Major service implementations completed: ✅ PlayerService.cs - Player progression, VIP management, castle operations, teleportation ✅ CombatService.cs - Field interception system, battle resolution, march mechanics ✅ AllianceService.cs - Coalition mechanics, research systems, territory management ✅ KingdomService.cs - KvK events, democratic leadership, population management ✅ PurchaseService.cs - Anti-pay-to-win monitoring, ethical monetization Core innovations fully implemented: - Field interception combat system (primary differentiator) - Alliance coalition system preserving individual identity - Anti-pay-to-win balance with skill-based alternatives - Democratic kingdom politics and leadership - Ethical monetization with player protection systems Architecture features: - Consistent dependency injection patterns across all services - Comprehensive error handling and logging - Kingdom-scoped security enforcement - Transaction management via UnitOfWork - Production-ready business logic implementation Service layer complete - ready for API controller development
802 lines
38 KiB
C#
802 lines
38 KiB
C#
/*
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* File: D:\shadowed-realms-mobile\ShadowedRealmsMobile\src\server\ShadowedRealms.API\Services\PurchaseService.cs
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* Created: 2025-10-19
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* Last Modified: 2025-10-19
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* Description: Concrete implementation of IPurchaseService providing comprehensive purchase and monetization business logic operations including anti-pay-to-win monitoring, ethical VIP progression, spending balance validation, and skill-based alternative systems with player protection
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* Last Edit Notes: Initial creation with complete business logic implementation focusing on ethical monetization
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*/
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using Microsoft.Extensions.Logging;
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using ShadowedRealms.Core.Interfaces;
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using ShadowedRealms.Core.Interfaces.Repositories;
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using ShadowedRealms.Core.Interfaces.Services;
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using ShadowedRealms.Core.Models;
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using ShadowedRealms.Core.Models.Player;
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namespace ShadowedRealms.API.Services
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{
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/// <summary>
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/// Concrete implementation of purchase service providing ethical monetization and anti-pay-to-win business logic
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/// </summary>
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public class PurchaseService : IPurchaseService
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{
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private readonly IUnitOfWork _unitOfWork;
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private readonly IPurchaseLogRepository _purchaseLogRepository;
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private readonly IPlayerRepository _playerRepository;
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private readonly IAllianceRepository _allianceRepository;
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private readonly IKingdomRepository _kingdomRepository;
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private readonly ICombatLogRepository _combatLogRepository;
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private readonly ILogger<PurchaseService> _logger;
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// Anti-pay-to-win constants for balance
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private const double MAX_SPENDING_VICTORY_INFLUENCE = 0.3; // Max 30% victory influence from spending
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private const double MIN_FREE_PLAYER_EFFECTIVENESS = 0.7; // Min 70% effectiveness for skilled free players
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private const double CHARGEBACK_RISK_THRESHOLD = 0.15; // 15% chargeback risk threshold
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private const int VIP_SECRET_TIER_THRESHOLD = 16; // VIP tiers 16+ are secret
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private const decimal HEALTHY_SPENDING_DAILY_LIMIT = 100m; // Daily spending limit for player protection
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private const int FRAUD_DETECTION_LOOKBACK_DAYS = 30; // Days to analyze for fraud patterns
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public PurchaseService(
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IUnitOfWork unitOfWork,
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IPurchaseLogRepository purchaseLogRepository,
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IPlayerRepository playerRepository,
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IAllianceRepository allianceRepository,
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IKingdomRepository kingdomRepository,
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ICombatLogRepository combatLogRepository,
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ILogger<PurchaseService> logger)
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{
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_unitOfWork = unitOfWork ?? throw new ArgumentNullException(nameof(unitOfWork));
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_purchaseLogRepository = purchaseLogRepository ?? throw new ArgumentNullException(nameof(purchaseLogRepository));
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_playerRepository = playerRepository ?? throw new ArgumentNullException(nameof(playerRepository));
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_allianceRepository = allianceRepository ?? throw new ArgumentNullException(nameof(allianceRepository));
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_kingdomRepository = kingdomRepository ?? throw new ArgumentNullException(nameof(kingdomRepository));
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_combatLogRepository = combatLogRepository ?? throw new ArgumentNullException(nameof(combatLogRepository));
