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:
gamer147
2026-06-13 12:32:56 -04:00
parent 110867358c
commit cbee0f9a50
16 changed files with 1436 additions and 2 deletions

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using System.Net;
using System.Net.Http.Json;
using System.Text.Json;
using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.DependencyInjection;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.Controllers;
/// <summary>
/// Per-match battle URL coverage — verifies the dual <c>colosseum_battle/*</c> +
/// <c>colosseum_rank_battle/*</c> dispatch matches <c>run.IsRankMatching</c>, that
/// <c>battle/finish</c> bumps the per-round counters, and that the 3008 promotion
/// trigger flips the run's rank flag.
/// </summary>
public class ArenaColosseumBattleControllerTests
{
private static readonly object Envelope =
new { viewer_id = "0", steam_id = 0, steam_session_ticket = "" };
private static async Task SeedRunAsync(SVSimTestFactory factory, long viewerId, bool isRankMatching = false)
{
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
db.ViewerArenaColosseumRuns.Add(new ViewerArenaColosseumRun
{
ViewerId = viewerId,
EntryId = 1001,
SeasonId = 42,
RoundId = 1,
DeckFormat = Format.Rotation,
MaxBattleCountThisRound = 5,
BreakthroughNumberThisRound = 4,
IsRankMatching = isRankMatching,
RegisteredDeckNoListJson = "[3]",
});
await db.SaveChangesAsync();
}
[Test]
public async Task DoMatching_pre_rank_rejects_when_run_is_rank_matching()
{
using var factory = new SVSimTestFactory();
var vid = await factory.SeedViewerAsync();
await SeedRunAsync(factory, vid, isRankMatching: true);
await factory.SeedDeckAsync(vid, Format.Rotation, number: 3);
using var client = factory.CreateAuthenticatedClient(vid);
var resp = await client.PostAsync("/colosseum_battle/do_matching", JsonContent.Create(Envelope));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.BadRequest));
var body = await resp.Content.ReadAsStringAsync();
StringAssert.Contains("colosseum_url_phase_mismatch", body);
}
[Test]
public async Task DoMatching_post_rank_rejects_when_run_is_pre_rank()
{
using var factory = new SVSimTestFactory();
var vid = await factory.SeedViewerAsync();
await SeedRunAsync(factory, vid, isRankMatching: false);
await factory.SeedDeckAsync(vid, Format.Rotation, number: 3);
using var client = factory.CreateAuthenticatedClient(vid);
var resp = await client.PostAsync("/colosseum_rank_battle/do_matching", JsonContent.Create(Envelope));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.BadRequest));
var body = await resp.Content.ReadAsStringAsync();
StringAssert.Contains("colosseum_url_phase_mismatch", body);
}
[Test]
public async Task DoMatching_returns_3001_when_no_deck_registered()
{
using var factory = new SVSimTestFactory();
var vid = await factory.SeedViewerAsync();
using (var scope = factory.Services.CreateScope())
{
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
db.ViewerArenaColosseumRuns.Add(new ViewerArenaColosseumRun
{
ViewerId = vid,
EntryId = 1001,
SeasonId = 42,
RoundId = 1,
DeckFormat = Format.Rotation,
RegisteredDeckNoListJson = "[]",
});
await db.SaveChangesAsync();
}
using var client = factory.CreateAuthenticatedClient(vid);
var resp = await client.PostAsync("/colosseum_battle/do_matching", JsonContent.Create(Envelope));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
var body = await resp.Content.ReadAsStringAsync();
using var doc = JsonDocument.Parse(body);
Assert.That(doc.RootElement.GetProperty("matching_state").GetInt32(), Is.EqualTo(3001));
}
[Test]
public async Task BattleFinish_win_advances_counters_and_appends_result_list()
{
using var factory = new SVSimTestFactory();
var vid = await factory.SeedViewerAsync();
await SeedRunAsync(factory, vid);
