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using System.Net.Http;
using System.Text.Json.Nodes;
using Dpz.Core.Public.Entity.Steam;
using Dpz.Core.Public.ViewModel.Steam;
using Microsoft.AspNetCore.WebUtilities;
namespace Dpz.Core.Service.RepositoryServiceImpl;
public class SteamGameService(
IRepository<SteamGame> repository,
IMapper mapper,
HttpClient httpClient,
IConfiguration configuration,
ILogger<SteamGameService> logger,
IFusionCache fusionCache
) : AbstractCacheService(fusionCache), ISteamGameService
{
protected override string CachePrefixKey =>
"Dpz.Core.Service.RepositoryServiceImpl.SteamGameService";
protected override TimeSpan CacheDefaultExpiration => TimeSpan.FromDays(1);
private record SteamConfig(string AppKey = "", string SteamId = "");
private record CdnConfig
{
public string BaseUrl { get; init; } = "https://cdn.dpangzi.com";
public string LogoUrlTemplate { get; init; } =
"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/{0}/header.jpg";
}
private readonly SteamConfig _steamConfig =
configuration.GetSection("Steam").Get<SteamConfig>()
?? throw new InvalidConfigurationException(
"Steam 配置缺失:请检查 AppKey 和 SteamId 是否配置。"
);
private readonly CdnConfig _cdnConfig =
configuration.GetSection("Cdn").Get<CdnConfig>() ?? new CdnConfig();
// API请求延迟时间,防止请求过于频繁
private const int ApiDelayMs = 500;
/// <summary>
/// 当前实例ID,用于区分不同的实例
/// </summary>
private readonly Lazy<string> _instanceId = new(() => Guid.NewGuid().ToString("D"));
private readonly IFusionCache _fusionCache = fusionCache;
/// <summary>
/// 当前实例ID的缓存键
/// </summary>
private const string RunningInstanceIdKey = "SteamGameService.Running.InstanceId";
public event LogoDownload? OnLogoDownloadComplete;
public event AchievementIconGrayDownload? OnAchievementIconGrayDownloadComplete;
public event AchievementIconDownload? OnAchievementIconDownloadComplete;
public async Task UpdateGamesAsync()
{
var runningInstanceId = await _fusionCache.TryGetAsync<string>(RunningInstanceIdKey);
if (runningInstanceId.HasValue && runningInstanceId.Value != _instanceId.Value)
{
logger.LogInformation(
"当前已有实例正在运行,跳过此次更新,实例ID:{RunningInstanceId},当前实例ID:{CurrentInstanceId}",
runningInstanceId.Value,
_instanceId.Value
);
return;
}
await _fusionCache.SetAsync(RunningInstanceIdKey, _instanceId.Value, TimeSpan.FromHours(3));
try
{
logger.LogInformation("开始更新Steam游戏数据,实例ID:{InstanceId}", _instanceId.Value);
var dbGames = await repository.SearchFor(x => true).ToListAsync();
var games = await FetchGamesAsync(dbGames);
// 安全检查:如果获取到空列表,直接返回,避免误删数据
if (games.Count == 0)
{
logger.LogWarning("获取到的Steam游戏数量为0,跳过此次更新以防止误删数据");
return;
}
// 新增游戏
var newGames = games.ExceptBy(dbGames.Select(x => x.Id), x => x.Id).ToList();
if (newGames.Count > 0)
{
logger.LogInformation("发现{Count}个新游戏,准备添加", newGames.Count);
await repository.InsertAsync(newGames);
// var batchSize =
// newGames.Count % 10 > 0 ? newGames.Count / 10 + 1 : newGames.Count / 10;