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_logger = logger ?? throw new ArgumentNullException(nameof(logger));
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}
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#region Purchase Processing & Validation
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public async Task<(bool Success, string TransactionId, Dictionary<string, object> AppliedBenefits,
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Dictionary<string, object> BalanceValidation)>
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ProcessPurchaseAsync(int playerId, int kingdomId, Dictionary<string, object> purchaseDetails,
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Dictionary<string, object> paymentMethod)
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{
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_logger.LogInformation("Processing purchase: Player {PlayerId}, Amount: {Amount}, Items: {ItemCount}",
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playerId, purchaseDetails.GetValueOrDefault("Amount", 0),
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((List<object>)purchaseDetails.GetValueOrDefault("Items", new List<object>())).Count);
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return await _unitOfWork.ExecuteInTransactionAsync(async () =>
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{
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var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
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if (player == null)
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throw new ArgumentException($"Player {playerId} not found in kingdom {kingdomId}");
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// Fraud detection
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var (isFraudulent, riskScore, fraudIndicators, preventionMeasures) =
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await DetectPurchaseFraudAsync(playerId, kingdomId, purchaseDetails, paymentMethod);
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if (isFraudulent)
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{
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return (false, "", new Dictionary<string, object>(), new Dictionary<string, object>
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{
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["Error"] = "Purchase blocked due to fraud detection",
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["RiskScore"] = riskScore,
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["FraudIndicators"] = fraudIndicators
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});
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}
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// Balance validation
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var (isValid, validationWarnings, balanceImpact, alternativeOptions) =
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await ValidatePurchaseBalanceAsync(playerId, kingdomId, purchaseDetails);
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if (!isValid && balanceImpact.ContainsKey("BlockPurchase") && (bool)balanceImpact["BlockPurchase"])
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{
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return (false, "", new Dictionary<string, object>(), new Dictionary<string, object>
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{
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["Error"] = "Purchase would create unfair competitive advantage",
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["ValidationWarnings"] = validationWarnings,
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["AlternativeOptions"] = alternativeOptions
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});
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}
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// Generate transaction ID
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var transactionId = $"TXN_{playerId}_{DateTime.UtcNow.Ticks}";
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// Process payment (integrate with payment provider)
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var paymentResult = await ProcessPaymentTransaction(transactionId, purchaseDetails, paymentMethod);
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if (!paymentResult.Success)
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{
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return (false, transactionId, new Dictionary<string, object>(), new Dictionary<string, object>
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{
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["Error"] = "Payment processing failed",
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["PaymentError"] = paymentResult.ErrorMessage
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});
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}
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// Apply purchase benefits
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var appliedBenefits = await ApplyPurchaseBenefits(playerId, kingdomId, purchaseDetails, transactionId);
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// Create purchase log
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var purchaseLog = new PurchaseLog
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{
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PlayerId = playerId,
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KingdomId = kingdomId,
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TransactionId = transactionId,
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Amount = Convert.ToDecimal(purchaseDetails["Amount"]),
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Currency = (string)purchaseDetails.GetValueOrDefault("Currency", "USD"),
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PurchaseType = (string)purchaseDetails["PurchaseType"],
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Items = purchaseDetails["Items"].ToString(),
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PaymentMethod = paymentMethod["Type"].ToString(),
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PurchaseDate = DateTime.UtcNow,
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IsRefunded = false
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};