using var client = factory.CreateAuthenticatedClient(vid);
var req = new
{
battle_result = 1, is_retire = 0, class_id = 1,
total_turn = 5, evolve_count = 1, enemy_evolve_count = 0,
recovery_data = "",
viewer_id = "0", steam_id = 0, steam_session_ticket = "",
};
var resp = await client.PostAsync("/colosseum_battle/finish", JsonContent.Create(req));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var run = await db.ViewerArenaColosseumRuns.FirstAsync(r => r.ViewerId == vid);
Assert.That(run.WinCount, Is.EqualTo(1));
Assert.That(run.LossCount, Is.EqualTo(0));
Assert.That(run.BattleCountThisRound, Is.EqualTo(1));
Assert.That(run.ResultListJson, Is.EqualTo("[1]"));
}
[Test]
public async Task BattleFinish_retire_does_not_advance_counters()
{
using var factory = new SVSimTestFactory();
var vid = await factory.SeedViewerAsync();
await SeedRunAsync(factory, vid);
using var client = factory.CreateAuthenticatedClient(vid);
var req = new
{
battle_result = 2, is_retire = 1, class_id = 1,
total_turn = 3, evolve_count = 0, enemy_evolve_count = 0,
recovery_data = "",
viewer_id = "0", steam_id = 0, steam_session_ticket = "",
};
var resp = await client.PostAsync("/colosseum_battle/finish", JsonContent.Create(req));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var run = await db.ViewerArenaColosseumRuns.FirstAsync(r => r.ViewerId == vid);
Assert.That(run.WinCount, Is.EqualTo(0));
Assert.That(run.LossCount, Is.EqualTo(0));
Assert.That(run.BattleCountThisRound, Is.EqualTo(0),
"is_retire=1 must not bump the per-round battle counter");
}
}

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using System.Net;
using System.Net.Http.Json;
using System.Text.Json;
using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.DependencyInjection;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.Controllers;
/// <summary>
/// Bracket-end /finish + /retire coverage. Locks the wire shape (rewards + reward_list +
/// colosseum_status) and verifies side-effects: rewards granted through the inventory
/// service, run row deleted, champion flag flipped on final-round clear.
/// </summary>
public class ArenaColosseumControllerBracketTerminateTests
{
private static readonly object Envelope =
new { viewer_id = "0", steam_id = 0, steam_session_ticket = "" };
/// <summary>Three-round config with reward bundles on every round + a champion bundle.</summary>
private static async Task ActivateSeasonWithRewardsAsync(SVSimTestFactory factory)
{
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var seasonJson = JsonSerializer.Serialize(new
{
IsColosseumPeriod = true,
SeasonId = 42,
ColosseumName = "Test Cup",
DeckFormat = (int)Format.Rotation,
FinalRoundEliminateCount = 1000,
});
await UpsertConfigAsync(db, "ColosseumSeason", seasonJson);
var roundsJson = JsonSerializer.Serialize(new
{
Rounds = new[]
{
new
{
RoundId = 1,
Groups = new[] { new { Group = "", MaxBattleCount = 5, BreakthroughNumber = 3, EntryNumber = 100_000 } },
FinishRewards = new[]
{
new { Type = (int)UserGoodsType.Crystal, DetailId = 0L, Count = 100, Name = "R1 finish" },
},
RetireRewards = new object[]
{
new { Type = (int)UserGoodsType.Rupy, DetailId = 0L, Count = 50, Name = "R1 retire" },
},
},
new
{
RoundId = 2,
Groups = new[] { new { Group = "Group A", MaxBattleCount = 5, BreakthroughNumber = 4, EntryNumber = 10_000 } },
FinishRewards = new[]
{
new { Type = (int)UserGoodsType.Crystal, DetailId = 0L, Count = 250, Name = "R2 finish" },
},
RetireRewards = Array.Empty<object>(),
},
new
{
RoundId = 3,
Groups = new[] { new { Group = "Final", MaxBattleCount = 5, BreakthroughNumber = 4, EntryNumber = 1_000 } },
FinishRewards = new[]
{
new { Type = (int)UserGoodsType.Crystal, DetailId = 0L, Count = 1000, Name = "Final clear" },
},
RetireRewards = Array.Empty<object>(),
},
},
ChampionRewards = new[]