//
// for (var i = 0; i < batchSize; i++)
// {
// var startIndex = i * 10;
// var count = Math.Min(10, newGames.Count - startIndex);
// var batch = newGames.GetRange(startIndex, count);
// logger.LogInformation(
// "批量添加游戏,开始索引:{StartIndex},数量:{Count}",
// startIndex,
// count
// );
// await repository.InsertAsync(batch);
// await Task.Delay(1000);
// }
}
// DB已有游戏,待更新
var updateGames = games.IntersectBy(dbGames.Select(x => x.Id), x => x.Id).ToList();
if (updateGames.Count > 0)
{
logger.LogInformation("开始更新{Count}个已有游戏", updateGames.Count);
await Parallel.ForEachAsync(
updateGames,
async (game, _) => await UpdateGameAsync(dbGames, game)
);
}
// 删除已删除的游戏
var deletedGames = dbGames.ExceptBy(games.Select(x => x.Id), x => x.Id).ToList();
if (deletedGames.Count > 0)
{
logger.LogInformation("发现{Count}个已删除游戏,准备删除", deletedGames.Count);
var filter = Builders<SteamGame>.Filter.In(
x => x.Id,
deletedGames.Select(x => x.Id)
);
await repository.DeleteAsync(filter);
}
await RemoveByPrefixAfterAsync();
logger.LogInformation(
"Steam游戏数据更新完成,新增:{NewCount},更新:{UpdateCount},删除:{DeletedCount},实例ID:{InstanceId}",
newGames.Count,
updateGames.Count,
deletedGames.Count,
_instanceId.Value
);
}
catch (Exception ex)
{
logger.LogError(
ex,
"更新Steam游戏数据时发生异常,实例ID:{InstanceId}",
_instanceId.Value
);
throw;
}
finally
{
// 确保在任何情况下都释放锁
try
{
await _fusionCache.RemoveAsync(RunningInstanceIdKey);
logger.LogDebug("已释放Steam游戏更新锁,实例ID:{InstanceId}", _instanceId.Value);
}
catch (Exception ex)
{
logger.LogError(
ex,
"释放Steam游戏更新锁时发生异常,实例ID:{InstanceId}",
_instanceId.Value
);
}
}
}
private async Task UpdateGameAsync(List<SteamGame> dbGames, SteamGame updateGame)
{
var dbGame = dbGames.Find(x => x.Id == updateGame.Id);
if (dbGame != null)
{
var dic = dbGame.UpdateContent(updateGame);
if (dic.Count > 0)
{
logger.LogInformation(
"更新游戏 {GameId}/{GameName} 的数据,更新细节:{@UpdateContent}",
updateGame.Id,
updateGame.Name,
dic
);
}
}
await repository.UpdateAsync(updateGame);
}
private async Task<List<AchievementDetail>> FetchAchievementsAsync(
int id,
List<SteamGame> dbGames
)
{
var queryString = new Dictionary<string, string?>
{
{ "steamid", _steamConfig.SteamId },
{ "key", _steamConfig.AppKey },
{ "format", "json" },
{ "appid", id.ToString() },
{ "l", "schinese" },
};
// 添加API请求延迟
await Task.Delay(ApiDelayMs);
logger.LogDebug("获取游戏 {GameId} 的成就数据", id);
var achievements =
await ExecuteHttpRequestAsync<List<AchievementDetail>>(
"/ISteamUserStats/GetSchemaForGame/v2/",
queryString,
root => root?["game"]?["availableGameStats"]?["achievements"]
) ?? [];
var unlockAchievements = await FetchUnlockAchievementAsync(queryString);
#if DEBUG
var options = new ParallelOptions { MaxDegreeOfParallelism = 1 };
#endif
await Parallel.ForEachAsync(
achievements,
#if DEBUG
options,
#endif
async (achievement, _) =>
{
if (
unlockAchievements.TryGetValue(achievement.Name, out var unlockTime)
