Commit Graph

14 Commits

Author SHA1 Message Date
gamer147
2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed,
+11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer
stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that
turns concurrent battles into a type-system property rather than a scope
contract.

## What landed

**Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a
cascading cull across the skill graph, view layer, and receive-path periphery.
Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/
IsAINetwork) became `const false`, every guarded block deleted. Field*.cs
subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan
family reworked to take a mgr param through IMulliganMgr.InitMulligan.
Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/
skill filters converted from static ambient reads to per-mgr reads via
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr.

**Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient-
Context / TestBattleScope in full. Every per-battle mutable slot now lives on
the mgr instance itself:
  mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo /
  InstanceViewerId / InstanceNetworkAgent / GameMgr
BattleManagerBase.GetIns() returns null unconditionally; the residual static
flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo,
ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the
handful of engine-internal readers that still reference their types. Zero
BattleAmbient references anywhere in engine + node + tests.

Added pre-seeded GameMgr ctor overload threaded through the mgr chain
(BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard-
BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a
GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it
to the mgr's ctor — no ambient reach.

Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain
GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps
ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr
takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal
BEFORE mgr construction.

Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to
`HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten
around per-mgr construction (GetIns() → null is the pinned invariant).

## Regression fixes

- **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke
  the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream
  of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups
  via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied
  by the WireMulliganPhase seam; unit tests exposed the live-path gap.

## Ship state

- SVSim.BattleEngine.Tests: 56/56 pass, 2 skip
- SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48)
- Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs
  in SVSim.EmulatedEntrypoint, unrelated)
- Sequential PVP smoke: verified live (two back-to-back battles, no regression
  on cleanup/spinup)
- Concurrent PVP smoke: verified live

Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure
analyzer needed to make future cascade cleanup safe (per feedback memory
"Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 19:18:54 -04:00
gamer147
99019963ca 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>
2026-06-27 12:01:27 -04:00
gamer147
5083d43e51 feat: ILoginBonusService — JST day-bucketed claim + grant + DTO assembly
GrantIfDueAsync advances streak (1..15 cycle), grants the day's reward via
inventory tx, returns wire-shape DailyLoginBonus. IsDue helper for MyPage.

Also fixes GameConfigurationJsonbTests section-count (15→16) which was broken
since Task 3 added the LoginBonus [ConfigSection] but the assertion wasn't updated.
2026-06-13 16:15:21 -04:00
gamer147
ba7040580f fix(arena-colosseum): tips + colosseum_id wiring + round-aware time derivation
Three fixups the Phase 1-3 work missed (would bite the first time an admin
flipped on a real event):

* IsDisplayTips + TipsId added to ColosseumSeasonConfig. Drives
  Wizard/ColosseumEntryInfoTask.cs:129 (NeedsFirstTips = is_display_tips == 1).
  The wire DTO already had the properties; the season config didn't carry
  them, so admins had no way to gate the first-time tutorial tip popup.
* colosseum_id is now emitted from SeasonId. Wire field was always-absent
  before (DTO had the property but builder never set it); client fell back
  to 0 and couldn't disambiguate cups.
* ColosseumLobbyInfoBuilder.Build now takes ColosseumRoundsConfig + nowUtc
  and derives the wire is_round_period / now_round / next_round / start_time
  / end_time from the rounds schedule against the current clock. Previous
  hardcode (is_round_period: true, now_round: 1, event-window dates) would
  have shown "Round 1 ends 2026-07-31" instead of the actual round's end.
  Per the client parser at ColosseumEntryInfoTask.cs:111-126:
    - inside a round → emit that round's window + is_round_period=true
    - between rounds → emit next round's start as start_time + next_round
    - pre-event → next_round=1, start_time=event start
    - post-event → anchor to last round so the client doesn't NRE
    - no rounds configured → fall back to event-level window

Why these were missed: I implemented ColosseumSeasonConfig from the plan's
explicit field list rather than cross-checking against the captured
colosseum.json wire shape; I added ColosseumId to the wire DTO without
wiring the builder side; and no test exercised a mid-event scenario with
realistic dates — Phase 2's E2E hand-edits run.RoundId via
PromoteRunToRoundAsync instead of letting the controller derive it.

* 10 new builder unit tests cover off-season / mid-round / between-rounds /
  pre-event / post-event / empty-rounds-fallback + the new field surfacing.
  Full suite: 1355/1355 (was 1345 + 10).
2026-06-13 13:44:10 -04:00
gamer147
110867358c feat(arena-colosseum): lobby + constructed entry (phase 1)
Closes 5 of arena-colosseum's 16 spec shapes (1/16 → 6/16). Lobby reads
(/top, /get_fee_info, /event_info) render an empty "no event scheduled"
payload by default; /entry + /register_deck activate via admin-flipped
ColosseumSeason + ColosseumRounds config sections.

* Schema: ViewerArenaColosseumRun standalone table (unique on ViewerId)
  with jsonb run-state columns mirroring ViewerArenaTwoPickRun.
* Config sections: ColosseumSeasonConfig (event-level), ColosseumRoundsConfig
  (the 3-round bracket). Empty defaults — IsColosseumPeriod=false.
* Migration AddArenaColosseumRun (DDL only; seed rows come from the section
  ShippedDefaults via EnsureSeedDataAsync).
* DTOs: ColosseumLobbyInfo (round-level, /top + /get_fee_info), ColosseumEventInfo
  (event-level, /event_info), ColosseumOwnStatus (shared status block),
  ColosseumEntryRef, ColosseumFeeList, ColosseumUserDeck, ColosseumBattleResults,
  ColosseumRoundDetail + ColosseumGroupRow. EventInfoResponse uses explicit
  [JsonPropertyName("1"|"2"|"3")] for the string-keyed rounds shape per spec.
* Controller: ArenaColosseumController replaces the 1-action stub with
  the five lifecycle endpoints. /top emits leader_skin_id even when 0
  (project_wire_null_policy override).
* Tests: 11 controller-level tests + 6 config round-trip tests covering
  empty-season payloads, run-seeded /top round-trip, crystal/rupy entry
  debits, now_round_id mismatch rejection, deck_no_list round-trip + reject.
2026-06-13 12:16:22 -04:00
gamer147
d0d6a6916c fix(card-master): wire EnableServing kill switch in controller + add to config-section test 2026-06-12 12:52:06 -04:00
gamer147
b17c802581 feat(config): MatchingConfig section with AI-fallback threshold
Adds a [ConfigSection("Matching")] POCO carrying the
RankBattleAiFallbackThresholdSeconds tunable (default 15). Auto-picked
up by EnsureSeedDataAsync's reflection-based ConfigSection seeder.
Consumed by InProcessPairUp in a later task.

GameConfigurationJsonbTests.EnsureSeedData_writes_one_row_per_ConfigSection_with_ShippedDefaults_payload
updated to include the new Matching section in its expected keys.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 00:54:44 -04:00
gamer147
65e0e0fb09 test(config): update section count from 10 → 11 (ArenaTwoPick) 2026-05-31 11:27:56 -04:00
gamer147
3bf9ad1c42 test(config): include Freeplay in exhaustive ConfigSection seed-count assertion 2026-05-29 13:41:52 -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
141f34f817 chore(bootstrap): refresh stale GlobalsImporter references in docs/test names 2026-05-26 16:44:54 -04:00
gamer147
5e7a65fe5a Story 2026-05-25 14:36:12 -04:00
gamer147
c14408ba06 Seeding reorg 2026-05-24 21:13:15 -04:00
gamer147
d9ef9fe1fc Pack logic cleanup 2026-05-24 09:27:10 -04:00