{
new { Type = (int)UserGoodsType.Crystal, DetailId = 0L, Count = 5000, Name = "Champion Pack" },
},
});
await UpsertConfigAsync(db, "ColosseumRounds", roundsJson);
}
private static async Task UpsertConfigAsync(SVSimDbContext db, string section, string json)
{
var existing = await db.GameConfigs.FirstOrDefaultAsync(s => s.SectionName == section);
if (existing is null)
db.GameConfigs.Add(new GameConfigSection { SectionName = section, ValueJson = json });
else
existing.ValueJson = json;
await db.SaveChangesAsync();
}
private static async Task SeedRunAsync(
SVSimTestFactory factory, long viewerId, int roundId, int winCount, int battleCount)
{
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
db.ViewerArenaColosseumRuns.Add(new ViewerArenaColosseumRun
{
ViewerId = viewerId,
EntryId = 1001,
SeasonId = 42,
RoundId = roundId,
DeckFormat = Format.Rotation,
WinCount = winCount,
BattleCountThisRound = battleCount,
MaxBattleCountThisRound = 5,
BreakthroughNumberThisRound = roundId == 1 ? 3 : 4,
});
await db.SaveChangesAsync();
}
[Test]
public async Task Finish_emits_champion_flag_when_round_3_cleared()
{
using var factory = new SVSimTestFactory();
await ActivateSeasonWithRewardsAsync(factory);
var vid = await factory.SeedViewerAsync();
await SeedRunAsync(factory, vid, roundId: 3, winCount: 4, battleCount: 4);
using var client = factory.CreateAuthenticatedClient(vid);
var resp = await client.PostAsync("/arena_colosseum/finish", JsonContent.Create(Envelope));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
var body = await resp.Content.ReadAsStringAsync();
using var doc = JsonDocument.Parse(body);
var root = doc.RootElement;
Assert.That(root.GetProperty("colosseum_status").GetProperty("is_champion").GetBoolean(), Is.True);
Assert.That(root.GetProperty("colosseum_status").GetProperty("colosseum_name").GetString(),
Is.EqualTo("Test Cup"));
// Final clear + champion bundle = 2 reward entries.
Assert.That(root.GetProperty("rewards").GetArrayLength(), Is.EqualTo(2));
Assert.That(root.GetProperty("reward_list").GetArrayLength(), Is.EqualTo(2));
}
[Test]
public async Task Finish_grants_rewards_and_deletes_run()
{
using var factory = new SVSimTestFactory();
await ActivateSeasonWithRewardsAsync(factory);
var vid = await factory.SeedViewerAsync();
// Round 1 breakthrough advances to round 2 — bracket isn't finished. Use round 3 +
// exhausted battle cap WITHOUT breakthrough to terminate cleanly with round-end rewards.
await SeedRunAsync(factory, vid, roundId: 3, winCount: 2, battleCount: 5);
ulong crystalsBefore;
using (var beforeScope = factory.Services.CreateScope())
{
var beforeDb = beforeScope.ServiceProvider.GetRequiredService<SVSimDbContext>();
crystalsBefore = (await beforeDb.Viewers.FirstAsync(v => v.Id == vid)).Currency.Crystals;
}
using var client = factory.CreateAuthenticatedClient(vid);
var resp = await client.PostAsync("/arena_colosseum/finish", JsonContent.Create(Envelope));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
using var verifyScope = factory.Services.CreateScope();
var db = verifyScope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var run = await db.ViewerArenaColosseumRuns.FirstOrDefaultAsync(r => r.ViewerId == vid);
Assert.That(run, Is.Null, "run row must be deleted on /finish");
var viewer = await db.Viewers.FirstAsync(v => v.Id == vid);
Assert.That(viewer.Currency.Crystals - crystalsBefore, Is.EqualTo(1000UL),
"Round 3 finish bundle is 1000 Crystal (not champion — battle cap hit without breakthrough)");
}
[Test]
public async Task Finish_rejects_when_bracket_still_in_progress()
{
using var factory = new SVSimTestFactory();
await ActivateSeasonWithRewardsAsync(factory);
var vid = await factory.SeedViewerAsync();
// Mid-round: 1 win, 1 battle, breakthrough is 3 — not yet eligible.