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await _purchaseLogRepository.CreateAsync(purchaseLog);
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// Update player spending statistics
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await UpdatePlayerSpendingStats(playerId, kingdomId, purchaseLog.Amount);
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// Create audit trail
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await CreateTransactionAuditTrailAsync(transactionId, new Dictionary<string, object>
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{
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["PlayerId"] = playerId,
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["KingdomId"] = kingdomId,
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["PurchaseDetails"] = purchaseDetails,
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["AppliedBenefits"] = appliedBenefits,
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["BalanceValidation"] = balanceImpact,
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["FraudScore"] = riskScore
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});
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_logger.LogInformation("Purchase processed successfully: {TransactionId}, Player {PlayerId}, Amount: {Amount}",
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transactionId, playerId, purchaseLog.Amount);
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return (true, transactionId, appliedBenefits, balanceImpact);
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});
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}
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public async Task<(bool IsValid, List<string> ValidationWarnings, Dictionary<string, object> BalanceImpact,
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Dictionary<string, object> AlternativeOptions)>
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ValidatePurchaseBalanceAsync(int playerId, int kingdomId, Dictionary<string, object> purchaseDetails)
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{
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var validationWarnings = new List<string>();
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var balanceImpact = new Dictionary<string, object>();
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var alternativeOptions = new Dictionary<string, object>();
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var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
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if (player == null)
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return (false, new List<string> { "Player not found" }, balanceImpact, alternativeOptions);
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var purchaseAmount = Convert.ToDecimal(purchaseDetails["Amount"]);
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var purchaseType = (string)purchaseDetails["PurchaseType"];
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// Analyze current spending patterns
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var currentSpending = await _purchaseLogRepository.GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 30);
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var monthlySpending = (decimal)currentSpending["TotalSpent"];
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// Calculate potential competitive impact
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var competitiveImpact = await CalculatePurchaseCompetitiveImpact(playerId, kingdomId, purchaseDetails);
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balanceImpact["CompetitiveImpact"] = competitiveImpact;
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// Check spending dominance patterns
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var spendingDominance = await AnalyzeSpendingDominanceRisk(playerId, kingdomId, purchaseAmount);
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balanceImpact["SpendingDominance"] = spendingDominance;
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// Validate against anti-pay-to-win thresholds
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var antiP2WValidation = ValidateAntiPayToWinThresholds(competitiveImpact, spendingDominance);
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balanceImpact["AntiPayToWinValidation"] = antiP2WValidation;
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// Check if purchase would exceed healthy limits
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if (monthlySpending + purchaseAmount > HEALTHY_SPENDING_DAILY_LIMIT * 30)
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{
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validationWarnings.Add("Purchase exceeds recommended monthly spending limits");
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balanceImpact["HealthySpendingConcern"] = true;
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}
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// Generate skill-based alternatives
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alternativeOptions = await ProvideSkillBasedAlternativesAsync(playerId, kingdomId, purchaseType);
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// Determine if purchase should be blocked
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var blockPurchase = (double)antiP2WValidation["VictoryInfluenceRisk"] > MAX_SPENDING_VICTORY_INFLUENCE ||
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(double)spendingDominance["DominanceRisk"] > 0.8;
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balanceImpact["BlockPurchase"] = blockPurchase;
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if (blockPurchase)
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{
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validationWarnings.Add("Purchase would create unfair competitive advantage");
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validationWarnings.Add("Consider skill-based alternatives provided");
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}
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var isValid = !blockPurchase;
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return (isValid, validationWarnings, balanceImpact, alternativeOptions);
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}
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public async Task<(bool Success, Dictionary<string, object> StateAdjustments, Dictionary<string, object> FraudPrevention)>
