feat(arena-colosseum): playable bracket + rank-match promotion (phase 2)
Closes 4 more arena-colosseum spec shapes (6/16 → 10/16): the dual-prefix
battle URLs (colosseum_battle/* and colosseum_rank_battle/*) for both
do_matching and per-match finish, plus the bracket-end /finish + /retire
pair on /arena_colosseum.
* ColosseumProgressionService: pure-logic decisions for win-threshold
advancement, 3008 promotion trigger, and per-round reward bundles.
Extends ColosseumRoundsConfig with FinishRewards/RetireRewards per
round + a top-level ChampionRewards list.
* MatchContextBuilder.BuildForColosseumAsync: lifts the registered deck
via IDeckRepository (NOT viewer-graph) per project_ef_nav_include_pitfall.
* ArenaColosseumBattleController: dual route prefixes off one controller
via explicit absolute [HttpPost("/...")] routes — does NOT extend
SVSimController's [Route("[controller]")]. Same pattern as FreeBattle.
URL-vs-IsRankMatching mismatch returns 400 with a phase-mismatch error;
no-deck triggers the standard 3001 matchmaking-illegal state. 3008
flips run.IsRankMatching exactly once via the progression service.
* /arena_colosseum/finish + /retire share FinishResponse (rewards +
reward_list + colosseum_status). Champion finish appends ChampionRewards
and surfaces colosseum_status.is_champion = true. Both delete the run
row after granting via IInventoryTransaction.GrantAsync.
* DI: ModePolicy entries for "colosseum_battle" and "colosseum_rank_battle".
* Tests: 8 progression-service unit tests (pure logic), 5 battle-controller
HTTP tests, 5 bracket-terminate HTTP tests, 2 full-bracket E2E walks
(champion path + retire mid-round). Full suite: 1331/1331.
This commit is contained in:
@@ -0,0 +1,69 @@
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using SVSim.Database.Models;
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using SVSim.Database.Models.Config;
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namespace SVSim.EmulatedEntrypoint.Services.ArenaColosseum;
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public class ColosseumProgressionService : IColosseumProgressionService
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{
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/// <summary>Colosseum-specific node signal — see do-matching.md §matching_state 3008.</summary>
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public const int PromoteToRankMatchingState = 3008;
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public bool ShouldPromoteToRankMatching(ViewerArenaColosseumRun run, int matchingState) =>
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matchingState == PromoteToRankMatchingState && !run.IsRankMatching;
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public AdvancementDecision DecideAdvancement(ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds)
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{
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var currentRound = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId);
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var currentGroup = currentRound?.Groups.FirstOrDefault();
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var maxRoundId = rounds.Rounds.Count == 0 ? run.RoundId : rounds.Rounds.Max(r => r.RoundId);
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// No matching round config (e.g. content not seeded) — treat current state as terminal
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// so the controller doesn't loop forever. Champion=false because we can't tell.
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if (currentGroup is null)
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{
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return new AdvancementDecision(run.RoundId, IsBracketEnd: true, IsChampion: false);
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}
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// Cleared the breakthrough threshold this round.
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if (run.WinCount >= currentGroup.BreakthroughNumber)
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{
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bool isFinal = run.RoundId >= maxRoundId;
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return new AdvancementDecision(
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NextRoundId: isFinal ? run.RoundId : run.RoundId + 1,
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IsBracketEnd: isFinal,
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IsChampion: isFinal);
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}
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// Exhausted the per-round battle cap without clearing — bracket ends at current round.
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if (run.BattleCountThisRound >= currentGroup.MaxBattleCount)
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{
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return new AdvancementDecision(run.RoundId, IsBracketEnd: true, IsChampion: false);
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}
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// Mid-round, still playing.
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return new AdvancementDecision(run.RoundId, IsBracketEnd: false, IsChampion: false);
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}
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public IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildRetireRewards(
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ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds)
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{
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var round = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId);
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return round?.RetireRewards ?? new();
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}
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public IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildFinishRewards(
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ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds)
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{
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var round = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId);
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var bundle = new List<ColosseumRoundsConfig.RewardEntry>();
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if (round is not null)
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{
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bundle.AddRange(round.FinishRewards);
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}
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if (run.IsChampion)
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{
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bundle.AddRange(rounds.ChampionRewards);
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}
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return bundle;
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}
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}
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@@ -0,0 +1,39 @@
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using SVSim.Database.Enums;
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using SVSim.Database.Models;
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using SVSim.Database.Models.Config;
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namespace SVSim.EmulatedEntrypoint.Services.ArenaColosseum;
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/// <summary>
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/// Pure-logic decisions for the Colosseum bracket lifecycle. Reads a
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/// <see cref="ViewerArenaColosseumRun"/> + <see cref="ColosseumRoundsConfig"/> snapshot and
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/// returns advancement / promotion / reward decisions. Side-effectful (debits, grants,
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/// run-row writes) live on the controllers — this service just computes.
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/// </summary>
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public interface IColosseumProgressionService
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{
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/// <summary>True when the node signal <c>matching_state == 3008</c> indicates the run
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/// has been promoted to the ranked bracket and we haven't already flipped the flag.