await SeedRunAsync(factory, vid, roundId: 1, winCount: 1, battleCount: 1);
using var client = factory.CreateAuthenticatedClient(vid);
var resp = await client.PostAsync("/arena_colosseum/finish", JsonContent.Create(Envelope));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.BadRequest));
var body = await resp.Content.ReadAsStringAsync();
StringAssert.Contains("bracket_not_finished", body);
}
[Test]
public async Task Retire_grants_round_capped_rewards_and_deletes_run()
{
using var factory = new SVSimTestFactory();
await ActivateSeasonWithRewardsAsync(factory);
var vid = await factory.SeedViewerAsync();
await SeedRunAsync(factory, vid, roundId: 1, winCount: 1, battleCount: 2);
ulong rupeesBefore;
using (var beforeScope = factory.Services.CreateScope())
{
var beforeDb = beforeScope.ServiceProvider.GetRequiredService<SVSimDbContext>();
rupeesBefore = (await beforeDb.Viewers.FirstAsync(v => v.Id == vid)).Currency.Rupees;
}
using var client = factory.CreateAuthenticatedClient(vid);
var resp = await client.PostAsync("/arena_colosseum/retire", JsonContent.Create(Envelope));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
var body = await resp.Content.ReadAsStringAsync();
using var doc = JsonDocument.Parse(body);
var root = doc.RootElement;
Assert.That(root.GetProperty("rewards").GetArrayLength(), Is.EqualTo(1));
Assert.That(root.GetProperty("rewards")[0].GetProperty("name").GetString(), Is.EqualTo("R1 retire"));
using var verifyScope = factory.Services.CreateScope();
var db = verifyScope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var run = await db.ViewerArenaColosseumRuns.FirstOrDefaultAsync(r => r.ViewerId == vid);
Assert.That(run, Is.Null, "run row must be deleted on /retire");
var viewer = await db.Viewers.FirstAsync(v => v.Id == vid);
Assert.That(viewer.Currency.Rupees - rupeesBefore, Is.EqualTo(50UL),
"Round 1 retire bundle adds 50 Rupy on top of starting balance");
}
[Test]
public async Task Retire_during_final_round_still_works_and_emits_status()
{
using var factory = new SVSimTestFactory();
await ActivateSeasonWithRewardsAsync(factory);
var vid = await factory.SeedViewerAsync();
// Round 3 has empty RetireRewards per config — client ignores rewards at FinalB anyway.
await SeedRunAsync(factory, vid, roundId: 3, winCount: 2, battleCount: 3);
using var client = factory.CreateAuthenticatedClient(vid);
var resp = await client.PostAsync("/arena_colosseum/retire", JsonContent.Create(Envelope));
Assert.That(resp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
var body = await resp.Content.ReadAsStringAsync();
using var doc = JsonDocument.Parse(body);
Assert.That(doc.RootElement.GetProperty("rewards").GetArrayLength(), Is.EqualTo(0),
"FinalB retire emits empty rewards per retire.md");
Assert.That(doc.RootElement.GetProperty("colosseum_status").GetProperty("now_round_id").GetInt32(),
Is.EqualTo(3));
}
}

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using System.Net;
using System.Net.Http.Json;
using System.Text.Json;
using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.DependencyInjection;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.Integration;
/// <summary>
/// Phase 2 ship gate: a viewer walks the full bracket — entry → register_deck →
/// (battle_finish × N) → /finish (champion path), plus a separate retire-mid-round
/// variant. Exercises every Phase 2 endpoint plus Phase 1's /entry + /register_deck.