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ProcessRefundAsync(int playerId, int kingdomId, string transactionId, string refundReason, string refundType)
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{
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_logger.LogInformation("Processing refund: Player {PlayerId}, Transaction {TransactionId}, Type: {RefundType}, Reason: {RefundReason}",
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playerId, transactionId, refundType, refundReason);
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return await _unitOfWork.ExecuteInTransactionAsync(async () =>
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{
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// Get original purchase
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var purchaseLog = await _purchaseLogRepository.GetByTransactionIdAsync(transactionId, kingdomId);
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if (purchaseLog == null)
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{
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return (false, new Dictionary<string, object>
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{
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["Error"] = "Original transaction not found"
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}, new Dictionary<string, object>());
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}
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if (purchaseLog.IsRefunded)
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{
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return (false, new Dictionary<string, object>
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{
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["Error"] = "Transaction already refunded"
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}, new Dictionary<string, object>());
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}
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var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
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if (player == null)
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throw new ArgumentException($"Player {playerId} not found");
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var stateAdjustments = new Dictionary<string, object>();
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var fraudPrevention = new Dictionary<string, object>();
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// Calculate refund impact on game state
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var refundImpact = await CalculateRefundGameStateImpact(purchaseLog, player);
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// Reverse VIP benefits if applicable
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if (purchaseLog.PurchaseType == "VIP" || purchaseLog.PurchaseType.Contains("VIP"))
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{
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var vipAdjustments = await ReverseVipBenefits(playerId, kingdomId, purchaseLog);
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stateAdjustments["VipAdjustments"] = vipAdjustments;
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}
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// Reverse premium item benefits
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var itemAdjustments = await ReversePremiumItemBenefits(playerId, kingdomId, purchaseLog);
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stateAdjustments["ItemAdjustments"] = itemAdjustments;
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// Implement fraud prevention measures for chargeback/dispute refunds
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if (refundType == "Chargeback" || refundType == "Dispute")
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{
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fraudPrevention = await ImplementChargebackFraudPrevention(playerId, kingdomId, purchaseLog);
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}
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// Mark purchase as refunded
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purchaseLog.IsRefunded = true;
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purchaseLog.RefundDate = DateTime.UtcNow;
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purchaseLog.RefundReason = refundReason;
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await _purchaseLogRepository.UpdateAsync(purchaseLog);
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// Update player spending statistics
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await UpdatePlayerSpendingStats(playerId, kingdomId, -purchaseLog.Amount);
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// Create refund audit trail
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await CreateTransactionAuditTrailAsync($"REFUND_{transactionId}", new Dictionary<string, object>
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{
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["OriginalTransactionId"] = transactionId,
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["RefundType"] = refundType,
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["RefundReason"] = refundReason,
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["StateAdjustments"] = stateAdjustments,
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["FraudPrevention"] = fraudPrevention,
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["RefundAmount"] = purchaseLog.Amount
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});
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_logger.LogInformation("Refund processed: Transaction {TransactionId}, Amount: {Amount}, Type: {RefundType}",
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transactionId, purchaseLog.Amount, refundType);
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return (true, stateAdjustments, fraudPrevention);
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});
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}
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public async Task<(bool IsFraudulent, double RiskScore, List<string> FraudIndicators, Dictionary<string, object> PreventionMeasures)>
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DetectPurchaseFraudAsync(int playerId, int kingdomId, Dictionary<string, object> purchaseDetails,
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Dictionary<string, object> paymentMethod)
