = new []
factions = new[]
{
new
{
factionId = "ICA",
currentProgression = 0
},
new
{
factionId = "Korolev",
currentProgression = 0
},
new
{
factionId = "Osiris",
currentProgression = 0
},
new { factionId = "ICA", currentProgression = Progression("ICA") },
new { factionId = "Korolev", currentProgression = Progression("Korolev") },
new { factionId = "Osiris", currentProgression = Progression("Osiris") },
},
userId = context.User.FindAuthUserId(),
userId,
error = ""
});
};
}
}
@@ -1,100 +1,119 @@
using Prospect.Server.Api.Services.Auth.Extensions;
using System.Text.Json;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("RequestPlayerContracts")]
public class RequestPlayerContracts : ICloudScriptFunction<FYGetPlayerContractsRequest, FYGetPlayerContractsResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
// Board slots are ordered Easy / Medium / Hard (same convention as ClaimActiveContract).
private static readonly string[] Difficulties = ["Easy", "Medium", "Hard"];
private const int RefreshHours = 12;
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor)
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly Random _rnd = new();
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
return Task.FromResult(new FYGetPlayerContractsResult
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>
{
"ContractsActive", "JobBoardsData",
"FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris",
}
);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value)!;
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value)!;
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"])!;
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"])!;
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"])!;
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var lastRefresh = jobBoardsData.LastBoardRefreshTimeUtc?.Seconds ?? 0;
// Initial fill only: populate boards that were seeded empty / never refreshed.
// The periodic rotation is owned by RequestActiveObjectivesAndBoardsData, so we
// don't refresh on a timer here to avoid two competing refresh policies.
var boardsEmpty = jobBoardsData.Boards == null
|| jobBoardsData.Boards.Any(b => b.Contracts == null
|| b.Contracts.Any(c => string.IsNullOrEmpty(c.ContractId)));
if (jobBoardsData.Boards != null && (lastRefresh == 0 || boardsEmpty))
{
UserId = context.User.FindAuthUserId(),
foreach (var board in jobBoardsData.Boards)
{
if (board.Contracts == null || !jobs.TryGetValue(board.FactionId, out var factionJobs))
{
continue;
}
var factionKey = "FactionProgression" + board.FactionId;
var factionProgression = userData.TryGetValue(factionKey, out var fp)
? JsonSerializer.Deserialize<int>(fp.Value)
: 0;
var level = levelsData.TryGetValue(board.FactionId, out var levels)
? levels.Length - Array.FindIndex(levels, xp => factionProgression >= xp)
: 0;
for (var idx = 0; idx < board.Contracts.Count && idx < Difficulties.Length; idx++)
{
if (!factionJobs.TryGetValue(Difficulties[idx], out var difficultyJobs))
{
continue;
}
var available = Array.FindAll(difficultyJobs,
jobId => contracts.TryGetValue(jobId, out var c) && level >= c.UnlockData.Level);
if (available.Length > 0)
{
board.Contracts[idx].ContractId = available[_rnd.Next(available.Length)];
}
}
}
jobBoardsData.LastBoardRefreshTimeUtc = new FYTimestamp { Seconds = now };
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
);
}
return new FYGetPlayerContractsResult
{
UserId = userId,
Error = null,
ActiveContracts = new List<FYActiveContractPlayerData>(),
ActiveContracts = contractsActive.Contracts,
FactionsContracts = new FYFactionsContractsData
{
Boards = new List<FYFactionContractsData>
{
new FYFactionContractsData
{
FactionId = "ICA",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-ICA-Gather-1",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-ICA-Uplink-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-ICA-Uplink-1",
}
}
},
new FYFactionContractsData
{
FactionId = "Korolev",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-KOR-Mine-4",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-KOR-Mine-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-KOR-PvP-6",
}
}
},
new FYFactionContractsData
{
FactionId = "Osiris",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-Osiris-Brightcaps-1",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-Osiris-Gather-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-Osiris-Gather-7",
}
}
}
},
LastBoardRefreshTimeUtc = new FYTimestamp
{
Seconds = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds()
}
Boards = jobBoardsData.Boards,
LastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc ?? new FYTimestamp { Seconds = now },
},
RefreshHours24UtcFromBackend = 12
});
RefreshHours24UtcFromBackend = RefreshHours,
};
}
}
@@ -35,6 +35,11 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
_httpContextAccessor = httpContextAccessor;
}
// Nombre de variantes de rotation (les storeId "DailyShop_N" / "WeeklyShop_N"
// permettent au client de distinguer chaque rotation et de rafraîchir son cache).