/// </summary>
public class ArenaColosseumEndToEndTests
{
private static readonly object Envelope =
new { viewer_id = "0", steam_id = 0, steam_session_ticket = "" };
private static async Task ConfigureSeasonAsync(SVSimTestFactory factory)
{
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
// Season active, free entry allowed (so we don't have to seed currency).
var seasonJson = JsonSerializer.Serialize(new
{
IsColosseumPeriod = true,
SeasonId = 100,
ColosseumName = "E2E Cup",
DeckFormat = (int)Format.Rotation,
CrystalCost = 0,
RupyCost = 0,
TicketCost = 0,
IsAllowedFreeEntry = true,
FinalRoundEliminateCount = 100,
});
await UpsertConfigAsync(db, "ColosseumSeason", seasonJson);
// 3-round bracket. Round 1: BR=2 (clear with 2 wins). Round 2: BR=2. Round 3: BR=2.
var roundsJson = JsonSerializer.Serialize(new
{
Rounds = new[]
{
BuildRound(1, breakthrough: 2, finishCount: 50),
BuildRound(2, breakthrough: 2, finishCount: 100),
BuildRound(3, breakthrough: 2, finishCount: 500),
},
ChampionRewards = new[]
{
new { Type = (int)UserGoodsType.Crystal, DetailId = 0L, Count = 9999, Name = "E2E Champion" },
},
});
await UpsertConfigAsync(db, "ColosseumRounds", roundsJson);
}
private static object BuildRound(int roundId, int breakthrough, int finishCount) => new
{
RoundId = roundId,
Groups = new[]
{
new
{
Group = $"R{roundId}",
MaxBattleCount = 5,
BreakthroughNumber = breakthrough,
EntryNumber = 100,
},
},
FinishRewards = new[]
{
new
{
Type = (int)UserGoodsType.Crystal,
DetailId = 0L,
Count = finishCount,
Name = $"R{roundId} finish",
},
},
RetireRewards = new object[]
{
new
{
Type = (int)UserGoodsType.Rupy,
DetailId = 0L,
Count = 10 * roundId,
Name = $"R{roundId} retire",
},
},
};
private static async Task UpsertConfigAsync(SVSimDbContext db, string section, string json)
{
var existing = await db.GameConfigs.FirstOrDefaultAsync(s => s.SectionName == section);
if (existing is null)
db.GameConfigs.Add(new GameConfigSection { SectionName = section, ValueJson = json });
else
existing.ValueJson = json;
await db.SaveChangesAsync();
}
private static HttpContent BattleFinishPayload(int battleResult, int isRetire) =>
JsonContent.Create(new
{
battle_result = battleResult,
is_retire = isRetire,
class_id = 1,
total_turn = 5,
evolve_count = 1,
enemy_evolve_count = 0,
recovery_data = "",
viewer_id = "0",
steam_id = 0,
steam_session_ticket = "",
});
private static async Task PromoteRunToRoundAsync(
SVSimTestFactory factory, long viewerId, int newRoundId)
{
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var run = await db.ViewerArenaColosseumRuns.FirstAsync(r => r.ViewerId == viewerId);
run.RoundId = newRoundId;
run.WinCount = 0;
run.LossCount = 0;
run.BattleCountThisRound = 0;
run.ResultListJson = "[]";
// Pull the per-round thresholds for the new round (mirrors what /entry copies on
// initial create — Phase 2 doesn't have a real intra-bracket promotion endpoint yet).
