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>
- Replace GuildNotification TODO stub in MyPageController.Index with
BuildGuildNotificationAsync: populates guild_id, guild_room_message_id,
is_join_request, is_invited from real DB state.
- Inject IGuildService, IGuildInviteRepository, IGuildJoinRequestRepository,
IGuildChatMessageRepository into MyPageController.
- Add GetMaxMessageIdSafelyAsync to IGuildChatMessageRepository (returns null
when no messages exist, vs GetMaxMessageIdAsync which returns 0).
- LoadDetail.cs audit: grep returned no guild fields — no LoadController changes.
- Add GuildCrossSurfaceTests (4 tests): guild member, pending invite, pending
join request, no-guild viewer all verified green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Implement all five guild_chat attachment endpoints:
- add_deck: server looks up deck by (viewerId, format, deckNo) and snapshots
the current state into a DECK-type chat message DeckPayload column.
- delete_deck: author OR leader/sub-leader may clear; returns refreshed
deck_log. Extended IGuildChatMessageRepository.ClearDeckAsync with
leaderOverride flag; added GetDeckMessagesAsync + GetByMessageIdAsync.
- add_replay: stores {"battle_id": N} in ReplayPayload; full shape is
TODO(post-merge) pending replay-subsystem capture.
- replay_detail: returns the stored ReplayPayload as JsonElement passthrough.
- deck_log: returns all active DECK messages grouped by API-side Format string
key ("1"=Rotation, "2"=Unlimited, "3"=PreRotation always present;
"4"=Crossover, "5"=MyRotation only when non-empty).
Adds DeckLogDataDto (typed) for deck_log / delete_deck responses.
Replay response uses JsonElement passthrough (TODO(post-merge)).
8 new integration tests — all green. Full suite 1530/1530 pass.
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>
- ChangeRoleAsync: Leader-only role management with SubLeader cap check.
Atomic leader transfer loads both member rows + Guild.LeaderViewerId in
one _db.SaveChangesAsync call (no split saves). Emits ChangeLeader (6)
or ChangeSubLeader (7) chat events. Same-role is no-op / returns Ok.
- /guild/change_role controller: calls ChangeRoleAsync, returns full updated
member list (GuildChangeRoleResponse.Members[]).
- /guild/friend_list controller: calls IFriendService.GetFriendsAsync, then
annotates each friend with is_join_guild from Viewer.GuildId column.
- IGuildRepository.UpdateLeaderViewerIdAsync: added for completeness even
though the atomic transfer path bypasses it via direct EF mutation.
- Tests: 8 GuildServiceChangeRoleTests (role changes, cap, atomic transfer,
no-op, permission); 3 GuildChangeRoleFriendListFlowTests (HTTP roundtrip,
is_join_guild); 2 GuildWireShape tests (literal JSON shape); 1508 pass.
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>
GuildUpdateTask.Parse() reads data[guild] as GuildDetailInfo directly; the previous
GuildDetailSubTree wrapper (data[guild][detail]) caused json[guild_id].ToInt() to
crash on the client. Split GuildUpdateResponse (flat) from GuildUpdateEmblemResponse
(nested, correct for GuildEmblemUpdateTask.Parse). Also surfaces guild_name from the
request through UpdateGuildRequest.Name -> service -> repo so the client rename is honoured.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace double-correlated COUNT subqueries in the member-bucket switch
with a project-filter-project pattern that computes the count once per
row. Add SearchAsync_bucket_2_matches_guilds_with_11_to_25_members to
cover the previously untested medium-bucket range.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The captured shape ({"1":[], "3":[], "4":[]}) is the empty-period
wire echo; the client parser (LoadDetail.cs:553) only reads normal/total/
campaign. Table, entity, seed, and importer were never wired to a code path.
Replaced by config-section catalog + service in the follow-up commits.
/mypage/index data.colosseum_info and /arena_colosseum/{top,get_fee_info}
now both project through ColosseumLobbyInfoBuilder.Build(ColosseumSeasonConfig).
One source of truth for the home-tab gating and the lobby reads — admins
flip the season on by writing to GameConfigs (per the runbook), no second
table to keep in sync.
* New ColosseumLobbyInfoBuilder — static projection from ColosseumSeasonConfig
to the wire ColosseumLobbyInfo. Replaces ArenaColosseumController's private
BuildColosseumInfo and MyPageController's BuildColosseumInfo(ColosseumConfig).
