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8e141ab43d
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8e141ab43d | ||
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@ -967,8 +967,25 @@ public class ContentController : Controller {
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uint gameVersion = ClientVersion.GetVersion(apiKey);
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UserMissionStateResult result = new UserMissionStateResult { Missions = new List<Mission>() };
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foreach (var mission in viking.MissionStates.Where(x => x.MissionStatus == MissionStatus.Upcoming))
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result.Missions.Add(missionService.GetMissionWithProgress(mission.MissionId, viking.Id, gameVersion));
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HashSet<int> upcomingMissionsSet = new(missionStore.GetUpcomingMissions(gameVersion));
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var toDiscardIds = new HashSet<int>(
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viking.MissionStates
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.Where(x => x.MissionStatus != MissionStatus.Upcoming)
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.Select(x => x.MissionId)
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);
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var toAddIds = new HashSet<int>(
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viking.MissionStates
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.Where(x => x.MissionStatus == MissionStatus.Upcoming)
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.Select(x => x.MissionId)
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);
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upcomingMissionsSet.UnionWith(toAddIds);
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upcomingMissionsSet.ExceptWith(toDiscardIds);
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foreach (var missionId in upcomingMissionsSet)
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result.Missions.Add(missionService.GetMissionWithProgress(missionId, viking.Id, gameVersion));
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result.UserID = viking.Uid;
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return Ok(result);
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@ -1016,16 +1033,27 @@ public class ContentController : Controller {
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[Produces("application/xml")]
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[Route("ContentWebService.asmx/AcceptMission")]
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[VikingSession]
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public IActionResult AcceptMission(Viking viking, [FromForm] Guid userId, [FromForm] int missionId) {
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public IActionResult AcceptMission(Viking viking, [FromForm] Guid userId, [FromForm] int missionId, [FromForm] string apiKey) {
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if (viking.Uid != userId)
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return Unauthorized("Can't accept not owned mission");
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uint gameVersion = ClientVersion.GetVersion(apiKey);
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int[] upcomingMissions = missionStore.GetUpcomingMissions(gameVersion);
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MissionState? missionState = viking.MissionStates.FirstOrDefault(x => x.MissionId == missionId);
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if (missionState is null || missionState.MissionStatus != MissionStatus.Upcoming)
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if (!upcomingMissions.Contains(missionId) || (missionState is not null && missionState.MissionStatus != MissionStatus.Upcoming))
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return Ok(false);
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missionState.MissionStatus = MissionStatus.Active;
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missionState.UserAccepted = true;
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if (missionState is null) {
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viking.MissionStates.Add(new MissionState {
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MissionId = missionId,
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MissionStatus = MissionStatus.Active,
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UserAccepted = true
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});
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} else {
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missionState.MissionStatus = MissionStatus.Active;
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missionState.UserAccepted = true;
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}
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ctx.SaveChanges();
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return Ok(true);
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}
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@ -1040,10 +1068,19 @@ public class ContentController : Controller {
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uint gameVersion = ClientVersion.GetVersion(apiKey);
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UserMissionStateResult result = new UserMissionStateResult { Missions = new List<Mission>() };
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foreach (var mission in viking.MissionStates) {
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Mission updatedMission = missionService.GetMissionWithProgress(mission.MissionId, viking.Id, gameVersion);
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if (mission.MissionStatus == MissionStatus.Upcoming) {
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var missionStatesById = viking.MissionStates.ToDictionary(ms => ms.MissionId);
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HashSet<int> upcomingMissionIds = new(missionStore.GetUpcomingMissions(gameVersion));
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var combinedMissionIds = new HashSet<int>(missionStatesById.Keys);
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combinedMissionIds.UnionWith(upcomingMissionIds);
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foreach (var missionId in combinedMissionIds) {
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MissionState? missionState = missionStatesById.TryGetValue(missionId, out var ms) ? ms : null;
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Mission updatedMission = missionService.GetMissionWithProgress(missionId, viking.Id, gameVersion);
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// Only upcoming missions are missing in the database, so if db is null, mission must be upcoming
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MissionStatus status = missionState != null ? missionState.MissionStatus : MissionStatus.Upcoming;
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if (status == MissionStatus.Upcoming) {
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// NOTE: in old SoD job board mission must be send as non active and required accept
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// (to avoid show all job board in journal and quest arrow pointing to job board)
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// do this in this place (instead of update missions.xml) to avoid conflict with newer versions of SoD
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@ -1052,8 +1089,8 @@ public class ContentController : Controller {
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prerequisite.Value = "true";
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}
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if (mission.UserAccepted != null)
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updatedMission.Accepted = (bool)mission.UserAccepted;
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if (missionState != null && missionState.UserAccepted != null)
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updatedMission.Accepted = (bool)missionState.UserAccepted;
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result.Missions.Add(updatedMission);
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}
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@ -219,8 +219,12 @@ public class MissionService {
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Schema.Task? t = mission.Tasks.Find(x => x.TaskID == task.Id);
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if (t != null) {
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if (task.Completed) t.Completed = 1;
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t.Payload = task.Payload;
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if (task.Completed) {
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t.Completed = 1;
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t.Payload = task.Payload ?? "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Data>\r\n <S>true</S>\r\n</Data>";
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} else {
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t.Payload = task.Payload;
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}
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}
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}
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@ -247,18 +251,16 @@ public class MissionService {
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MissionStatus = MissionStatus.Active
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});
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}
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foreach (int m in missionStore.GetUpcomingMissions(gameVersion)) {
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viking.MissionStates.Add(new MissionState {
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MissionId = m,
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MissionStatus = MissionStatus.Upcoming
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});
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}
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}
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private void SetTaskProgressDB(int missionId, int taskId, int userId, bool completed, string xmlPayload) {
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private void SetTaskProgressDB(int missionId, int taskId, int userId, bool completed, string? xmlPayload) {
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Model.TaskStatus? status = ctx.TaskStatuses.FirstOrDefault(task => task.Id == taskId && task.MissionId == missionId && task.VikingId == userId);
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// Based on the observation that no payloads on completed missions are null
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// This is the most common task payload, so if the mission is completed with this payload we can set the payload to null and let the server autofill
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if (completed && xmlPayload == "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Data>\r\n <S>true</S>\r\n</Data>")
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xmlPayload = null;
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if (status is null) {
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status = new Model.TaskStatus {
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Id = taskId,
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