&& unlockTime > 0
)
{
achievement.UnlockTime = unlockTime.ToDateTime();
}
await DownloadAchievementAsync(dbGames, id, achievement);
await DownloadAchievementGrayAsync(dbGames, id, achievement);
}
);
logger.LogDebug("游戏 {GameId} 共获取到 {Count} 个成就", id, achievements.Count);
return achievements;
}
private async Task<Dictionary<string, long>> FetchUnlockAchievementAsync(
Dictionary<string, string?> queryString
)
{
logger.LogDebug("获取已解锁的成就数据");
// 添加API请求延迟
await Task.Delay(ApiDelayMs);
return await ExecuteHttpRequestAsync<Dictionary<string, long>>(
"/ISteamUserStats/GetPlayerAchievements/v0001/",
queryString,
root =>
{
var achievements = root
?["playerstats"]?["achievements"]?.AsArray()
.Select(x =>
{
var name = x?["apiname"]?.GetValue<string>();
if (name == null)
{
logger.LogError(
"Achievement name is null for {SteamId}",
_steamConfig.SteamId
);
return (KeyValuePair<string, long>?)null;
}
var unlockTime = x?["unlocktime"]?.GetValue<long>() ?? 0;
return x?["achieved"]?.GetValue<int>() == 1
? KeyValuePair.Create(name, unlockTime)
: KeyValuePair.Create(name, 0L);
})
.Where(x => x != null)
.Select(x => x!.Value)
.ToDictionary(x => x.Key, x => x.Value);
return JsonValue.Create(achievements);
}
) ?? [];
}
private async Task<List<SteamGame>> FetchGamesAsync(List<SteamGame> dbGames)
{
logger.LogInformation("开始获取Steam游戏列表");
var games = await ApplicationTools.RetryAsync(
async () =>
{
var queryString = new Dictionary<string, string?>
{
{ "steamid", _steamConfig.SteamId },
{ "key", _steamConfig.AppKey },
{ "include_appinfo", "1" },
{ "format", "json" },
};
// 添加API请求延迟
await Task.Delay(ApiDelayMs);
var result = await ExecuteHttpRequestAsync<List<SteamGame>>(
"/IPlayerService/GetOwnedGames/v0001/",
queryString,
root => root?["response"]?["games"]?.AsArray()
);
// 如果返回null,抛出异常以触发重试
if (result == null)
{
throw new InvalidOperationException("Steam API返回null,触发重试");
}
return result;
},
retryInterval: TimeSpan.FromMilliseconds(ApiDelayMs),
maxAttemptCount: 3,
specificExceptionTypes: [typeof(JsonException)] // JSON错误不重试
);
logger.LogInformation("获取到 {Count} 个Steam游戏", games.Count);
#if DEBUG
var options = new ParallelOptions { MaxDegreeOfParallelism = 1 };
#endif
await Parallel.ForEachAsync(
games,
#if DEBUG
options,
#endif
async (game, _) => await UpdateGame(dbGames, game)
);
return games;
}
private async Task UpdateGame(List<SteamGame> dbGames, SteamGame game)
{
logger.LogDebug("更新游戏 {GameId}/{GameName} 的基本信息", game.Id, game.Name);
var achievements = await FetchAchievementsAsync(game.Id, dbGames);
var originGame = dbGames.Find(x => x.Id == game.Id);
if (achievements is { Count: > 0 })
{
game.Achievements = achievements;
game.LastUpdateTime = DateTime.Now;
}
else if (originGame != null)
{
game.Achievements = originGame.Achievements ?? [];
}
else
{
game.Achievements = [];
game.LastUpdateTime = DateTime.Now;
}
if (!AreAssetsDownloaded(originGame))
{