* MyPageController reads ColosseumSeasonConfig via IGameConfigService; the
IGlobalsRepository.GetCurrentColosseum() call goes away.
* MyPageIndexResponse.ColosseumInfo retyped to the new ColosseumLobbyInfo.
* ColosseumSalesPeriodInfo relocated into the ArenaColosseum namespace
alongside the rest of the family DTOs.
* Drops: Colosseums DB table (migration DropColosseumsTable), ColosseumConfig
entity, the captured-shape Models.Dtos.ColosseumInfo DTO, ColosseumSeed,
MyPageGlobalsImporter.ImportColosseumAsync + seed file colosseum.json,
IGlobalsRepository.GetCurrentColosseum + impl, the two related tests.
Net: home-screen Grand Prix tab now hidden by default because the season
ships with IsColosseumPeriod=false. Full suite: 1345/1345 (was 1347 — the
2 dropped tests covered the now-dead surface).
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>
Add GrantSource.CardCraft (16) for card crafting via red ether, and tag
CardInventoryRepository.Create accordingly. LoadController backfill and
ArenaTwoPickService.Entry are debit/infrastructure-only — left as Unknown.
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>
Window is [begin, end) — exclusive upper bound. Ordered priority-DESC
then Id-ASC so the controller can break on the first match.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 3 shipped the AI rank battle bot pool as a hardcoded 8-entry list
inlined in SVSim.EmulatedEntrypoint/Matching/BotRoster.cs — editing meant
recompiling. Per PLAN.md 2026-06-02 item (d), move it to a Bootstrap
importer so the roster lives in seeds/bot-roster.json and the DB.
Shape mirrors PracticeOpponent end-to-end:
- BotRosterEntry (SVSim.Database/Models) — PK = AiId via the Id passthrough
pattern. DbSet<BotRosterEntry> BotRoster on SVSimDbContext.
- AddBotRoster migration (DDL only, per migrations-are-DDL-only rule).
- seeds/bot-roster.json — 8 rows preserving the current prod-verified
cosmetic ids (sleeve 704141010 / emblem 400001100 / degree 120027 /
field 5) and series-1 ai_ids from rm_ai_setting.csv (1111..1181).
- BotRosterSeed POCO + BotRosterImporter (idempotent upsert keyed by AiId,
leaves seed-missing rows intact). Wired into SVSim.Bootstrap/Program.cs
next to PracticeOpponentImporter.
- IGlobalsRepository.GetBotRoster() + impl.
IBotRoster.Pick → PickAsync because BotRoster now depends on the transient
IGlobalsRepository. RankBattleController awaits the new signature. The
deterministic hash-on-ctx invariant (same ctx → same bot, so /ai_<fmt>/start
retries pick the same opponent) is preserved.
DI: AddSingleton<IBotRoster> → AddTransient (matches IGlobalsRepository's
lifetime). Test fixture's SeedGlobalsAsync also runs the importer so
RankBattleControllerTests + the rewritten BotRosterTests both see seeded
rows.
Tests: 931 → 936 passing. Existing 3 BotRosterTests reshaped for the DB
backing + 1 new "throws on empty roster" guard; 4 new
BotRosterImporterTests mirror PracticeOpponentImporterTests
(round-trip / idempotent / seed-missing-row-intact / ai_id=0 skip).
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>
BattlePassRepository._curveCache and MissionCatalogRepository._maxLevelCache
were private-static fields populated lazily on first read from whatever
DbContext happened to be in scope. In production "one DbContext lineage
per process" makes that fine. Under parallel test execution each
SVSimTestFactory owns its own SQLite :memory: DB, so the first reader's
DB (often empty, in tests that don't seed BP) poisoned the cache for
concurrent readers from a seeded DB — assertions like "BP level info
must be present after seeding" failed because the process-static cache
returned an empty list populated by the other test's empty DB.
The first patch attempted a `BypassCacheForTests` static flag, which is
exactly the kind of test-only seam that rots the production code: future
caches get the same flag, repos accumulate hidden knobs, and the
underlying invariant ("a cache populated from arbitrary scope serves
arbitrary scope") goes unaddressed.
Instead, move both caches into the DI-registered IMemoryCache.
