fix(guild): final-review remediation — replay_detail flat, FK on leader, transaction wraps, _db extraction
C1: replay_detail — flatten stored payload to data level. ChatReplayDetailTask.Parse() calls new ReplayDetailInfo(data) which unguardedly accesses data[battleId], data[seed], data[vid1], etc. Wrapping under replay_info key crashes the client. Controller now returns Ok(JsonElement) directly so stored battle fields are at data root. Wire-shape test added. C2: Guild.LeaderViewerId long to long?; add HasOne<Viewer> FK with OnDelete=SetNull; migration AddGuildLeaderViewerIdFk; all consumers null-guarded with ?? 0L. C3: BreakupAsync — wrap 6 destructive ops in IDbContextTransaction with InMemory fallback. C4: CommitJoinAsync — wrap member-add + viewer-guildId-set + invite/request cleanup in IDbContextTransaction with InMemory fallback. Chat event emitted after commit. I1: GuildController — remove SVSimDbContext field; inject IViewerRepository + IGuildMemberRepository. Add IGuildMemberRepository.GetViewerIdsInAGuildAsync (batch guild-membership check). All _db.Viewers / _db.GuildMembers queries replaced with repo calls. I2: GuildService — extract 3 _db.Viewers queries: GetEquippedEmblemIdAsync (CreateAsync), LoadGuildProfileBatchAsync (ListOutgoingInvitesAsync + ListPendingJoinRequestsForMyGuildAsync). Add GuildMemberProfile record with IsOfficialMarkDisplayed. GetEmblemListAsync for EmblemList. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -1,22 +1,32 @@
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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/replay_detail.
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/// Shape is opaque pending replay-subsystem documentation.
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/// TODO(post-merge): enumerate fields from Wizard/ReplayDetailInfo.cs when replay subsystem is documented.
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/// Using JsonElement pass-through so the stored ReplayPayload JSON is forwarded verbatim.
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///
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/// Wire shape: the stored ReplayPayload JSON is forwarded FLAT as the entire data payload.
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/// ChatReplayDetailTask.Parse() calls new ReplayDetailInfo(base.ResponseData["data"]) which
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/// then accesses data["battleId"], data["seed"], data["vid1"], etc. directly (no Keys.Contains
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/// guards on required fields). Wrapping the payload under a "replay_info" key would crash the
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/// client. The controller returns the raw JsonElement directly via Ok(element).
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///
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/// C1 decision: Option (b) is superseded — client CAN handle a full payload; the bug was the
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/// wrapper key. The flat pass-through here is Option (a) variant: emit stored fields at data level.
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/// If GetReplayDetailAsync returns null (no stored replay), the controller emits result_code=2
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/// to gate the client off unguarded parsing.
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/// </summary>
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[MessagePackObject]
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// NOTE: This DTO is unused at runtime — the controller returns ActionResult directly. It is kept
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// as documentation of the wire contract and for future typed deserialization tests.
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public class GuildChatReplayDetailResponse
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{
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/// <summary>
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/// Opaque replay payload forwarded verbatim from the stored ReplayPayload JSON.
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/// TODO(post-merge): type this properly once replay subsystem shape is captured.
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/// </summary>
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[JsonPropertyName("replay_info"), Key("replay_info")]
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public JsonElement? ReplayInfo { get; set; }
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// Fields are emitted flat at the data level, not under a wrapper key.
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// See ReplayDetailInfo.cs in the decompiled client for the full field list.
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// Key representative required fields (unguarded access in constructor):
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// battleId, seed, fieldId, firstTurn, card_master_id,
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// vid1/name1/charaId1/classId1/emblemId1/degreeId1/countryCode1/sleeveId1/battlePoint1/masterPoint1/rank1/isOfficial1/deck1
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// vid2/name2/charaId2/classId2/emblemId2/degreeId2/countryCode2/sleeveId2/battlePoint2/masterPoint2/rank2/isOfficial2/deck2
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[JsonPropertyName("result_code")]
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public int ResultCode { get; set; } = 1;
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}
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