feat(calendar): add IGameCalendarService — UTC reset-boundary primitive
New config-driven service that replaces JstPeriod. All timestamps are UTC; one config value (GameCalendarConfig.DailyResetUtcHour, default 0 = midnight UTC) drives both ResetReady checks and DayKey/WeekKey/MonthKey bucket keys. Because both derive from the same MostRecentBoundary helper, they can never disagree. Prod parity is a config flip: set DailyResetUtcHour=17 in GameConfigs to get the 02:00 JST boundary. No JST-flavored math anywhere in the code. JstPeriod callsite migration + deletion follow in subsequent commits. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -127,6 +127,7 @@ public class Program
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builder.Services.AddScoped<IMatchContextBuilder, MatchContextBuilder>();
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builder.Services.AddScoped<IStoryService, StoryService>();
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builder.Services.AddScoped<ILoginBonusService, LoginBonusService>();
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builder.Services.AddScoped<IGameCalendarService, GameCalendarService>();
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builder.Services.AddScoped<IDeckListBuilder, DeckListBuilder>();
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builder.Services.AddSingleton<IRandom, SystemRandom>();
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builder.Services.AddSingleton<PuzzleMissionEvaluator>();
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88
SVSim.EmulatedEntrypoint/Services/GameCalendarService.cs
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88
SVSim.EmulatedEntrypoint/Services/GameCalendarService.cs
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@@ -0,0 +1,88 @@
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using System.Globalization;
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using SVSim.Database.Models.Config;
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using SVSim.Database.Services;
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namespace SVSim.EmulatedEntrypoint.Services;
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/// <summary>
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/// Reset-boundary primitive. All timestamps are UTC. The boundary hour is a config
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/// value (<see cref="GameCalendarConfig.DailyResetUtcHour"/>); everything else — daily
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/// reset checks, bucket keys for <c>ViewerEventCounters</c> — derives from it.
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/// Because bucket keys and <see cref="ResetReady"/> share the same
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/// <see cref="MostRecentBoundary"/> math, they can never disagree.
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/// </summary>
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public interface IGameCalendarService
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{
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/// <summary>
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/// True if a reset boundary has passed since <paramref name="lastCheckpointUtc"/>.
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/// Null → true (never checked in).
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/// </summary>
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bool ResetReady(DateTime? lastCheckpointUtc);
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/// <summary>Bucket key for the current daily reset window: <c>"day:yyyy-MM-dd"</c>.</summary>
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string DayKey(DateTimeOffset when);
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/// <summary>Bucket key for the ISO week containing the current daily window's start.</summary>
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string WeekKey(DateTimeOffset when);
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/// <summary>Bucket key for the calendar month containing the current daily window's start.</summary>
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string MonthKey(DateTimeOffset when);
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/// <summary>Returns [day, week, month, all-time] for the given instant.</summary>
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IReadOnlyList<string> AllPeriods(DateTimeOffset when);
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}
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public class GameCalendarService : IGameCalendarService
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{
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public const string AllTime = "all-time";
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private readonly IGameConfigService _config;
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public GameCalendarService(IGameConfigService config)
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{
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_config = config;
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}
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public bool ResetReady(DateTime? lastCheckpointUtc)
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{
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if (lastCheckpointUtc is null) return true;
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var now = DateTime.UtcNow;
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var boundary = MostRecentBoundary(now);
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return DateTime.SpecifyKind(lastCheckpointUtc.Value, DateTimeKind.Utc) < boundary;
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}
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public string DayKey(DateTimeOffset when)
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{
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var d = WindowStartDate(when);
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return $"day:{d:yyyy-MM-dd}";
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}
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public string WeekKey(DateTimeOffset when)
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{
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var d = WindowStartDate(when);
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var iso = ISOWeek.GetWeekOfYear(d);
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var year = ISOWeek.GetYear(d);
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return $"week:{year:D4}-W{iso:D2}";
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}
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public string MonthKey(DateTimeOffset when)
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{
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var d = WindowStartDate(when);
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return $"month:{d:yyyy-MM}";
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}
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public IReadOnlyList<string> AllPeriods(DateTimeOffset when) => new[]
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{
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DayKey(when), WeekKey(when), MonthKey(when), AllTime,
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};
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private DateTime MostRecentBoundary(DateTime nowUtc)
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{
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int hour = _config.Get<GameCalendarConfig>().DailyResetUtcHour;
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var todayBoundary = nowUtc.Date.AddHours(hour);
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return nowUtc >= todayBoundary ? todayBoundary : todayBoundary.AddDays(-1);
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}
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private DateTime WindowStartDate(DateTimeOffset when) =>
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MostRecentBoundary(when.UtcDateTime);
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}
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