432 Commits

Author SHA1 Message Date
gamer147
3c36124fa7 feat(packs): PackDrawTable aggregate + IPackDrawTableRepository
Aggregate (Config + SlotRates + CardWeights) and a single-pack getter
loaded as one unit per /pack/open. PackOpenService consumes the
aggregate; tests use the production seed (fixture overlay) to validate
shape.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 21:53:33 -04:00
gamer147
f7407fe382 feat(packs): PackImporter stubs pass + IsEnabled gate in active-packs
PackImporter now runs a second pass over pack-stubs.json, inserting
PackConfigEntry placeholders for any pack_id NOT already present from
the live-capture packs.json pass. Synthesized stubs default
IsEnabled=false; live-capture rows default IsEnabled=true.

PackRepository.GetActivePacks filters by IsEnabled in addition to the
date window, so synthesized stubs stay hidden until an operator opts
them in (UPDATE Packs SET IsEnabled=true WHERE Id=...).

Bundles Task 6 + Task 11 because adding pack-stubs.json to the
test-fixture set surfaces an extra row in PackControllerFullCatalogTests'
35-pack count assertion; the filter is what makes the test resilient.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 21:52:27 -04:00
gamer147
72c8fe627b feat(packs): PackDrawTableImporter with fixture tests
Idempotent upsert keyed on pack_id; slot rates and card weights are
wiped per pack and reinserted. String slot/tier in the seed translate
to enum at import time.

Tests:
- Imports_config_slot_rates_and_card_weights
- Is_idempotent_on_rerun

Fixtures live under SVSim.Bootstrap/Data/test-fixtures/seeds/ and overlay
the production seeds via the existing csproj rule (test-fixture file
beats production file at same Link path).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 21:45:06 -04:00
gamer147
f754ef1ad3 fix(import): tolerate numeric my_rotation_id; skip empty deck slots
A real /load/index dump emits my_rotation_id as a bare number (0) for
unset MyRotation slots, which 400'd against the string? DTO field
(AllowReadingFromString only covers string->number). FlexibleStringConverter
accepts either form. Also skip empty deck slots (no cards) on import — a
dump carries every slot, mostly empty placeholders the client manages
itself.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-29 21:03:10 -04:00
gamer147
06108e4b6f test(import): literal-client-JSON wire-shape coverage for new fields
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 18:57:54 -04:00
gamer147
4965851238 feat(import): import decks; remove obsolete default-deck cloning
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-29 18:42:07 -04:00
gamer147
d7e5557d61 feat(import): import consumable item inventory 2026-05-29 18:33:11 -04:00
gamer147
71b3c3e19f feat(import): import owned card collection with unknown-card skip
Extends POST /admin/import_viewer to accept owned_cards (snapshot full-replace).
Unknown card_ids are skipped, counted in skipped_card_count on the response, and
logged server-side. Count is clamped to OwnedCardEntry.MaxCopies (3). Also injects
ILogger into AdminController and adds Cards/Items/Decks to the viewer reload graph.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 18:22:44 -04:00
gamer147
9b2696fac5 test(freeplay): assert DB-untouched invariant on freeplay pack open
Crystal-pack open under freeplay with 0 balance: verifies the request
succeeds (HTTP 200) and Currency.Crystals is unchanged in the DB afterward.
2026-05-29 14:42:10 -04:00
gamer147
302bf17c31 feat(cosmetics): route ownership checks + shop owned-flags through entitlements (freeplay)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 14:36:50 -04:00
gamer147
163299504a refactor(pack): route currency spend through CurrencySpendService (freeplay) 2026-05-29 14:10:50 -04:00
gamer147
092176ea1a feat(load): project currency/cards/cosmetics through entitlements (freeplay)
Route /load/index currency, owned-card list, and cosmetic id-lists through
IViewerEntitlements so freeplay mode inflates all three without touching
the viewer's DB state. Adds LoadControllerFreeplayTests (2 tests).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 14:03:35 -04:00
gamer147
d560f9ade4 chore(di): register entitlements + spend services; add test freeplay helper
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 13:55:46 -04:00
gamer147
0052307686 feat(services): CurrencySpendService (central debit primitive, freeplay-aware) 2026-05-29 13:49:36 -04:00
gamer147
b7ee0cdcf8 test(entitlements): cover EffectiveOwnedCards/Cosmetics; document include preconditions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 13:47:22 -04:00
gamer147
3bf9ad1c42 test(config): include Freeplay in exhaustive ConfigSection seed-count assertion 2026-05-29 13:41:52 -04:00
gamer147
91c539fb8d feat(services): ViewerEntitlements (freeplay-aware ownership/balance authority)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 13:40:24 -04:00
gamer147
be19c0ad8d feat(repo): cosmetic catalog id enumerations on ICollectionRepository 2026-05-29 13:29:19 -04:00
gamer147
7b5edb7c65 feat(config): add Freeplay config section (default off)
Adds FreeplayConfig [ConfigSection("Freeplay")] with Enabled=false,
CurrencyAmount=99999, CardCopies=3, and ShippedDefaults(). Covered by
FreeplayConfigTests verifying the tier-chain resolves shipped defaults.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 13:25:47 -04:00
gamer147
2d675aa35d feat(practice): serve default/trial/leader-skin lists on practice/deck_list
practice/deck_list returns the same wire shape as /deck/info (the client parses
both via DeckGroupListData), but only ever sent user decks — so a fresh account
saw no default decks and couldn't start a practice match.