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/// Subsequent battle URLs route to <c>colosseum_rank_battle/*</c>.</summary>
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bool ShouldPromoteToRankMatching(ViewerArenaColosseumRun run, int matchingState);
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/// <summary>Triggered post-match-finish when wins/losses cross thresholds. Returns the
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/// next round id (or current if no change), whether the bracket has ended, and the
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/// champion flag for the final-round-cleared case.</summary>
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AdvancementDecision DecideAdvancement(ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds);
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/// <summary>Bundle to grant on <c>/retire</c>. Reads
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/// <see cref="ColosseumRoundsConfig.RoundEntry.RetireRewards"/> for the run's
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/// <see cref="ViewerArenaColosseumRun.RoundId"/>. Empty when no matching round.</summary>
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IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildRetireRewards(
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ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds);
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/// <summary>Bundle to grant on <c>/finish</c>. Combines the current round's
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/// <see cref="ColosseumRoundsConfig.RoundEntry.FinishRewards"/> with
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/// <see cref="ColosseumRoundsConfig.ChampionRewards"/> when the run is a champion.</summary>
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IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildFinishRewards(
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ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds);
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}
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/// <summary>Output of <see cref="IColosseumProgressionService.DecideAdvancement"/>.</summary>
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public sealed record AdvancementDecision(int NextRoundId, bool IsBracketEnd, bool IsChampion);
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@@ -24,4 +24,13 @@ public interface IMatchContextBuilder
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/// no deck at that slot.
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/// </summary>
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Task<MatchContext> BuildForRankBattleAsync(long viewerId, Format format, int deckNo);
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/// <summary>
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/// Build a context for an Arena Colosseum bracket match — reads the active
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/// <c>ViewerArenaColosseumRun</c>'s registered deck slot (single-deck v1) via
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/// <c>IDeckRepository.GetDeck</c> (NOT viewer-graph traversal per
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/// <c>project_ef_nav_include_pitfall</c>). Throws when the run is missing or no deck
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/// has been registered yet.
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/// </summary>
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Task<MatchContext> BuildForColosseumAsync(long viewerId);
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}
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@@ -11,17 +11,20 @@ namespace SVSim.EmulatedEntrypoint.Services;
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public class MatchContextBuilder : IMatchContextBuilder
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{
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private readonly IArenaTwoPickRunRepository _runs;
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private readonly IArenaColosseumRunRepository _colosseumRuns;
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private readonly IViewerRepository _viewers;
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private readonly IDeckRepository _decks;
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private readonly IGameConfigService _config;
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public MatchContextBuilder(
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IArenaTwoPickRunRepository runs,
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IArenaColosseumRunRepository colosseumRuns,
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IViewerRepository viewers,
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IDeckRepository decks,
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IGameConfigService config)
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{
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_runs = runs;
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_colosseumRuns = colosseumRuns;
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_viewers = viewers;
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_decks = decks;
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_config = config;
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@@ -120,4 +123,58 @@ public class MatchContextBuilder : IMatchContextBuilder
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IsOfficial: viewer.Info.IsOfficial ? 1 : 0,
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BattleModeId: BattleModes.TakeTwo);
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}
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public async Task<MatchContext> BuildForColosseumAsync(long viewerId)
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{
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var run = await _colosseumRuns.GetByViewerIdAsync(viewerId)
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?? throw new InvalidOperationException("arena_colosseum_no_active_run");
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// v1 single-deck slot — Round-3 multi-deck format is deferred per plan.
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var deckNos = JsonSerializer.Deserialize<List<int>>(run.RegisteredDeckNoListJson) ?? new();
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if (deckNos.Count == 0)
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{
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throw new InvalidOperationException("arena_colosseum_no_deck_registered");
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}
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var deckNo = deckNos[0];
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var viewer = await _viewers.LoadForMatchContextAsync(viewerId)
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?? throw new InvalidOperationException($"viewer {viewerId} not found");
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var deck = await _decks.GetDeck(viewerId, run.DeckFormat, deckNo)
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?? throw new InvalidOperationException(
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$"viewer {viewerId} has no deck #{deckNo} for format {run.DeckFormat}");
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var defaults = _config.Get<DefaultLoadoutConfig>();
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var emblemId = viewer.Info.SelectedEmblem.Id != 0
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? viewer.Info.SelectedEmblem.Id.ToString()
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: defaults.EmblemId.ToString();
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var degreeId = viewer.Info.SelectedDegree.Id != 0
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? viewer.Info.SelectedDegree.Id.ToString()
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: defaults.DegreeId.ToString();
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var charaId = run.LeaderSkinId != 0
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? run.LeaderSkinId.ToString()
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: deck.LeaderSkin.Id != 0
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? deck.LeaderSkin.Id.ToString()
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: deck.Class.Id.ToString();
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var sleeveId = deck.Sleeve.Id != 0
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? deck.Sleeve.Id.ToString()
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: defaults.SleeveId.ToString();
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var deckCardIds = deck.Cards
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.SelectMany(c => Enumerable.Repeat(c.Card.Id, c.Count))
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.ToList();
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return new MatchContext(
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SelfDeckCardIds: deckCardIds,
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ClassId: (CardClass)deck.Class.Id,
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CharaId: charaId,
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CardMasterName: "card_master_node_10015",
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CountryCode: viewer.Info.CountryCode ?? string.Empty,
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UserName: viewer.DisplayName,
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SleeveId: sleeveId,
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EmblemId: emblemId,
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DegreeId: degreeId,
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FieldId: 43,
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IsOfficial: viewer.Info.IsOfficial ? 1 : 0,
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BattleModeId: BattleModes.TakeTwo);
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}
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}
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