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{
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var fraudIndicators = new List<string>();
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var preventionMeasures = new Dictionary<string, object>();
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var riskScore = 0.0;
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var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
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if (player == null)
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return (true, 1.0, new List<string> { "Player not found" }, preventionMeasures);
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// Analyze purchase patterns
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var recentPurchases = await _purchaseLogRepository.GetPlayerPurchasesAsync(playerId, kingdomId,
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TimeSpan.FromDays(FRAUD_DETECTION_LOOKBACK_DAYS));
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// Check for rapid successive purchases (velocity check)
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var recentPurchaseCount = recentPurchases.Count(p => p.PurchaseDate > DateTime.UtcNow.AddHours(-1));
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if (recentPurchaseCount > 5)
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{
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fraudIndicators.Add("High purchase velocity detected");
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riskScore += 0.3;
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}
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// Check for unusual spending amounts
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var avgPurchaseAmount = recentPurchases.Any() ? recentPurchases.Average(p => p.Amount) : 0m;
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var currentAmount = Convert.ToDecimal(purchaseDetails["Amount"]);
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if (avgPurchaseAmount > 0 && currentAmount > avgPurchaseAmount * 10)
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{
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fraudIndicators.Add("Purchase amount significantly higher than historical pattern");
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riskScore += 0.2;
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}
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// Check payment method consistency
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var paymentMethodChanges = AnalyzePaymentMethodChanges(recentPurchases, paymentMethod);
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if (paymentMethodChanges.IsUnusual)
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{
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fraudIndicators.Add("Unusual payment method change detected");
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riskScore += 0.15;
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}
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// Check account age vs spending pattern
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var accountAge = DateTime.UtcNow - player.CreatedAt;
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var totalSpent = recentPurchases.Sum(p => p.Amount);
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if (accountAge.TotalDays < 7 && totalSpent > 500m)
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{
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fraudIndicators.Add("High spending on new account");
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riskScore += 0.25;
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}
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// Check for chargeback history
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var chargebackHistory = recentPurchases.Count(p => p.RefundReason?.Contains("Chargeback") == true);
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if (chargebackHistory > 0)
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{
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fraudIndicators.Add("Previous chargeback activity detected");
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riskScore += 0.4;
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}
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// Check device/location consistency (if available in payment method)
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if (paymentMethod.ContainsKey("DeviceFingerprint") && paymentMethod.ContainsKey("Location"))
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{
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var deviceConsistency = await ValidateDeviceConsistency(playerId, paymentMethod);
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if (!deviceConsistency.IsConsistent)
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{
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fraudIndicators.Add("Inconsistent device or location pattern");
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riskScore += 0.2;
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}
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}
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// Implement prevention measures based on risk score
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if (riskScore > 0.5)
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{
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preventionMeasures["RequireAdditionalVerification"] = true;
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preventionMeasures["DelayBenefitApplication"] = TimeSpan.FromHours(24);
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}
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if (riskScore > 0.7)
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{
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preventionMeasures["RequireManualReview"] = true;
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preventionMeasures["TemporarilyRestrictPurchases"] = true;
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}
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var isFraudulent = riskScore > 0.8;
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if (isFraudulent)
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{
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_logger.LogWarning("Fraudulent purchase detected: Player {PlayerId}, Risk score: {RiskScore}, Indicators: {Indicators}",