Extract the /deck/info hydration into a shared IDeckListBuilder used by
/deck/info, /deck/my_list, and /practice/deck_list. Practice passes
padEmptySlots:false (deck *select*, not builder) — matches the prod practice
capture, which returns real decks unpadded plus the 8 per-class default decks
and per-class leader-skin settings. Retire the near-duplicate
PracticeDeckListResponse DTO in favor of the shared DeckListResponse.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 12:01:36 -04:00
gamer147
363213ccf7 test(story): literal-JSON wire-shape guard for get_deck_list deck lists
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 10:52:06 -04:00
gamer147
66dc0cc657 feat(story): populate build/trial/default deck lists on get_deck_list
Wire IBuildDeckRepository into StoryService; GetDeckListAsync now looks
up the chapter's CharaId, fetches class-specific prebuilt/trial decks via
GetStoryDecksByClass, and loads all DefaultDecks for default_deck_list.
Class guard (1-8) leaves build/trial empty for non-class chapters, matching
prod behaviour.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 10:47:20 -04:00
gamer147
68d783192d feat(repo): GetStoryDecksByClass joins story-deck presentation to product card lists
Adds StoryDeckView projection, IBuildDeckRepository.GetStoryDecksByClass interface method,
and BuildDeckRepository implementation that loads StoryDeckEntry rows for a class, fetches
matching BuildDeckProductEntry card lists, and expands each card by Number into a flat
CardIdArray. TDD: 2 tests in StoryDeckRepositoryTests (expand + empty-class).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 10:36:14 -04:00
gamer147
e792e8d79d feat(bootstrap): StoryDeckImporter + seed model, wired after BuildDeck
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 10:32:12 -04:00
gamer147
7292c44082 fix(pack): include all pack legendaries in gacha-point catalog + correct class_id 2026-05-29 08:36:37 -04:00
gamer147
a8bbc39bfd fix(pack): emit one gacha-point entry per emblem cosmetic + clean stale docstring 2026-05-29 00:39:50 -04:00
gamer147
168e347a82 feat(pack): wire real gacha-point balance into /pack/info (skip ticket-only packs) 2026-05-29 00:16:08 -04:00
gamer147
739f629996 feat(pack): accrue gacha points on /pack/open (skip tutorial) 2026-05-29 00:07:28 -04:00
gamer147
b47ec3b64d feat(pack): /pack/exchange_gacha_point endpoint
Wires IGachaPointService.TryExchangeAsync into a controller endpoint.
Loads the viewer with the full cosmetic-grant graph (Cards, Sleeves,
Emblems, Degrees, LeaderSkins, MyPageBackgrounds) plus the gacha-point
balance + received marker, with AsSplitQuery to avoid the cartesian
explosion documented in project_ef_split_query. Returns BadRequest with
the outcome's error code on validation failure, or the post-state
reward_list on success.

Two integration tests: happy-path verifies card grant + balance debit +
received-marker persistence + post-state reward_list shape; insufficient-
balance path returns 400.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 23:57:39 -04:00
gamer147
9e7b7eed27 feat(pack): /pack/get_gacha_point_rewards endpoint 2026-05-28 23:49:08 -04:00
gamer147
e1f5b9b6c3 feat(pack): gacha-point exchange (debit + grant)
Implements GachaPointService.TryExchangeAsync: validates pack
exchangeability, balance >= threshold, card in catalog, not already
received; debits balance, marks received, grants the card through
RewardGrantService (cascade handles cosmetics). Re-adds the
RewardGrantService injection that was removed in the Task 3 fix-up
(matches the "inject when you call" convention).

