Files
the-cycle/src/Prospect.Server.Api/Services/CloudScript/Functions/ClaimActiveContract.cs
T
neckfireandClaude Opus 4.8 1b4c1b2606
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fix(audit): Fortuna pass level, display-name persist, loadout & craft-timer queries
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>
2026-07-15 02:56:47 +02:00

317 lines
15 KiB
C#

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.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYClaimCompletedActiveContractRewardsRequest {
[JsonPropertyName("contractId")]
public string ContractID { get; set; }
[JsonPropertyName("contractsToUnlock")]
public string[] ContractsToUnlock { get; set; }
}
public class FYClaimCompletedActiveContractRewardsResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("claimedContractId")]
public string ClaimedContractID { get; set; }
[JsonPropertyName("newContractIdOnBoard")]
public string NewContractIdOnBoard { get; set; }
[JsonPropertyName("changedCurrencies")]
public FYCurrencyItem[] ChangedCurrencies { get; set; }
[JsonPropertyName("itemsGranted")]
public List<FYCustomItemInfo> ItemsGranted { get; set; }
[JsonPropertyName("itemsUpdatedOrRemoved")]
public List<FYCustomItemInfo> ItemsUpdatedOrRemoved { get; set; }
[JsonPropertyName("playerFactionProgressData")]
public FYPlayerFactionProgressData PlayerFactionProgressData { get; set; }
[JsonPropertyName("contractsActivated")]
public List<FYActiveContractPlayerData> ContractsActivated { get; set; }
[JsonPropertyName("status")]
public int Status { get; set; } // EYClaimContractRewardsStatus
[JsonPropertyName("updatedSeasonXp")]
public int UpdatedSeasonXp { get; set; }
}
public class FYGetCompletedContractsResult {
[JsonPropertyName("contractsIds")]
public List<string> ContractsIDs { get; set; }
};
[CloudScriptFunction("ClaimActiveContract")]
public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveContractRewardsRequest, FYClaimCompletedActiveContractRewardsResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
private readonly Random rnd = new Random();
public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYClaimCompletedActiveContractRewardsResult> ExecuteAsync(FYClaimCompletedActiveContractRewardsRequest 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 titleData = _titleDataService.Find(new List<string>{ "Contracts", "Blueprints", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
if (!contracts.TryGetValue(request.ContractID, out var contract)) {
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
Error = "Contract not found",
Status = 13, // EYClaimContractRewardsStatus::WRONG_CONTRACT_ID
};
}
var factionKey = "FactionProgression" + contract.Faction;
// Fortuna pass season XP is stored per season; the client derives the pass level
// from this key. No challenge system is emulated, so contracts are the XP source.
#if SEASON_3_RELEASE || SEASON_3_DEBUG
const string seasonXpKey = "FortunaPass3_SeasonXp";
#else
const string seasonXpKey = "FortunaPass2_SeasonXp";
#endif
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData", seasonXpKey }
);
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == contract.Name);
if (targetContractIdx == -1) {
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
Error = "Contract not active",
Status = 8, // EYClaimContractRewardsStatus::NO_ACTIVE_CONTRACT
};
}
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var targetContract = contractsActive.Contracts[targetContractIdx];
List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
HashSet<string> deletedItemsIds = [];
// TODO: Optimize
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
int remaining = objective.MaxProgress;
if (objective.Type == EYContractObjectiveType.OwnNumOfItem) {
// NOTE: The backend may perform item ownership validation
// since it has the information about the player's items.
foreach (var item in inventory) {
if (item.BaseItemId != objective.ItemToOwn) {
continue;
}
var localRemaining = remaining;
remaining -= item.Amount;
item.Amount -= localRemaining;
if (item.Amount <= 0) {
item.Amount = 0;
deletedItemsIds.Add(item.ItemId);
}
itemsUpdatedOrRemoved.Add(item);
if (remaining <= 0) {
break;
}
}
} else if (objective.Type.IsRaidRuntime()) {
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
// containers) can't be tracked in a client-hosted raid — no dedicated
// game server reports them, so their progress is never saved. They are
// auto-credited on deploy (EnterMatchmakingMatch); accept them here too
// (safety net for a contract activated after deploy) so these contracts
// remain completable instead of being stuck on "Objective not met".
remaining = 0;
} else {
// Meta objectives (FactionLevel / CompletedMission): validated from the
// persisted progress. The objectives are mapped by array index.