AddMemoryCache() registers it as singleton-per-service-provider:
production has one provider → one IMemoryCache → identical caching
semantics to before. Each WebApplicationFactory builds its own
provider → its own IMemoryCache → cache is naturally scoped per fixture,
no cross-test bleed possible.
The ResetLevelCurveCache() method and its three call sites
(SVSimTestFactory.SeedGlobalsAsync, BattlePassServiceTests,
LoadControllerTests) are deleted — a fresh factory owns a fresh empty
cache, no manual invalidation needed.
With this and the previous StoryService fixture-instance fix in place,
ParallelScope.All works: 776/776 in 57s wall clock (down from 59s on
Fixtures, 2m13s pre-parallelism).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
RedEther debit now goes through tx.TrySpendAsync (freeplay-aware);
Card grants route through tx.GrantAsync (cosmetic cascade for first-time
owners). Validation phase unchanged. DestructCards left on direct-viewer
path (structural mismatch: validation on one viewer, mutation on same
instance — clean tx port deferred to follow-up).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds GetRewardsByWinCountAsync and GetMaxWinCountAsync (short-circuits
to 0 on empty table). Registers as AddTransient in Program.cs alongside
other global catalog repos. 3 NUnit tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Mirror of the outer-repo data_dumps/ reorganization (commit e1e595d in
the SVSim outer repo): updates all data_dumps/extract/ → data_dumps/scripts/,
data_dumps/client_master_csv → data_dumps/client-assets, data_dumps/traffic
→ data_dumps/captures/traffic in XML doc-comments and inline comments
across importers, controllers, middlewares, DTOs, and tests. Doc-only;
no logic changes; build green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
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>
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>
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>
Four targeted fixes that together let /tutorial/pack_info display
the legendary starter at index 0, let /tutorial/pack_open succeed
on it, and let the pack drop out of the shop after.
1. /pack/info now loads viewer.Items into a Dictionary<long,int>
and threads it through ToDto so child_gacha_info.item_number
reflects the viewer's actual owned count of item_id. Previously
defaulted to 0 for every pack, so the legendary pack 99047
reported item_number=0 immediately after the gift granted 1×
ticket id=90001. Verified against the prod tutorial capture.
2. PackRepository.GetActivePacks now orders parent_gacha_id DESC
to match prod's /pack/info wire order (99047, 92001, 80047,
16015...10001). The tutorial pack UI runs with controls locked
and auto-selects index 0 via GachaUI.GetCurrentLegendPackId
(FirstOrDefault on IsLegendPackId), so the legendary starter
needs to be the first legend pack in the list.
3. DbCardPoolProvider.GetPool falls back to all in-rotation cards
when a LegendCardPack's base set has no rows. Pack 99047's
base_pack_id is 90001, a synthetic "Throwback Rotation" category
that doesn't correspond to a real card_set in the prod card
master — its real pool is curated across older rotation sets
(Altersphere through Colosseum). We don't have that membership
map captured yet; the rotation fallback is broader than prod
but produces a valid 8-card draw, which is what the tutorial
needs to advance to step 100. TODO in code points at the
real fix.
4. PackController.Open's tutorial path now consumes the granted
ticket (decrement viewer.Items by packNumber for child.ItemId)
and emits the post-state count in reward_list as
{reward_type:4, reward_id:item_id, reward_num:post_count}.
Without this, the pack stayed at item_number=1 forever, the
shop kept showing it post-tutorial, and the next click hit
/pack/open (not /tutorial/pack_open) which 501s on type_detail=5.
Also: docstring on PackConfigDto.SalesPeriodInfo flags the deferred
wire-fidelity fix (prod emits {"sales_period_time": "<complete_date>"}
for limited windows, [] for evergreens; we always emit {}) and the
retype from Dictionary<string,string?> to a typed
PackSalesPeriodInfoDto. Doesn't affect tutorial flow, deferred for
the pack-system rework.
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.
Implements ICardInventoryRepository.SetProtected — loads only the
owned-cards collection (no decks/currency), guards against the EF
owned-nav Card.Id==0 default-init quirk, and accepts Count=0 rows
(destruct→re-protect round-trip). Covered by 4 new NUnit tests
(flip, unset, zero-count-row, unknown-card error). Full suite: 533/533.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
(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>
Three endpoints + 9 integration tests. Captured-data-is-catalog: viewer's
achievement Level starts at MIN(Level) per type from the catalog (not 1),
so the assembler always has a row to render against.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>