Card grant produces the wire-shape reward_list directly via the
cosmetic cascade — the catalog's reward_list remains the display-only
shape for /pack/get_gacha_point_rewards.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 23:37:00 -04:00
gamer147
c7fb56f95f test(pack): cover additive accrual on existing gacha-point balance
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 23:27:56 -04:00
gamer147
723a97e3af feat(pack): gacha-point accrual with per-child override 2026-05-28 23:23:33 -04:00
gamer147
66c0b1c951 feat(pack): gacha-point catalog read (legendaries + leader cards) 2026-05-28 23:11:48 -04:00
gamer147
261ce67cee fix(story): tutorial section is_finished derives from viewer tutorial_step
Section 0 (prologue) has no chapter rows server-side — the prologue is
hardcoded client-side in Wizard/Prologue.cs — so the chapter-completion
rollup always emitted is_finished=false. The client uses that flag to
derive IsTutorialReplay; with it false, AreaSelectUI.OnTouchChapterListTutorial
blocks every chapter switch and the default focus (last visible chapter)
becomes the only confirmable one, matching the reported "all 3 greyed out,
only the 3rd playable" symptom on replay.

Override sectionFinished for id=0 with viewer.MissionData.TutorialState >= 100,
matching prod traffic_prod_626_story.ndjson btn_story_tutorial.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 22:01:50 -04:00
gamer147
22c01ed11a fix(viewer): fresh signups start with empty DisplayName
Verified against Wizard.Title/UserNameInput.cs:30 in the 2026-05-23
decompile:

    IsFinished = !string.IsNullOrEmpty(PlayerStaticData.UserName);

Any non-empty seeded value — including the prior " - " placeholder
this method was passing — sets IsFinished=true on the first frame and
silently skips both the input dialog and the /tutorial/update_action #1
+ /account/update_name calls that travel with it. The in-source comment
described the opposite behavior; empty string is what actually triggers
the dialog.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 21:19:03 -04:00
gamer147
b18bb9502a fix(pack): /pack/info reads ItemId via shadow FK, not nav property
PackController.Info's ownedItemsByItemId projection used `i.Item.Id` to
key the dict — EF translates that to the FK column today, but any future
model change that breaks the nav→column mapping would fall back to client
eval and collapse every key to 0 (the default Item constructor's Id),
silently hiding every tutorial pack via item_number=0. EF.Property<int>
reads the shadow FK directly and is robust to nav changes.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 21:15:40 -04:00
gamer147
177b4925a1 fix(session): bound the SID→UDID dict with FIFO eviction
The map used to grow unbounded over the process's lifetime — every fresh
signup added an entry that was never reclaimed. Long-running dev hosts
(or any future emulator deployment that doesn't restart often) would
gradually leak memory. Cap at 10k entries by default with a simple FIFO
eviction queue; re-stores of the same SID don't grow the queue.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 21:13:47 -04:00
gamer147
91412ff821 fix(account): /account/update_name validates name input
Reject empty / whitespace / explicit-null / over-cap names with 400
instead of NREing on null assignment or storing arbitrarily-long
strings the DB column has no cap on. 24-char limit is a conservative
backstop against direct API abuse; the client UI enforces its own
keyboard limit.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 21:11:27 -04:00
gamer147
d13082a8ca fix(gift): receive response is idempotent and echoes persisted state
Three coupled correctness fixes to /tutorial/gift_receive's response:

- received_ids / total_receive_count_list / reward_list are now built
  from `toClaim` (the gifts THIS call granted), not from `requestedIds`.
  Echoing the client's request meant idempotent re-claims re-fired the
  "+N received" popup and direct-assigned the same post-state totals
  again, breaking the documented idempotency contract.
- is_unreceived_present is now `unclaimedPresents.Count > 0`. The
  hardcoded false hid the inbox badge after partial claims even when
  present_list still carried unclaimed gifts.
- tutorial_step echoes the persisted (max-preserved) state instead of
  a hardcoded 41. A replay against a state>=41 viewer used to surface
  41 on the wire and regress the client's tutorial state machine.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 21:10:06 -04:00
gamer147
86759125a9 fix(gift): tutorial gift_receive ThenIncludes OwnedItemEntry.Item
Same project_ef_nav_include_pitfall as 27ebb51's tutorial pack_open fix
but in the gift path: without .ThenInclude(i => i.Item), the existing
OwnedItemEntry's Item nav defaults to a new ItemEntry() (Id=0), so
RewardGrantService.ApplyAsync's `FirstOrDefault(i => i.Item.Id == detailId)`
misses pre-existing rows. It falls through to add a new entry, and the
(ViewerId, ItemId) unique index added 2026-05-25 throws on SaveChanges →
500 to the client, no tutorial advancement, no currency grant.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 21:08:19 -04:00
gamer147
82d9668c9b fix(pack): /tutorial/pack_open restricted to starter pack + pre-END viewer
The tutorial alias bypassed the currency / type_detail / open-count guards
unconditionally. Combined with the unconditional TutorialState=100 write, any
authenticated viewer could send /tutorial/pack_open with any parent_gacha_id
to draw a pack for free and clobber their state down to 100.

