Refactor serialization system (#702)

* Initial work for serialization refactor

* Experiment with new naming conventions

* Mostly implement user and slot serialization.
Still needs to be fine tuned to match original implementation
Many things are left in a broken state like website features/api endpoints/lbp3 categories

* Fix release building

* Migrate scores, reviews, and more to new serialization system.
Many things are still broken but progress is steadily being made

* Fix Api responses and migrate serialization for most types

* Make serialization better and fix bugs
Fix recursive PrepareSerialization when recursive item is set during root item's PrepareSerialization, items, should be properly indexed in order but it's only tested to 1 level of recursion

* Fix review serialization

* Fix user serialization producing malformed SQL query

* Remove DefaultIfEmpty query

* MariaDB doesn't like double nested queries

* Fix LBP1 tag counter

* Implement lbp3 categories and add better deserialization handling

* Implement expression tree caching to speed up reflection and write new serializer tests

* Remove Game column from UserEntity and rename DatabaseContextModelSnapshot.cs back to DatabaseModelSnapshot.cs

* Make UserEntity username not required

* Fix recursive serialization of lists and add relevant unit tests

* Actually commit the migration

* Fix LocationTests to use new deserialization class

* Fix comments not serializing the right author username

* Replace all occurrences of StatusCode with their respective ASP.NET named result
instead of StatusCode(403) everything is now in the form of Forbid()

* Fix SlotBase.ConvertToEntity and LocationTests

* Fix compilation error

* Give Location a default value in GameUserSlot and GameUser

* Reimplement stubbed website functions

* Convert grief reports to new serialization system

* Update DatabaseModelSnapshot and bump dotnet tool version

* Remove unused directives

* Fix broken type reference

* Fix rated comments on website

* Don't include banned users in website comments

* Optimize score submission

* Fix slot id calculating in in-game comment posting

* Move serialization interfaces to types folder and add more documentation

* Allow uploading of versus scores
This commit is contained in:
Josh 2023-03-27 19:39:54 -05:00 committed by GitHub
parent 307b2135a3
commit 329ab66043
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GPG key ID: 4AEE18F83AFDEB23
248 changed files with 4993 additions and 2896 deletions

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@ -28,18 +28,18 @@ public class EnterLevelController : ControllerBase
[HttpPost("play/{slotType}/{slotId:int}")]
public async Task<IActionResult> PlayLevel(string slotType, int slotId)
{
GameToken token = this.GetToken();
GameTokenEntity token = this.GetToken();
if (SlotHelper.IsTypeInvalid(slotType)) return this.BadRequest();
// don't count plays for developer slots
if (slotType == "developer") return this.Ok();
Slot? slot = await this.database.Slots.FirstOrDefaultAsync(s => s.SlotId == slotId);
if (slot == null) return this.StatusCode(403, "");
SlotEntity? slot = await this.database.Slots.FirstOrDefaultAsync(s => s.SlotId == slotId);
if (slot == null) return this.BadRequest();
IQueryable<VisitedLevel> visited = this.database.VisitedLevels.Where(s => s.SlotId == slotId && s.UserId == token.UserId);
VisitedLevel? v;
IQueryable<VisitedLevelEntity> visited = this.database.VisitedLevels.Where(s => s.SlotId == slotId && s.UserId == token.UserId);
VisitedLevelEntity? v;
if (!visited.Any())
{
switch (token.GameVersion)
@ -57,7 +57,7 @@ public class EnterLevelController : ControllerBase
default: return this.BadRequest();
}
v = new VisitedLevel
v = new VisitedLevelEntity
{
SlotId = slotId,
UserId = token.UserId,
@ -98,22 +98,22 @@ public class EnterLevelController : ControllerBase
[HttpPost("enterLevel/{slotType}/{slotId:int}")]
public async Task<IActionResult> EnterLevel(string slotType, int slotId)
{
GameToken token = this.GetToken();
GameTokenEntity token = this.GetToken();
if (SlotHelper.IsTypeInvalid(slotType)) return this.BadRequest();
if (slotType == "developer") return this.Ok();
Slot? slot = await this.database.Slots.FirstOrDefaultAsync(s => s.SlotId == slotId);
SlotEntity? slot = await this.database.Slots.FirstOrDefaultAsync(s => s.SlotId == slotId);
if (slot == null) return this.NotFound();
IQueryable<VisitedLevel> visited = this.database.VisitedLevels.Where(s => s.SlotId == slotId && s.UserId == token.UserId);
VisitedLevel? v;
IQueryable<VisitedLevelEntity> visited = this.database.VisitedLevels.Where(s => s.SlotId == slotId && s.UserId == token.UserId);
VisitedLevelEntity? v;
if (!visited.Any())
{
slot.PlaysLBP1Unique++;
v = new VisitedLevel
v = new VisitedLevelEntity
{
SlotId = slotId,
UserId = token.UserId,