Files
the-cycle/src/Prospect.Server.Api/Services/CloudScript/Functions/RequestUpdateStationInventory.cs
T

126 lines
5.1 KiB
C#

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.Models;
using Prospect.Server.Api.Services.UserData;
public class LoadoutData {
[JsonPropertyName("shield")]
public string Shield { get; set; }
[JsonPropertyName("helmet")]
public string Helmet { get; set; }
[JsonPropertyName("weaponOne")]
public string WeaponOne { get; set; }
[JsonPropertyName("weaponTwo")]
public string WeaponTwo { get; set; }
[JsonPropertyName("bag")]
public string Bag { get; set; }
[JsonPropertyName("bagItemsAsJsonStr")]
public string BagItemsAsJsonStr { get; set; }
[JsonPropertyName("safeItemsAsJsonStr")]
public string SafeItemsAsJsonStr { get; set; }
}
public class RequestUpdateStationInventoryRequest
{
[JsonPropertyName("newSet")]
public LoadoutData NewSet { get; set; }
[JsonPropertyName("itemsToAdd")]
public FYCustomItemInfo[] ItemsToAdd { get; set; }
[JsonPropertyName("itemsToUpdateAmount")]
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
[JsonPropertyName("itemsToRemove")]
public HashSet<string> ItemsToRemove { get; set; }
}
public class RequestUpdateStationInventoryResponse
{
// [JsonPropertyName("userId")]
// public string UserId { get; set; }
// [JsonPropertyName("error")]
// public string Error { get; set; }
// [JsonPropertyName("newSet")]
// public LoadoutData NewSet { get; set; }
// [JsonPropertyName("itemsToAdd")]
// public FYCustomItemInfo[] ItemsToAdd { get; set; }
// [JsonPropertyName("itemsToUpdateAmount")]
// public string[] ItemsToUpdateAmount { get; set; }
// [JsonPropertyName("itemsToRemove")]
// public string[] ItemsToRemove { get; set; }
}
[CloudScriptFunction("RequestUpdateStationInventory")]
public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<RequestUpdateStationInventoryRequest, RequestUpdateStationInventoryResponse>
{
private readonly ILogger<RequestUpdateStationInventoryFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public RequestUpdateStationInventoryFunction(ILogger<RequestUpdateStationInventoryFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
}
public async Task<RequestUpdateStationInventoryResponse> ExecuteAsync(RequestUpdateStationInventoryRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
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>{"Inventory"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
// TODO: Optimize
// TODO: Check deleted items to see if other stacks/mods were updated correctly
// Process inventory update. The player may:
// 1. Split item stack - creates a new item and updates amount of existing item.
// 2. Stack existing items - deletes existing items and updates amount of existing item.
// 3. Change vanity data - updates an existing item.
// 4. Change weapon mods - updates an existing item.
// 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)) {
newInventory.Add(item);
}
}
foreach (var item in request.ItemsToUpdateAmount) {
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
if (inventoryItem == null) {
continue;
}
inventoryItem.Amount = item.Amount;
inventoryItem.ModData = item.ModData;
inventoryItem.PrimaryVanityId = item.PrimaryVanityId;
inventoryItem.SecondaryVanityId = item.SecondaryVanityId;
inventoryItem.Durability = item.Durability;
}
// TODO: Check updated items and validate new items
foreach (var item in request.ItemsToAdd) {
newInventory.Add(item);
}
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>{
["LOADOUT"] = JsonSerializer.Serialize(request.NewSet),
["Inventory"] = JsonSerializer.Serialize(newInventory),
});
return new RequestUpdateStationInventoryResponse
{
// UserId = userId,
// Error = "",
// NewSet = request.NewSet,
// ItemsToAdd = [],
// ItemsToRemove = request.ItemsToRemove,
// ItemsToUpdateAmount = request.ItemsToUpdateAmount,
};
}
}