logger.LogDebug("下载游戏 {GameId} 的Logo", game.Id);
// 添加API请求延迟
await Task.Delay(ApiDelayMs);
await using var stream = await HttpDownloadAsync(
string.Format(_cdnConfig.LogoUrlTemplate, game.Id)
);
if (stream != null && OnLogoDownloadComplete != null)
{
var url = await OnLogoDownloadComplete(stream, game.Id);
if (!string.IsNullOrWhiteSpace(url))
{
game.ImageLogo = url;
game.ImageIcon = url;
game.LastUpdateTime = DateTime.Now;
}
}
}
else
{
game.ImageLogo = originGame?.ImageLogo;
game.ImageIcon = originGame?.ImageIcon;
logger.LogDebug("游戏 {GameId} Logo 无需更新", game.Id);
}
}
private async Task<Stream?> HttpDownloadAsync(string uri)
{
try
{
var response = await httpClient.GetAsync(uri);
response.EnsureSuccessStatusCode();
var memoryStream = new MemoryStream();
await response.Content.CopyToAsync(memoryStream);
memoryStream.Position = 0;
return memoryStream;
}
catch (Exception e)
{
logger.LogError(e, "Download failed for {Uri}", uri);
return null;
}
}
private bool AreAssetsDownloaded(SteamGame? originGame)
{
return originGame != null
&& originGame.ImageIcon?.StartsWith(
_cdnConfig.BaseUrl,
StringComparison.OrdinalIgnoreCase
) == true
&& originGame.ImageLogo?.StartsWith(
_cdnConfig.BaseUrl,
StringComparison.OrdinalIgnoreCase
) == true;
}
private async Task DownloadAchievementAsync(
List<SteamGame> dbGames,
int id,
AchievementDetail achievement
)
{
var dbAchievement = dbGames
.FirstOrDefault(x => x.Id == id)
?.Achievements?.FirstOrDefault(x => x.Name == achievement.Name);
if (
dbAchievement?.Icon.StartsWith(_cdnConfig.BaseUrl, StringComparison.OrdinalIgnoreCase)
?? false
)
{
achievement.Icon = dbAchievement.Icon;
return;
}
logger.LogDebug("下载游戏 {GameId} 成就 {AchievementName} 的图标", id, achievement.Name);
// 添加API请求延迟
await Task.Delay(ApiDelayMs);
await using var icon = await HttpDownloadAsync(achievement.Icon);
var handler = OnAchievementIconDownloadComplete;
if (icon != null && handler != null)
{
var url = await handler.Invoke(icon, id, achievement.Name);
if (!string.IsNullOrWhiteSpace(url))
{
achievement.Icon = url;
}
}
}
private async Task DownloadAchievementGrayAsync(
IEnumerable<SteamGame> dbGames,
int id,
AchievementDetail achievement
)
{
var dbAchievement = dbGames
.FirstOrDefault(x => x.Id == id)
?.Achievements?.FirstOrDefault(x => x.Name == achievement.Name);
if (
dbAchievement?.IconGray.StartsWith(
_cdnConfig.BaseUrl,
StringComparison.OrdinalIgnoreCase
) ?? false
)
{
achievement.IconGray = dbAchievement.IconGray;
return;
}
logger.LogDebug(
"下载游戏 {GameId} 成就 {AchievementName} 的灰色图标",
id,
achievement.Name
);
// 添加API请求延迟
await Task.Delay(ApiDelayMs);
await using var icon = await HttpDownloadAsync(achievement.IconGray);
var handler = OnAchievementIconGrayDownloadComplete;
if (icon != null && handler != null)
{
var url = await handler.Invoke(icon, id, achievement.Name);
if (!string.IsNullOrWhiteSpace(url))
{
achievement.IconGray = url;
}
}
}