remaining -= targetContract.Progress[i];
}
if (remaining > 0) {
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
Error = "Objective not met",
Status = 16, // EYClaimContractRewardsStatus::PROGRESS_MISSING
};
}
}
// TODO: Optimize
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
if (!deletedItemsIds.Contains(item.ItemId)) {
newInventory.Add(item);
}
}
List<FYCustomItemInfo> itemsGranted = new List<FYCustomItemInfo>();
List<FYCurrencyItem> changedCurrencies = [];
foreach (var reward in contract.Rewards) {
if (reward.ItemID == "SoftCurrency") {
balance.SoftCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
} else if (reward.ItemID == "Aurum") {
balance.HardCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else if (reward.ItemID == "InsuranceCurrency") {
balance.InsuranceCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
} else {
// TODO: Inventory limit check
var blueprintData = blueprints[reward.ItemID];
var remainingAmount = reward.Amount; // Quest rewards are given individually
// Populate incomplete stacks first
foreach (var item in newInventory) {
if (item.BaseItemId != reward.ItemID || item.Amount >= blueprintData.MaxAmountPerStack) {
continue;
}
var remainingSpace = blueprintData.MaxAmountPerStack - item.Amount;
var amountToAdd = Math.Min(remainingAmount, remainingSpace);
item.Amount += amountToAdd;
remainingAmount -= amountToAdd;
itemsUpdatedOrRemoved.Add(item);
if (remainingAmount == 0) {
break;
}
}
while (remainingAmount > 0) {
var itemStackAmount = Math.Min(blueprintData.MaxAmountPerStack, remainingAmount);
var itemInfo = new FYCustomItemInfo{
ItemId = Guid.NewGuid().ToString(),
Amount = itemStackAmount,
BaseItemId = reward.ItemID,
Durability = blueprintData.DurabilityMax,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
newInventory.Add(itemInfo);
itemsGranted.Add(itemInfo);
remainingAmount -= itemStackAmount;
}
}
}
factionProgression += contract.ReputationIncrease;
contractsActive.Contracts.RemoveAt(targetContractIdx);
// Main contracts can be completed only once.
// Other contracts should be jobs.
var newContractIdOnBoard = "";
if (contract.IsMainContract) {
contractsCompleted.ContractsIDs.Add(contract.Name);
} else {
var parts = contract.Name.Split('-');
var difficulty = parts[1];
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var levels = levelsData[contract.Faction];
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]);
var level = levels.Length - Array.FindIndex(levels, (int xp) => {
return factionProgression >= xp;
});
var factionBoard = jobBoardsData.Boards.Find(c => c.FactionId == contract.Faction);
var idx = Array.FindIndex(difficulties, d => d == difficulty);
var factionJobs = jobs[contract.Faction];
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => {
return level >= contracts[jobId].UnlockData.Level;
});
// If player completes a job, it means he has at least one unlocked anyway.
newContractIdOnBoard = jobsAvailable[rnd.Next(jobsAvailable.Length)];
factionBoard.Contracts[idx].ContractId = newContractIdOnBoard;
}
// TODO: Check for next unlock in contracts instead of relying on client
var newContracts = new List<FYActiveContractPlayerData>();
foreach (var contractIdToUnlock in request.ContractsToUnlock) {
if (contractsCompleted.ContractsIDs.Contains(contractIdToUnlock)) {
continue;
}
var contractToUnlock = contracts[contractIdToUnlock];
var progress = new int[contractToUnlock.Objectives.Length];
// NOTE: Automatically set max progress for player kill objectives.
for (var i = 0; i < contractToUnlock.Objectives.Length; i++) {
var objective = contractToUnlock.Objectives[i];
if (objective.Type == EYContractObjectiveType.Kills && objective.KillConditions.KillTarget == EYKillTypeAction.Players) {
progress[i] = objective.MaxProgress;
}
}
var newContract = new FYActiveContractPlayerData {
ContractID = contractIdToUnlock,
Progress = progress,
};
contractsActive.Contracts.Add(newContract);
newContracts.Add(newContract);
}
// Grant Fortuna pass season XP for completing this contract and persist it, so the
// pass level (derived client-side from FortunaPass{season}_SeasonXp) actually moves.
// No exact rate ships in the data, so scale it to the contract's reputation value.
var seasonXp = int.TryParse(userData[seasonXpKey].Value, out var currentSeasonXp) ? currentSeasonXp : 0;
seasonXp += contract.ReputationIncrease * 10;
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["ContractsOneTimeCompleted"] = JsonSerializer.Serialize(contractsCompleted),
["ContractsActive"] = JsonSerializer.Serialize(contractsActive),
["Balance"] = JsonSerializer.Serialize(balance),
["Inventory"] = JsonSerializer.Serialize(newInventory),
[factionKey] = JsonSerializer.Serialize(factionProgression),
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
[seasonXpKey] = JsonSerializer.Serialize(seasonXp),
}
);
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
Error = "",
ClaimedContractID = contract.Name,
ContractsActivated = newContracts,
ItemsUpdatedOrRemoved = itemsUpdatedOrRemoved,
ChangedCurrencies = changedCurrencies.ToArray(),
ItemsGranted = itemsGranted,
NewContractIdOnBoard = newContractIdOnBoard,
PlayerFactionProgressData = new FYPlayerFactionProgressData {
FactionID = contract.Faction,
CurrentProgression = factionProgression,
},
Status = 18, // EYClaimContractRewardsStatus::OK
UpdatedSeasonXp = seasonXp // new season XP total (client derives the pass level from it)
};
}
}