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playerId, riskScore, string.Join(", ", fraudIndicators));
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}
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return (isFraudulent, riskScore, fraudIndicators, preventionMeasures);
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}
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#endregion
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#region Anti-Pay-to-Win Monitoring
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public async Task<Dictionary<string, object>> MonitorPayToWinDominanceAsync(int playerId, int kingdomId,
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TimeSpan monitoringPeriod)
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{
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var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
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if (player == null)
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throw new ArgumentException($"Player {playerId} not found");
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var monitoring = new Dictionary<string, object>
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{
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["PlayerId"] = playerId,
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["MonitoringPeriod"] = monitoringPeriod,
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["MonitoringTimestamp"] = DateTime.UtcNow
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};
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// Get spending data for monitoring period
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var spendingData = await _purchaseLogRepository.GetPlayerPurchaseSummaryAsync(playerId, kingdomId,
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(int)monitoringPeriod.TotalDays);
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var totalSpent = (decimal)spendingData["TotalSpent"];
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monitoring["TotalSpending"] = totalSpent;
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// Analyze combat outcomes vs spending
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var combatAnalysis = await AnalyzeCombatOutcomesBySpending(playerId, kingdomId, monitoringPeriod);
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monitoring["CombatAnalysis"] = combatAnalysis;
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// Calculate spending dominance metrics
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var dominanceMetrics = await CalculateSpendingDominanceMetrics(playerId, kingdomId, totalSpent, monitoringPeriod);
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monitoring["DominanceMetrics"] = dominanceMetrics;
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// Assess competitive balance impact
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var balanceImpact = await AssessCompetitiveBalanceImpact(playerId, kingdomId, combatAnalysis, dominanceMetrics);
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monitoring["BalanceImpact"] = balanceImpact;
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// Generate balance correction recommendations
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var corrections = new List<string>();
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var victoryInfluence = (double)balanceImpact["VictoryInfluenceFromSpending"];
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if (victoryInfluence > MAX_SPENDING_VICTORY_INFLUENCE)
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{
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corrections.Add("Victory outcomes too heavily influenced by spending");
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corrections.Add("Recommend implementing skill-based balance adjustments");
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corrections.Add("Consider offering enhanced strategic alternatives to opponents");
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}
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var playerEffectiveness = (double)balanceImpact["OpponentEffectivenessVsSpender"];
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if (playerEffectiveness < MIN_FREE_PLAYER_EFFECTIVENESS)
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{
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corrections.Add("Free players achieving less than 70% effectiveness against spenders");
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corrections.Add("Recommend enhancing skill-based bonuses and strategic options");
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}
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monitoring["BalanceCorrections"] = corrections;
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monitoring["RequiresIntervention"] = corrections.Any();
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return monitoring;
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}
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public async Task<Dictionary<string, object>> CalculateCompetitiveEffectivenessAsync(int playerId, int kingdomId,
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List<int> comparisonGroup)
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{
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var effectiveness = new Dictionary<string, object>
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{
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["PlayerId"] = playerId,
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["ComparisonGroupSize"] = comparisonGroup.Count,
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["AnalysisTimestamp"] = DateTime.UtcNow
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};
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var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
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if (player == null)
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throw new ArgumentException($"Player {playerId} not found");
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// Get spending data
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var playerSpending = await _purchaseLogRepository.GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 30);
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var playerTotalSpent = (decimal)playerSpending["TotalSpent"];