Two gates: parent_gacha_id MUST be 99047 (the legendary starter), and the
viewer's TutorialState MUST be below 100. The state write is also max-preserved
as a belt-and-braces backstop. Mirrors the 31→41 guard in GiftController.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:31:23 -04:00
gamer147
6fd8705990 fix(tutorial): /tutorial/update preserves max TutorialState
The endpoint used to write the client-supplied step verbatim, so a stale or
replayed request with tutorial_step=0 against any later-stage viewer would
regress the persisted state to 0. NextSceneSwitcher routes step==0 to
AreaSelect section 0, which has no chapter data — the client LINQ-Single()
crashes on next /load/index, bricking the viewer. Math.Max-preserve matches
the 31→41 pattern in GiftController.TutorialGiftReceive.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:22:59 -04:00
gamer147
ac077dfc13 fix(pack): tutorial pack_open ThenIncludes OwnedItemEntry.Item
Without .ThenInclude(i => i.Item), the OwnedItemEntry.Item nav defaults to a
new ItemEntry() with Id=0 (project_ef_nav_include_pitfall), so the
FirstOrDefault(i => i.Item.Id == ticketItemId) lookup never matched. The
ticket was never decremented and reward_list omitted the post-state entry —
on the next /tutorial/pack_info the pack stayed visible and the client
re-clicked into plain /pack/open, which 501s on type_detail=5.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:15:31 -04:00
gamer147
b50a884af9 fix(viewer): RegisterViewer defaults to post-tutorial TutorialState=100
BuildDefaultViewer hardcoded TutorialState=1 — correct for fresh anonymous
signups (RegisterAnonymousViewer) but wrong for AdminController.ImportViewer
and Steam-social signups, which both go through RegisterViewer and expect a
prod-replica viewer that boots to the home screen. Add an initialTutorialState
parameter (default 1 preserves RegisterAnonymousViewer behavior); RegisterViewer
passes 100.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:07:05 -04:00
gamer147
c2c6a95170 @
fix(tests): SeedViewerAsync tutorialState param is no longer sentinel-overloaded

The previous `if (tutorialState != 0)` block silently dropped overrides for state 0,
so `SeedViewerAsync(tutorialState: 0)` returned whatever BuildDefaultViewer set
(state 1), not state 0. Tests that wanted a fresh-signup viewer were getting one
by accident, and the stale comment claimed the default was 0. Always override.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
@
2026-05-28 19:56:06 -04:00
gamer147
ad5c9e91ae feat(download_time): stub start/end endpoints
Spec at docs/api-spec/endpoints/post-login/download_time-{start,end}.md
already documented both endpoints fully against the decompiled
Wizard/DownloadStartTask.cs and Wizard/DownloadFinishTask.cs — the
controller side was the gap.

The client fires /download_time/start before kicking off an Akamai
asset bundle download and /download_time/end on completion. Both are
pure telemetry from our perspective. When NukeIdentityOnStartup wipes
PlayerPrefs broadly (the pre-narrow loader behaviour), the client
decides it needs to download tutorial assets, calls /download_time/start,
and a 404 there surfaces as an HTTP error popup before the download
proceeds. Stubbing with empty data:{} bodies plus result_code:1 is the
documented minimum-viable response.