run.MaxBattleCountThisRound = 5;
run.BreakthroughNumberThisRound = 2;
await db.SaveChangesAsync();
}
[Test]
public async Task Full_three_round_bracket_walk_ends_as_champion()
{
using var factory = new SVSimTestFactory();
await ConfigureSeasonAsync(factory);
var vid = await factory.SeedViewerAsync();
await factory.SeedDeckAsync(vid, Format.Rotation, number: 1);
using var client = factory.CreateAuthenticatedClient(vid);
// /entry (free)
var entryResp = await client.PostAsync("/arena_colosseum/entry",
JsonContent.Create(new { consume_item_type = 5, now_round_id = 1, viewer_id = "0", steam_id = 0, steam_session_ticket = "" }));
Assert.That(entryResp.StatusCode, Is.EqualTo(HttpStatusCode.OK), "entry must succeed");
// /register_deck
var registerResp = await client.PostAsync("/arena_colosseum/register_deck",
JsonContent.Create(new { deck_no_list = "[1]", is_published = true, viewer_id = "0", steam_id = 0, steam_session_ticket = "" }));
Assert.That(registerResp.StatusCode, Is.EqualTo(HttpStatusCode.OK), "register_deck must succeed");
// Round 1: 2 wins → clears breakthrough.
for (int i = 0; i < 2; i++)
{
var r = await client.PostAsync("/colosseum_battle/finish", BattleFinishPayload(battleResult: 1, isRetire: 0));
Assert.That(r.StatusCode, Is.EqualTo(HttpStatusCode.OK), $"R1 battle {i} must succeed");
}
await PromoteRunToRoundAsync(factory, vid, newRoundId: 2);
// Round 2: 2 wins.
for (int i = 0; i < 2; i++)
{
var r = await client.PostAsync("/colosseum_battle/finish", BattleFinishPayload(battleResult: 1, isRetire: 0));
Assert.That(r.StatusCode, Is.EqualTo(HttpStatusCode.OK), $"R2 battle {i} must succeed");
}
await PromoteRunToRoundAsync(factory, vid, newRoundId: 3);
// Round 3: 2 wins → champion path on /finish.
for (int i = 0; i < 2; i++)
{
var r = await client.PostAsync("/colosseum_battle/finish", BattleFinishPayload(battleResult: 1, isRetire: 0));
Assert.That(r.StatusCode, Is.EqualTo(HttpStatusCode.OK), $"R3 battle {i} must succeed");
}
// /arena_colosseum/finish (champion path)
var finishResp = await client.PostAsync("/arena_colosseum/finish", JsonContent.Create(Envelope));
Assert.That(finishResp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
var body = await finishResp.Content.ReadAsStringAsync();
using var doc = JsonDocument.Parse(body);
var root = doc.RootElement;
Assert.That(root.GetProperty("colosseum_status").GetProperty("is_champion").GetBoolean(), Is.True);
// Final R3 finish reward + champion bundle = 2 entries.
Assert.That(root.GetProperty("reward_list").GetArrayLength(), Is.EqualTo(2));
using var verifyScope = factory.Services.CreateScope();
var db = verifyScope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var run = await db.ViewerArenaColosseumRuns.FirstOrDefaultAsync(r => r.ViewerId == vid);
Assert.That(run, Is.Null, "champion run must be deleted on /finish");
}
[Test]
public async Task Retire_during_round_2_emits_round_capped_consolation()
{
using var factory = new SVSimTestFactory();
await ConfigureSeasonAsync(factory);
var vid = await factory.SeedViewerAsync();
await factory.SeedDeckAsync(vid, Format.Rotation, number: 1);
using var client = factory.CreateAuthenticatedClient(vid);
// entry + register_deck + clear R1 + promote
await client.PostAsync("/arena_colosseum/entry",
JsonContent.Create(new { consume_item_type = 5, now_round_id = 1, viewer_id = "0", steam_id = 0, steam_session_ticket = "" }));
await client.PostAsync("/arena_colosseum/register_deck",
JsonContent.Create(new { deck_no_list = "[1]", is_published = false, viewer_id = "0", steam_id = 0, steam_session_ticket = "" }));
for (int i = 0; i < 2; i++)
await client.PostAsync("/colosseum_battle/finish", BattleFinishPayload(battleResult: 1, isRetire: 0));
await PromoteRunToRoundAsync(factory, vid, newRoundId: 2);
// One mid-round battle, then retire.