|
|
|
|
// Classify player spending tier
|
|
var spendingTier = ClassifySpendingTier(playerTotalSpent);
|
|
effectiveness["PlayerSpendingTier"] = spendingTier;
|
|
effectiveness["PlayerTotalSpent"] = playerTotalSpent;
|
|
|
|
// Calculate effectiveness metrics
|
|
var playerMetrics = await GetPlayerEffectivenessMetrics(playerId, kingdomId);
|
|
effectiveness["PlayerMetrics"] = playerMetrics;
|
|
|
|
// Compare against similar spending tiers
|
|
var tierComparison = await CompareAgainstSpendingTier(playerId, kingdomId, comparisonGroup, spendingTier);
|
|
effectiveness["TierComparison"] = tierComparison;
|
|
|
|
// Calculate skill vs spending contribution
|
|
var skillVsSpendingBreakdown = CalculateSkillVsSpendingContribution(playerMetrics, playerTotalSpent);
|
|
effectiveness["SkillVsSpendingBreakdown"] = skillVsSpendingBreakdown;
|
|
|
|
// Validate 70% effectiveness threshold for free players
|
|
if (spendingTier == "Free" || spendingTier == "Light")
|
|
{
|
|
var freePlayerEffectiveness = (double)tierComparison["RelativeEffectiveness"];
|
|
var meetsThreshold = freePlayerEffectiveness >= MIN_FREE_PLAYER_EFFECTIVENESS;
|
|
|
|
effectiveness["MeetsEffectivenessThreshold"] = meetsThreshold;
|
|
effectiveness["EffectivenessGap"] = MIN_FREE_PLAYER_EFFECTIVENESS - freePlayerEffectiveness;
|
|
|
|
if (!meetsThreshold)
|
|
{
|
|
effectiveness["RecommendedSkillEnhancements"] = await GenerateSkillEnhancementRecommendations(
|
|
playerId, kingdomId, freePlayerEffectiveness);
|
|
}
|
|
}
|
|
|
|
return effectiveness;
|
|
}
|
|
|
|
public async Task<Dictionary<string, object>> ImplementBalanceAdjustmentsAsync(List<int> affectedPlayers, int kingdomId,
|
|
string balanceType, Dictionary<string, object> adjustmentParameters)
|
|
{
|
|
_logger.LogInformation("Implementing balance adjustments: {PlayerCount} players, Type: {BalanceType}",
|
|
affectedPlayers.Count, balanceType);
|
|
|
|
return await _unitOfWork.ExecuteInTransactionAsync(async () =>
|
|
{
|
|
var adjustmentResults = new Dictionary<string, object>
|
|
{
|
|
["BalanceType"] = balanceType,
|
|
["AffectedPlayerCount"] = affectedPlayers.Count,
|
|
["AdjustmentTimestamp"] = DateTime.UtcNow
|
|
};
|
|
|
|
var playerAdjustments = new Dictionary<string, object>();
|
|
|
|
foreach (var playerId in affectedPlayers)
|
|
{
|
|
var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
|
|
if (player == null) continue;
|
|
|
|
var playerSpending = await _purchaseLogRepository.GetPlayerPurchaseSummaryAsync(playerId, kingdomId, 30);
|
|
var spendingTier = ClassifySpendingTier((decimal)playerSpending["TotalSpent"]);
|
|
|
|
var adjustments = new Dictionary<string, object>();
|
|
|
|
switch (balanceType.ToLower())
|
|
{
|
|
case "skill_bonuses":
|
|
adjustments = await ApplySkillBasedBalanceBonuses(playerId, kingdomId, spendingTier, adjustmentParameters);
|
|
break;
|
|
|
|
case "strategic_advantages":
|
|
adjustments = await ApplyStrategicAdvantages(playerId, kingdomId, spendingTier, adjustmentParameters);
|
|
break;
|
|
|
|
case "coordination_bonuses":
|
|
adjustments = await ApplyCoordinationBonuses(playerId, kingdomId, spendingTier, adjustmentParameters);
|
|
break;
|
|
|
|
case "intelligence_bonuses":
|
|
adjustments = await ApplyIntelligenceBonuses(playerId, kingdomId, spendingTier, adjustmentParameters);
|
|
break;
|
|
|
|
default:
|
|
adjustments["Error"] = $"Unknown balance type: {balanceType}";
|
|
break;
|
|
}
|
|
|
|
playerAdjustments[$"Player_{playerId}"] = adjustments;
|
|
}
|
|
|
|
adjustmentResults["PlayerAdjustments"] = playerAdjustments;
|
|
|
|
// Validate adjustment effectiveness
|
|
var effectivenessValidation = await ValidateAdjustmentEffectiveness(affectedPlayers, kingdomId, balanceType);
|
|
adjustmentResults["EffectivenessValidation"] = effectivenessValidation;
|
|
|
|
return adjustmentResults;
|
|
});
|
|
}
|
|
|
|
public async Task<Dictionary<string, object>> ValidateVictoryOutcomeBalanceAsync(int kingdomId, TimeSpan analysisTimeframe,
|
|
string gameMode = null)
|
|
{
|
|
var validation = new Dictionary<string, object>
|
|
{
|
|
["KingdomId"] = kingdomId,
|
|
["AnalysisTimeframe"] = analysisTimeframe,
|
|
["GameMode"] = gameMode,
|
|
["AnalysisTimestamp"] = DateTime.UtcNow
|
|
};
|
|
|
|
// Get combat data for analysis period
|
|
var combatLogs = await _combatLogRepository.GetKingdomCombatLogsAsync(kingdomId, analysisTimeframe);
|
|
|
|
if (gameMode != null)
|
|
{
|
|
combatLogs = combatLogs.Where(c => c.BattleType?.Contains(gameMode) == true);
|
|
}
|
|
|
|
var totalBattles = combatLogs.Count();
|
|
validation["TotalBattlesAnalyzed"] = totalBattles;
|
|
|
|
if (totalBattles == 0)
|
|
{
|
|
validation["ValidationResult"] = "Insufficient battle data for analysis";
|
|
return validation;
|
|
}
|
|
|
|
// Analyze victory outcomes by spending patterns
|
|
var victoryAnalysis = new Dictionary<string, object>();
|
|
var spendingInfluencedVictories = 0;
|
|
var skillInfluencedVictories = 0;
|
|
var balancedVictories = 0;
|
|
|
|
foreach (var combat in combatLogs)
|
|
{
|
|
var outcomeAnalysis = await AnalyzeBattleOutcomeInfluence(combat, kingdomId);
|
|
var spendingInfluence = (double)outcomeAnalysis["SpendingInfluence"];
|
|
|
|
if (spendingInfluence > 0.7)
|
|
spendingInfluencedVictories++;
|
|
else if (spendingInfluence < 0.3)
|
|
skillInfluencedVictories++;
|
|
else
|
|
balancedVictories++;
|
|
}
|
|
|
|
var spendingInfluenceRate = (double)spendingInfluencedVictories / totalBattles;
|
|
var skillInfluenceRate = (double)skillInfluencedVictories / totalBattles;
|
|
var balancedRate = (double)balancedVictories / totalBattles;
|
|
|
|
victoryAnalysis["SpendingInfluencedRate"] = spendingInfluenceRate;
|
|
victoryAnalysis["SkillInfluencedRate"] = skillInfluenceRate;
|
|
victoryAnalysis["BalancedRate"] = balancedRate;
|
|
|
|
validation["VictoryAnalysis"] = victoryAnalysis;
|
|
|
|
// Validate against 30% threshold
|
|
var meetsThreshold = spendingInfluenceRate <= MAX_SPENDING_VICTORY_INFLUENCE;
|
|
validation["MeetsBalanceThreshold"] = meetsThreshold;
|
|
validation["ThresholdViolation"] = spendingInfluenceRate - MAX_SPENDING_VICTORY_INFLUENCE;
|
|
|
|
// Generate recommendations
|
|
var recommendations = new List<string>();
|
|
|
|
if (!meetsThreshold)
|
|
{
|
|
recommendations.Add($"Spending influence ({spendingInfluenceRate * 100:F1}%) exceeds 30% threshold");
|
|
recommendations.Add("Implement enhanced skill-based bonuses for lower spenders");
|
|
recommendations.Add("Provide additional strategic options and coordination tools");
|
|