private const int DailyVariants = 8;
private const int WeeklyVariants = 4;
public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request)
{
var context = _httpContextAccessor.HttpContext;
@@ -43,18 +48,33 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
throw new CloudScriptException("CloudScript was not called within a http request");
}
// TODO: Get and save store rotation data
var now = DateTime.UtcNow;
// Rotation quotidienne : expire au prochain minuit UTC ; l'index de rotation
// est le nombre de jours écoulés depuis l'epoch (déterministe, stable).
var todayUtc = now.Date;
var dailyExpiration = todayUtc.AddDays(1);
var dayIndex = (int)(todayUtc - DateTime.UnixEpoch.Date).TotalDays;
var dailyStoreId = $"DailyShop_{dayIndex % DailyVariants}";
// Rotation hebdomadaire : expire au prochain lundi 00:00 UTC.
// DayOfWeek : dimanche=0 ; on ramène lundi=0.
var daysSinceMonday = ((int)todayUtc.DayOfWeek + 6) % 7;
var weekStart = todayUtc.AddDays(-daysSinceMonday);
var weeklyExpiration = weekStart.AddDays(7);
var weekIndex = (int)Math.Floor((weekStart - DateTime.UnixEpoch.Date).TotalDays / 7);
var weeklyStoreId = $"WeeklyShop_{weekIndex % WeeklyVariants}";
return new RequestStoreRotationDataResponse
{
Error = "",
DailyStoreData = new StoreRotationData {
StoreID = "DailyShop",
ExpirationData = DateTime.UtcNow.AddDays(1)
StoreID = dailyStoreId,
ExpirationData = dailyExpiration
},
WeeklyStoreData = new StoreRotationData {
StoreID = "WeeklyShop",
ExpirationData = DateTime.UtcNow.AddDays(1)
StoreID = weeklyStoreId,
ExpirationData = weeklyExpiration
}
};
}
@@ -54,7 +54,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"TechTreeNodeData", "Balance", "Inventory"}
new List<string>{"TechTreeNodeData", "Balance", "Inventory", "PlayerQuartersLevel"}
);
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
@@ -79,7 +79,15 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
var techTreeNodeData = techTreeNodes[request.NodeID];
var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0
// TODO: Dependency check
// Dependency check: the player's quarters must be high enough to unlock this node.
var playerQuarters = JsonSerializer.Deserialize<FYPlayerQuarterStatus>(userData["PlayerQuartersLevel"].Value);
if (playerQuarters != null && playerQuarters.Level < techTreeNodeData.PlayerQuarterLevelRequired) {
return new FYStartTechTreeNodeUpgradeClientResult
{
UserID = userId,
Error = $"Requires player quarters level {techTreeNodeData.PlayerQuarterLevelRequired}",
};
}
// Validate price
// TODO: Refactor
@@ -1,7 +1,14 @@
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
using System.Text.Json.Serialization;
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
// Envoyé par le client au déploiement (dans FYEnterMatchAzureFunction) : quels items
// de l'inventaire assurer, avec quelle police (voir TitleData "InventoryInsurance").
public class FYPurchaseInventoryInsuranceRequest
{
// m_insuranceId
// m_itemIds
[JsonPropertyName("insuranceId")]
public string InsuranceId { get; set; }
[JsonPropertyName("itemIds")]
public List<string> ItemIds { get; set; }
}