await client.PostAsync("/colosseum_battle/finish", BattleFinishPayload(battleResult: 2, isRetire: 0));
var retireResp = await client.PostAsync("/arena_colosseum/retire", JsonContent.Create(Envelope));
Assert.That(retireResp.StatusCode, Is.EqualTo(HttpStatusCode.OK));
var body = await retireResp.Content.ReadAsStringAsync();
using var doc = JsonDocument.Parse(body);
var rewards = doc.RootElement.GetProperty("rewards");
Assert.That(rewards.GetArrayLength(), Is.EqualTo(1));
Assert.That(rewards[0].GetProperty("name").GetString(), Is.EqualTo("R2 retire"),
"retire payload must reflect the round the viewer was IN, not their starting round");
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
Assert.That(await db.ViewerArenaColosseumRuns.AnyAsync(r => r.ViewerId == vid), Is.False);
}
}

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using NUnit.Framework;
using SVSim.Database.Enums;
using SVSim.Database.Models;
using SVSim.Database.Models.Config;
using SVSim.EmulatedEntrypoint.Services.ArenaColosseum;
namespace SVSim.UnitTests.Services.ArenaColosseum;
/// <summary>
/// Pure-logic tests for the bracket-advancement / promotion / reward-bundle service.
/// No DB, no controllers, no HTTP — these are the only place to lock the spec README's
/// "&lt; FinalB" cap rule + the 3008 promotion trigger semantics.
/// </summary>
[TestFixture]
public class ColosseumProgressionServiceTests
{
private static ColosseumRoundsConfig BuildThreeRoundConfig() => new()
{
Rounds = new()
{
new ColosseumRoundsConfig.RoundEntry
{
RoundId = 1,
Groups = new() { new() { Group = "", MaxBattleCount = 5, BreakthroughNumber = 3, EntryNumber = 100_000 } },
FinishRewards = new()
{
new() { Type = UserGoodsType.Crystal, DetailId = 0, Count = 100, Name = "Round 1 bonus" },
},
RetireRewards = new()
{
new() { Type = UserGoodsType.Rupy, DetailId = 0, Count = 50, Name = "Consolation" },
},
},
new ColosseumRoundsConfig.RoundEntry
{
RoundId = 2,
Groups = new() { new() { Group = "Group A", MaxBattleCount = 5, BreakthroughNumber = 4, EntryNumber = 10_000 } },
FinishRewards = new()
{
new() { Type = UserGoodsType.Crystal, DetailId = 0, Count = 250, Name = "Round 2 bonus" },
},
},
new ColosseumRoundsConfig.RoundEntry
{
RoundId = 3,
Groups = new() { new() { Group = "Final", MaxBattleCount = 5, BreakthroughNumber = 4, EntryNumber = 1_000 } },
FinishRewards = new()
{
new() { Type = UserGoodsType.Crystal, DetailId = 0, Count = 1000, Name = "Final clear" },
},
},
},
ChampionRewards = new()
{
new() { Type = UserGoodsType.Item, DetailId = 5, Count = 1, Name = "Champion Pack" },
},
};
[Test]
public void Win_threshold_advances_round_1_to_round_2()
{
var svc = new ColosseumProgressionService();
var rounds = BuildThreeRoundConfig();
var run = new ViewerArenaColosseumRun { RoundId = 1, WinCount = 3, BattleCountThisRound = 3 };
var decision = svc.DecideAdvancement(run, rounds);
Assert.That(decision.NextRoundId, Is.EqualTo(2));
Assert.That(decision.IsBracketEnd, Is.False);
Assert.That(decision.IsChampion, Is.False);
}
[Test]
public void Loss_cap_ends_bracket_at_current_round()
{
var svc = new ColosseumProgressionService();
