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>
Inject ICurrencySpendService and replace the inline crystal/rupee debit
block in BuildDeckController.Buy with TrySpendAsync calls, so freeplay
mode gets the no-deduct path automatically. All 18 BuildDeckController
tests pass unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
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>