Adds BattleXpConfig ([ConfigSection("BattleXp")]) with global
XpPerWin/XpPerLoss plus per-mode nullable overrides. Adds BattleXpMode
enum and IViewerRepository.LoadForBattleXpGrantAsync — focused tracked
load with viewer.Classes + Class nav ref included, for the service
about to be introduced.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
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>
Add ChatUserProfile record and IViewerRepository.LoadChatProfilesAsync (AsNoTracking,
projects Name/EmblemId/CountryCode/Rank/DegreeId from Viewer+Info nav refs).
GuildChatController.Messages now injects IViewerRepository instead of SVSimDbContext;
calls LoadChatProfilesAsync to populate users[] (removes direct db access from controller).
GuildChatMessageRepository direction=2 (NEW): change >= start to > start (exclusive).
GuildChatPollTests updated to assert the start message is NOT returned by direction=NEW.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Add IViewerRepository.LoadDisplayNamesAsync (batch AsNoTracking select),
extend GuildSearchEntry with LeaderName, enrich GuildService.SearchAsync
with a leader-id batch lookup, and thread the name through the controller's
ToDetailDto call. Adds a leader_name assertion to GuildSearchFlowTests.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Wires MyPageController.Index to read Viewer.MyPageBgId/SelectType/BgRotation
instead of emitting an empty MyPageBgSetting placeholder; adds Include for
MyPageBgRotation in ViewerRepository.GetViewerByShortUdid; adds fresh-viewer
zero-defaults test and write→read round-trip test (9/9 controller tests pass).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The five tutorial gifts every fresh viewer is given at signup used to live as a
static C# array in SVSim.Database/SeedData/TutorialPresents.cs — outside the
seed-JSON pipeline used by all 40+ other globals tables. Editing a gift required
a code change + rebuild instead of a JSON edit + bootstrap re-run.
Now authored in SVSim.Bootstrap/Data/seeds/tutorial-presents.json and loaded into
a new TutorialPresentEntries table via TutorialPresentsImporter (clear-and-rewrite,
mirroring HomeDialogs). ViewerRepository.RegisterAnonymousViewer reads the table
at signup and projects each row into a ViewerPresent with Source="tutorial".
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Focused AsNoTracking load with Info.SelectedEmblem/SelectedDegree includes
for the new MatchContextBuilder. Single test locks the include graph.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
GameStart already detects the Steam-vs-UDID mismatch produced by
wipe-and-resignup; it now also reclaims the orphan. New
ViewerRepository.MergeAnonymousViewerInto transfers the fresh UDID
from V_new onto V_old in one save (freeing the unique-index slot),
then deletes V_new in a second save. Partial-failure mode is a
benign null-UDID viewer; two rows never contend for the same UDID.
Side benefit: future GetViewerByUdid lookups now short-circuit to
V_old without going through the Steam handler.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
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>
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>
Previously RegisterAnonymousViewer auto-completed the tutorial, which
prevented the client from ever entering the tutorial flow. SeedViewerAsync
gains a tutorialState parameter (default 100) so existing tests keep
their pre-completed-tutorial assumption.
(1) RegisterAnonymousViewer now catches the unique-violation
race (SQLSTATE 23505 on Postgres / code 19 on SQLite) and
re-reads by UDID, returning the existing row instead of
surfacing 500 to the second concurrent /tool/signup caller.
New repo test exercises the back-to-back register path.
(2) Add unique index on SocialAccountConnection (AccountType,
AccountId). The auth handler's find-or-link path claimed
this index existed as the dedup backstop; the claim was
accurate as design intent but the schema was missing. Now
matched. Comment in handler updated.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Review polish on the prior commit (30874c6):
- BuildDefaultViewer extract dropped the "filter out Id=0 placeholders
and dedupe" comment from the leader-skin grant block — restored.
- LinkSteamToViewer test now calls link twice and asserts count stays
at 1, exercising the alreadyLinked short-circuit.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Extracts the default-loadout body into a private BuildDefaultViewer
helper shared by the existing Steam-import path and a new
RegisterAnonymousViewer for /tool/signup. LinkSteamToViewer is the
seam SteamSessionAuthenticationHandler will call on first-Steam-touch
of a UDID-keyed viewer.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>