var rounds = BuildThreeRoundConfig();
var run = new ViewerArenaColosseumRun
{
RoundId = 2,
WinCount = 3, // one short of breakthrough (4)
BattleCountThisRound = 5, // hit the cap
LossCount = 2,
};
var decision = svc.DecideAdvancement(run, rounds);
Assert.That(decision.NextRoundId, Is.EqualTo(2));
Assert.That(decision.IsBracketEnd, Is.True);
Assert.That(decision.IsChampion, Is.False);
}
[Test]
public void Final_round_breakthrough_marks_champion()
{
var svc = new ColosseumProgressionService();
var rounds = BuildThreeRoundConfig();
var run = new ViewerArenaColosseumRun
{
RoundId = 3,
WinCount = 4, // hit breakthrough on the final round
BattleCountThisRound = 4,
};
var decision = svc.DecideAdvancement(run, rounds);
Assert.That(decision.NextRoundId, Is.EqualTo(3));
Assert.That(decision.IsBracketEnd, Is.True);
Assert.That(decision.IsChampion, Is.True);
}
[Test]
public void ShouldPromoteToRankMatching_flips_once_on_3008()
{
var svc = new ColosseumProgressionService();
var run = new ViewerArenaColosseumRun { IsRankMatching = false };
Assert.That(svc.ShouldPromoteToRankMatching(run, 3004), Is.False,
"3004 SUCCEEDED is not the promotion signal");
Assert.That(svc.ShouldPromoteToRankMatching(run, 3008), Is.True,
"3008 is the colosseum-specific promotion trigger per do-matching.md");
run.IsRankMatching = true;
Assert.That(svc.ShouldPromoteToRankMatching(run, 3008), Is.False,
"already promoted — no second flip");
}
[Test]
public void BuildRetireRewards_returns_round_specific_bundle()
{
var svc = new ColosseumProgressionService();
var rounds = BuildThreeRoundConfig();
var run = new ViewerArenaColosseumRun { RoundId = 1 };
var rewards = svc.BuildRetireRewards(run, rounds);
Assert.That(rewards.Count, Is.EqualTo(1));
Assert.That(rewards[0].Type, Is.EqualTo(UserGoodsType.Rupy));
Assert.That(rewards[0].Count, Is.EqualTo(50));
}
[Test]
public void BuildRetireRewards_returns_empty_when_round_has_none()
{
var svc = new ColosseumProgressionService();
var rounds = BuildThreeRoundConfig();
// Round 2 has no RetireRewards configured — server still emits an empty list per spec.
var run = new ViewerArenaColosseumRun { RoundId = 2 };
var rewards = svc.BuildRetireRewards(run, rounds);
Assert.That(rewards, Is.Empty);
}
[Test]
public void BuildFinishRewards_appends_champion_bundle_when_champion()
{
var svc = new ColosseumProgressionService();
var rounds = BuildThreeRoundConfig();
var run = new ViewerArenaColosseumRun { RoundId = 3, IsChampion = true };
var rewards = svc.BuildFinishRewards(run, rounds);
Assert.That(rewards.Count, Is.EqualTo(2), "round 3 finish + champion bundle");
Assert.That(rewards.Any(r => r.Name == "Final clear"), Is.True);
Assert.That(rewards.Any(r => r.Name == "Champion Pack"), Is.True);
}
[Test]
public void BuildFinishRewards_omits_champion_bundle_when_not_champion()
{
var svc = new ColosseumProgressionService();
var rounds = BuildThreeRoundConfig();
var run = new ViewerArenaColosseumRun { RoundId = 1, IsChampion = false };
var rewards = svc.BuildFinishRewards(run, rounds);
Assert.That(rewards.Count, Is.EqualTo(1));
Assert.That(rewards[0].Name, Is.EqualTo("Round 1 bonus"));
}
}