Promotion preprod → prod : contrats/kills, factions, tech-tree, assurance payout, Fortuna Pass #1
@@ -2,6 +2,7 @@ using System.Text.Json;
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using System.Text.Json.Serialization;
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using Prospect.Server.Api.Services.Auth.Extensions;
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using Prospect.Server.Api.Services.CloudScript;
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using Prospect.Server.Api.Services.CloudScript.Functions;
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using Prospect.Server.Api.Services.CloudScript.Models;
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using Prospect.Server.Api.Services.UserData;
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@@ -45,12 +46,14 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
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private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
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private readonly IHttpContextAccessor _httpContextAccessor;
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private readonly UserDataService _userDataService;
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private readonly TitleDataService _titleDataService;
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public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
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public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
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{
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_logger = logger;
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_httpContextAccessor = httpContextAccessor;
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_userDataService = userDataService;
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_titleDataService = titleDataService;
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}
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public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
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@@ -64,6 +67,42 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
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var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
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var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
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// Insurance payout: this request also reports the end-of-match inventory, so items
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// the player lost (death / left behind) arrive in ItemsToRemove. Any of those that
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// were insured on deploy (EnterMatchmakingStation) are recovered back to the stash —
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// the premium was already paid up-front — and the insurance is consumed (one raid).
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// Recovery is only performed if the item's policy declares a positive Payout.
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var recoveredInsured = new HashSet<string>();
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if (request.ItemsToRemove is { Count: > 0 })
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{
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try
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{
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var td = _titleDataService.Find(new List<string> { "InventoryInsurance" });
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if (td.TryGetValue("InventoryInsurance", out var rawPolicies) && !string.IsNullOrEmpty(rawPolicies))
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{
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var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(rawPolicies);
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foreach (var item in inventory)
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{
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if (!request.ItemsToRemove.Contains(item.ItemId)) continue;
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if (string.IsNullOrEmpty(item.Insurance) || item.InsuranceOwnerPlayfabId != userId) continue;
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if (policies == null || !policies.TryGetValue(item.Insurance, out var policy) || policy.Payout <= 0) continue;
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recoveredInsured.Add(item.ItemId);
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item.Insurance = ""; // consumed for this raid
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item.InsuranceOwnerPlayfabId = "";
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}
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if (recoveredInsured.Count > 0)
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{
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_logger.LogInformation("Recovered {Count} insured item(s) for user {User}", recoveredInsured.Count, userId);
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}
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}
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}
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catch (Exception e)
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{
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// Never fail the inventory commit because of insurance handling.
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_logger.LogWarning(e, "Failed to process insurance payout");
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}
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}
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// TODO: Optimize
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// TODO: Check deleted items to see if other stacks/mods were updated correctly
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// Process inventory update. The player may:
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@@ -74,7 +113,8 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
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// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
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var newInventory = new List<FYCustomItemInfo>(inventory.Count);
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foreach (var item in inventory) {
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if (!request.ItemsToRemove.Contains(item.ItemId)) {
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// Keep items that weren't removed, plus insured items recovered above.
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if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
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newInventory.Add(item);
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}
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}
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+16
-3
@@ -45,12 +45,14 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
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private readonly IHttpContextAccessor _httpContextAccessor;
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private readonly UserDataService _userDataService;
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private readonly TitleDataService _titleDataService;
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private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
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public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
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public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<RequestClaimFortunaPassRewardsFunction> logger)
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{
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_httpContextAccessor = httpContextAccessor;
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_userDataService = userDataService;
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_titleDataService = titleDataService;
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_logger = logger;
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}
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public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request)
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@@ -96,9 +98,20 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
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{
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// Ne pas re-créditer un palier déjà réclamé.
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if (claimedRewards.RewardsIDs.Contains(rewardId)) continue;
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claimedRewards.RewardsIDs.Add(rewardId);
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if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null) continue;
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if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null)
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{
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// Le catalogue des paliers est défini côté client (DataTable). On journalise
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// les IDs inconnus pour pouvoir construire un vrai catalogue FortunaPass{2,3}_Rewards
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// qui matche. IMPORTANT : ne PAS marquer le palier comme réclamé si on ne peut rien
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// accorder — sinon il serait brûlé définitivement et inclaimable une fois le
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// catalogue ajouté.
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_logger.LogInformation("FortunaPass claim: aucun catalogue pour le reward '{RewardId}' (catalogue {State}) — non accordé", rewardId, catalog == null ? "absent" : "présent");
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continue;
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}
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claimedRewards.RewardsIDs.Add(rewardId);
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_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
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switch (def.ItemId)
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{
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