Acts as belt-and-suspenders against the narrow IdentityWipe (which
preserves the cache index so downloads shouldn't trigger) ever being
bypassed by a different code path.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 18:04:28 -04:00
gamer147
f4f2ec380c feat(envelope): push required_res_ver from ResourceConfig on game_start
A wiped/fresh client (NukeIdentityOnStartup, new install, or any path
that clears PlayerPrefs) defaults its stored RES_VER to "00000000"
per Cute/SavedataManager.GetResourceVersion. The client builds the
Akamai manifest URL as dl/Manifest/<RES_VER>/<lang>/<Platform>/, and
Akamai 404s the "00000000" path -> Toolbox.AssetManager.InitializeManifest
fails -> the title screen shows "Connection Error / Reconnect"
before any tutorial UI loads.

Fix:

- New ResourceConfig [ConfigSection] in SVSim.Database — single
  field RequiredResVer defaulting to "4670rPsPMVlRTd2" (the value
  prod returned in data_dumps/traffic_prod_tutorial.ndjson and was
  still returning at 2026-05-28 21:00 UTC). Lives in GameConfigs so
  it can be tuned via DB / appsettings without code edits.

- ShadowverseTranslationMiddleware injects IGameConfigService and
  emits required_res_ver in data_headers ONLY on /check/game_start
  responses. NetworkTask.Parse opens a "new data is available" popup
  whenever required_res_ver is present and the URL is anything other
  than GameStartCheck (NetworkTask.cs:128-138); the suppression on
  game_start is what lets us silently bump PlayerPrefs["RES_VER"]
  before ResourceDownloader runs.

- DataHeaders gains a nullable RequiredResVer field. DataWrapper.DataHeaders
  is now Dictionary<string, object?> instead of the typed DataHeaders POCO
  directly — the construction site stays type-safe (the middleware builds
  the typed POCO, then projects through the same STJ +
  ConvertJsonTreeToPlainObject pipeline that DataWrapper.Data uses) so
  null-valued optional fields are absent from the wire instead of being
  written as "key":null. Without this, MessagePack's ContractlessStandardResolver
  walked the typed properties and wrote required_res_ver=null on every
  non-game_start response, tripping the popup on every boot.

- GameConfigurationJsonbTests updated to expect the 9th config section.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 18:03:15 -04:00
gamer147
1af0e03eeb fix(viewer): fresh signup defaults match prod tutorial capture
Three corrections to BuildDefaultViewer + RegisterAnonymousViewer
verified against data_dumps/traffic_prod_tutorial.ndjson:

- TutorialState now 1 (TUTORIAL_STEP0), not 0 (PRE_TUTORIAL_STEP).
  Wizard.Title.NextSceneSwitcher routes step==1 to the Prologue scene;
  any other non-{31,41,100} step routes to AreaSelect at section 0,
  which has no chapter data and crashes the client with a LINQ
  Single() "Sequence contains no matching element" from
  AreaSelectUI.SelectChapter. Prod's first /check/game_start returns
  now_tutorial_step="1"; step 0 is a pre-existence state we never
  want to expose on the wire.

- DisplayName " - " (literal space-dash-space), not "Player".
  Wizard.Title.UserNameInput.Start short-circuits with
  IsFinished=true on !string.IsNullOrEmpty(PlayerStaticData.UserName),
  silently skipping the name dialog AND the tutorial sub-step it
  drives (/tutorial/update_action #1 + /account/update_name). Prod
  uses " - " as the unset placeholder.

- viewer.Info.SelectedEmblem/SelectedDegree assigned from the default
  emblem/degree the loadout grants. Without this, /load/index emits
  selected_emblem_id=0 and selected_degree_id=0 for a fresh viewer
  that owns those cosmetics — prod sends the real granted IDs.

Also surfaces the actual Postgres constraint name in the unique-
violation re-raise (ExtractConstraintName), instead of always
saying "UDID" — the original message was misleading whenever the
real constraint was on owned-collection rows.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 18:02:52 -04:00
gamer147
6e6c8ee779 fix(signup): prestore client SID→UDID mapping so game_start can decrypt
After /tool/signup the client switches to SID-only headers (no UDID), so
the next request's body can't be decrypted unless the server already
knows the SID's UDID. ShadowverseSessionService now mirrors the client's
Cute/Cryptographer.MakeMd5(viewerId + udid) formula (salt
"r!I@ws8e5i="), and ToolController.Signup prestores the mapping at the
end. Verified against a live signup capture: viewerId=1 +
udid=62747917-93bc-454c-abb4-ef423b3c9317 produces the captured SID
dc4aac79d35fe15dfb6262e0071bb03c.

Note: this only fixes the fresh-signup path. Clients restarting with a
cached viewer_id (which skip /tool/signup entirely) still hit the same
issue — separate follow-up.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 13:34:05 -04:00