feat(guild): controller scaffolding + /guild/info baseline
- 5 common DTOs under Models/Dtos/Common/Guild/ (GuildDetailDto, GuildUserBaseDto, GuildMemberInfoDto, ChatUserDto, ChatMessageDto) - 28 per-endpoint request/response DTOs under Models/Dtos/Guild/ and Models/Dtos/GuildChat/ with full [MessagePackObject]/[Key]/ [JsonPropertyName] attribute mirrors on every property - GuildController (22 actions): /guild/info returns prod-shape with config-backed max_member_num/max_sub_leader_num/usable_stamp_list; 21 stubs return empty/default DTOs - GuildChatController (7 stubs), /guild_chat/messages stub returns wait_interval=10 per config - 29 new routing smoke test cases (100 total, all pass) - GuildWireShape literal-JSON test for GuildInfoResponse (1/1 pass) - GameConfigurationJsonbTests updated for 17th GuildConfig section - Total: 1422 tests pass, 0 errors Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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using MessagePack;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.GuildChat;
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/// <summary>
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/// Response for POST /guild_chat/post.
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/// achieved_info and reward_list are optional; only present when posting triggered a mission completion.
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/// TODO(task-16): populate achieved_info + reward_list shapes when chat missions are implemented.
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/// </summary>
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[MessagePackObject]
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public class GuildChatPostResponse
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{
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/// <summary>Optional. Present when posting triggered a mission completion.</summary>
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[JsonPropertyName("achieved_info"), Key("achieved_info")]
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public JsonElement? AchievedInfo { get; set; }
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/// <summary>Optional. Goods deltas from any rewards in achieved_info.</summary>
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[JsonPropertyName("reward_list"), Key("reward_list")]
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public JsonElement? RewardList { get; set; }
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}
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