public async Task<List<VmSteamGame>> GetGamesAsync()
{
return await GetOrSetCacheAsync<List<VmSteamGame>>(
nameof(GetGamesAsync),
async (_, cancellationToken) =>
{
var list = await repository.SearchFor(x => true).ToListAsync(cancellationToken);
var result = mapper.Map<List<VmSteamGame>>(list);
return result;
}
);
}
public async Task<VmSteamGame?> GetGameAsync(int id)
{
return await GetOrSetCacheAsync<VmSteamGame?>(
nameof(GetGameAsync),
async (_, cancellationToken) =>
{
var game = await repository
.SearchFor(x => x.Id == id)
.FirstOrDefaultAsync(cancellationToken);
if (game == null)
{
logger.LogWarning("未找到游戏 {GameId} 的信息", id);
return null;
}
var result = mapper.Map<VmSteamGame>(game);
return result;
},
new { id }
);
}
private async Task<T?> ExecuteHttpRequestAsync<T>(
string endpoint,
Dictionary<string, string?> queryParams,
Func<JsonNode?, JsonNode?>? dataSelector = null
)
{
var requestUri = QueryHelpers.AddQueryString(endpoint, queryParams);
var jsonContent = "";
try
{
var response = await httpClient.GetAsync(requestUri);
response.EnsureSuccessStatusCode();
jsonContent = await response.Content.ReadAsStringAsync();
if (string.IsNullOrWhiteSpace(jsonContent))
{
logger.LogWarning("Steam API返回空内容,请求地址:{RequestUri}", requestUri);
return default;
}
var jsonNode = JsonNode.Parse(jsonContent);
if (jsonNode == null)
{
logger.LogWarning(
"Steam API返回的JSON无法解析,请求地址:{RequestUri},内容:{Content}",
requestUri,
jsonContent
);
return default;
}
var data = dataSelector?.Invoke(jsonNode) ?? jsonNode;
var result = data.Deserialize<T>();
if (result == null)
{
logger.LogWarning(
"Steam API数据反序列化失败,请求地址:{RequestUri},数据:{Data}",
requestUri,
data.ToString()
);
}
return result;
}
catch (JsonException e)
{
logger.LogError(
e,
"Steam API数据解析失败,请求地址:{RequestUri},内容:{Content}",
requestUri,
jsonContent
);
return default;
}
catch (Exception e)
{
logger.LogError(e, "Steam API请求失败,请求地址:{RequestUri}", requestUri);
return default;
}
}
}
上述代码是一个 C# 类 SteamGameService
的实现,主要用于与 Steam API 交互,管理和更新 Steam 游戏的信息。以下是该类的主要功能和结构的详细解释:
游戏信息更新:
UpdateGamesAsync
方法用于更新数据库中的游戏信息。它首先从数据库中获取所有游戏,然后通过 Steam API 获取最新的游戏数据。游戏成就获取:
FetchAchievementsAsync
方法用于获取特定游戏的成就信息。它会调用 Steam API 获取成就数据,并下载成就图标。FetchUnlockAchievementAsync
方法用于获取玩家已解锁的成就。游戏库获取:
FetchGamesAsync
方法从 Steam API 获取用户的游戏库列表,并为每个游戏获取成就信息和下载游戏的图标。图像下载:
HttpDownloadAsync
方法用于下载游戏或成就的图像。DownloadAchievementAsync
和 DownloadAchievementGrayAsync
方法用于下载成就的图标和灰色图标。缓存管理:
IHybridCachingProvider
进行缓存管理,以提高性能,避免频繁访问数据库和 Steam API。GetGamesAsync
和 GetGameAsync
方法从缓存中获取游戏信息,如果缓存不存在,则从数据库中获取并更新缓存。事件处理:
OnLogoDownloadComplete
和 OnAchievementIconDownloadComplete
),用于在下载完成后执行特定操作。测试方法:
Test
方法用于测试 MongoDB 更新操作的序列化,输出更新操作的渲染结果。ActivatorUtilitiesConstructor
特性,允许依赖注入。_prefixKey
用于缓存键的前缀。async
和 await
关键字,以支持非阻塞的 I/O 操作。ExceptBy
和 IntersectBy
,以便于处理游戏的新增和更新。SteamGameService
类是一个功能丰富的服务类,主要用于管理 Steam 游戏的信息,包括获取、更新和缓存游戏及其成就数据。它通过与 Steam API 的交互,提供了一个完整的游戏信息管理解决方案,并通过事件和缓存机制提高了性能和可扩展性。