recommendations.Add("Consider temporary balance adjustments for affected game modes");
|
|
}
|
|
else
|
|
{
|
|
recommendations.Add("Victory outcome balance within acceptable parameters");
|
|
recommendations.Add("Continue monitoring for emerging imbalance patterns");
|
|
}
|
|
|
|
validation["Recommendations"] = recommendations;
|
|
validation["OverallBalance"] = meetsThreshold ? "Balanced" : "Requires Correction";
|
|
|
|
return validation;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region VIP System Management
|
|
|
|
public async Task<(bool TierAdvanced, int NewVipTier, bool IsSecretTier, Dictionary<string, object> NewBenefits,
|
|
double ChargebackRisk, Dictionary<string, object> SkillAlternatives)>
|
|
ManageVipProgressionAsync(int playerId, int kingdomId, decimal purchaseAmount, string purchaseType)
|
|
{
|
|
_logger.LogInformation("Managing VIP progression: Player {PlayerId}, Purchase amount: {Amount}, Type: {PurchaseType}",
|
|
playerId, purchaseAmount, purchaseType);
|
|
|
|
return await _unitOfWork.ExecuteInTransactionAsync(async () =>
|
|
{
|
|
var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
|
|
if (player == null)
|
|
throw new ArgumentException($"Player {playerId} not found");
|
|
|
|
var oldVipTier = player.VipTier;
|
|
|
|
// Calculate chargeback risk
|
|
var chargebackRisk = await CalculateChargebackRisk(playerId, kingdomId, purchaseAmount, purchaseType);
|
|
|
|
// Update VIP progression (delegate to player repository for tier calculation)
|
|
var (tierUpdated, newVipTier, chargebackProtection) = await _playerRepository.UpdateVipTierAsync(
|
|
playerId, kingdomId, purchaseAmount);
|
|
|
|
var isSecretTier = newVipTier >= VIP_SECRET_TIER_THRESHOLD;
|
|
var newBenefits = new Dictionary<string, object>();
|
|
var skillAlternatives = new Dictionary<string, object>();
|
|
|
|
if (tierUpdated)
|
|
{
|
|
// Calculate new VIP benefits with balance considerations
|
|
newBenefits = await CalculateVipBenefitsWithAlternativesAsync(playerId, kingdomId, newVipTier);
|
|
|
|
// Generate skill-based alternatives for the same benefits
|
|
skillAlternatives = await GenerateVipSkillAlternatives(newVipTier, newBenefits);
|
|
|
|
// Apply chargeback protection for secret tiers
|
|
if (isSecretTier && chargebackRisk > CHARGEBACK_RISK_THRESHOLD)
|
|
{
|
|
var protection = await HandleVipChargebackProtectionAsync(playerId, kingdomId, new Dictionary<string, object>
|
|
{
|
|
["ChargebackRisk"] = chargebackRisk,
|
|
["VipTier"] = newVipTier,
|
|
["PurchaseAmount"] = purchaseAmount
|
|
});
|
|
|
|
newBenefits["ChargebackProtection"] = protection;
|
|
}
|
|
|
|
_logger.LogInformation("VIP tier advanced: Player {PlayerId}, Tier {OldTier} → {NewTier} (Secret: {IsSecret})",
|
|
playerId, oldVipTier, newVipTier, isSecretTier);
|
|
}
|
|
|
|
return (tierUpdated, newVipTier, isSecretTier, newBenefits, chargebackRisk, skillAlternatives);
|
|
});
|
|
}
|
|
|
|
public async Task<Dictionary<string, object>> CalculateVipBenefitsWithAlternativesAsync(int playerId, int kingdomId, int vipTier)
|
|
{
|
|
var benefits = new Dictionary<string, object>
|
|
{
|
|
["VipTier"] = vipTier,
|
|
["CalculationTimestamp"] = DateTime.UtcNow
|
|
};
|
|
|
|
// Calculate convenience benefits (primary VIP value)
|
|
var convenienceBenefits = new Dictionary<string, object>
|
|
{
|
|
["AutoResourceCollection"] = vipTier >= 5,
|
|
["QueueSlots"] = Math.Min(1 + (vipTier / 5), 4),
|
|
["InstantBuildingCompletion"] = Math.Min(vipTier / 10, 3), // Limited uses
|
|
["AdvancedIntelligence"] = vipTier >= 10,
|
|
["PremiumCustomization"] = vipTier >= 8,
|
|
["ExclusiveChat"] = vipTier >= 12
|
|
};
|
|
|
|
benefits["ConvenienceBenefits"] = convenienceBenefits;
|
|
|
|
// Calculate minor gameplay benefits (capped to prevent pay-to-win)
|
|
var gameplayBenefits = new Dictionary<string, object>
|
|
{
|
|
["ConstructionSpeedBonus"] = Math.Min(vipTier * 1.5, 15), // Max 15%
|
|
["ResearchSpeedBonus"] = Math.Min(vipTier * 1.5, 15), // Max 15%
|
|
["MarchSpeedBonus"] = Math.Min(vipTier * 1, 10), // Max 10%
|
|
["ResourceCapacityBonus"] = Math.Min(vipTier * 2, 20) // Max 20%
|
|
};
|
|
|
|
benefits["GameplayBenefits"] = gameplayBenefits;
|
|
|
|
// Secret tier benefits (16+) with chargeback protection
|
|
if (vipTier >= VIP_SECRET_TIER_THRESHOLD)
|
|
{
|
|
var secretBenefits = new Dictionary<string, object>
|
|
{
|
|
["SecretTierStatus"] = true,
|
|
["HiddenFromOthers"] = true,
|
|
["ExclusiveTerritoryAccess"] = true,
|
|
["PremiumSupportChannel"] = true,
|
|
["EarlyFeatureAccess"] = true
|
|
};
|
|
|
|
benefits["SecretTierBenefits"] = secretBenefits;
|
|
}
|
|
|
|
// Generate skill-based alternatives that provide similar value
|
|
var skillAlternatives = new Dictionary<string, object>
|
|
{
|
|
["AchievementBasedSpeedups"] = "Complete daily objectives for speed bonuses",
|
|
["StrategicCoordinationBonuses"] = "Alliance coordination provides equivalent bonuses",
|
|
["IntelligenceGatheringSkills"] = "Scouting mastery provides advanced intelligence",
|
|
["TerritorialMastery"] = "Territory control unlocks exclusive areas",
|
|
["CommunityLeadership"] = "Alliance roles provide exclusive communication channels"
|
|
};
|
|
|
|
benefits["SkillBasedAlternatives"] = skillAlternatives;
|
|
|
|
return benefits;
|
|
}
|
|
|
|
public async Task<(bool Success, Dictionary<string, object> AppliedBenefits, List<string> ValidationWarnings)>
|
|
ProcessVipBenefitClaimAsync(int playerId, int kingdomId, string benefitType,
|
|
Dictionary<string, object> claimParameters)
|
|
{
|
|
var player = await _playerRepository.GetByIdAsync(playerId, kingdomId);
|
|
if (player == null)
|
|
return (false, new Dictionary<string, object>(), new List<string> { "Player not found" });
|
|
|
|
var validationWarnings = new List<string>();
|
|
var appliedBenefits = new Dictionary<string, object>();
|
|
|
|
// Validate VIP tier for benefit
|
|
var requiredTier = GetRequiredVipTierForBenefit(benefitType);
|
|
if (player.VipTier < requiredTier)
|
|
{
|
|
validationWarnings.Add($"VIP tier {requiredTier} required for {benefitType} (current: {player.VipTier})");
|
|
return (false, appliedBenefits, validationWarnings);
|
|
}
|
|
|
|
// Check usage limits and cooldowns
|
|
var usageLimits = await ValidateVipBenefitUsageLimits(playerId, kingdomId, benefitType);
|
|
if (!usageLimits.CanUse)
|
|
{
|
|
validationWarnings.AddRange(usageLimits.Restrictions);
|
|
return (false, appliedBenefits, validationWarnings);
|
|
}
|
|
|
|
// Process benefit claim
|
|
switch (benefitType.ToLower())
|
|
{
|
|
case "instant_completion":
|
|
appliedBenefits = await ProcessInstant |