Commit Graph

211 Commits

Author SHA1 Message Date
gamer147
e9c13ae5f4 feat(rank-progress): RankProgressResult carries TierAdvanced signal
RankProgressResult gains a TierAdvanced bool (defaulted false so the 7-arg
positional-constructor sites don't break). Set true iff the grant is a win
AND RankTier.Name resolves both pre-grant and post-grant to distinct strings —
i.e. a promotion crossed a tier boundary.

Explicitly guards on isWin so a demotion (in principle possible after a loss
below a tier floor, though the current floor rules prevent it) never fires
the achievement backward.

Three new tests: no-cross win, beginner→d cross, loss stays false.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 13:32:45 -04:00
gamer147
a2048a4d54 feat(battle-xp): BattleXpGrantResult carries LeveledUp signal
BattleXpGrantResult gains a LeveledUp bool set true iff at least one curve
threshold was crossed during the grant (comparing pre-Level to post-Level after
the level-up loop). Callers will gate class_level_up mission emits on this flag
rather than caching pre-state themselves.

No behavior change for existing callers — they read GetXp/TotalXp/Level today
and never check LeveledUp yet. Tests cover: unchanged level → false, single
threshold → true, multi-threshold within one grant → still true, unknown class
guardrail → false.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 13:23:34 -04:00
gamer147
f3c8b46469 feat(mission): add RankTier + Class/Ranked/Free/Challenge/ClassLevel/Rank builders
MissionEventKeys grows six new nested static classes covering the wire-up
gap for the counter families that Practice/Story left uncovered. Each mirrors
the established (Practice/Story) shape: named accessors for individual keys,
`{Family}.WinAll(...)` / `AchievedAll(...)` etc. as convenience arrays that
callers pass straight to RecordEventAsync.

RankTier lives at SVSim.Database/Enums/RankTier.cs since the concept (rank_id
→ tier bucket) is data-shaped, not emit-specific, and RankProgressService
will need it internally for tier-crossing detection. Ranked/ClassLevel/Rank
builders in MissionEventKeys compose Class.Name and RankTier.Name.

12 new registry tests cover the family shapes plus tier boundary edges
(rank 4/5, 24/25, 25/26).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 13:15:11 -04:00
gamer147
e1b38d5649 feat(mission): add MissionEventKeys registry with Practice numeric→named mapping
Central registry of every string that can appear as ViewerEventCounter.EventKey
or catalog EventType. All 12 top-level prefixes from the achievement/mission
seed JSON are constants; Practice.WinAll and Story.ChapterFinishAll are
hierarchical builders that emit multi-level counter keys per event.

Practice.WinAll translates the wire (difficulty:int, enemy_class_id:int) tuple
into the catalog-facing named form (elite/elite2/elite3 : arisa/erika/...).
Wire difficulty 4/6/7 map to elite/elite2/elite3 (verified via
practicetext.json + practice-opponents.json + practice_ai_setting.csv). Class
1-8 map to the leader names in CardClass ordering. Wire values outside the
known set skip that hierarchical level but still advance the top-level counter.

MissionEventKeys.IsRegistered validates that a string starts with a registered
top-level prefix — for seed-importer drift checks in the next commit.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 12:59:15 -04:00
gamer147
6e6856db4f refactor(calendar): delete JstPeriod, update doc comments
All JstPeriod callsites have moved to IGameCalendarService — delete the
static class and its tests. Updates the doc comments on Viewer.cs
(LastLoginBonusClaimedAt) and ViewerEventCounter.cs to reference the
new UTC / config-driven boundary instead of the old "JST 02:00".

GameConfigurationJsonb config-section snapshot test picks up "GameCalendar".

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 12:00:18 -04:00
gamer147
a6b2c47b98 refactor(pack): migrate PackController to IGameCalendarService
Swaps all four DateTime.UtcNow.Date same-day checks in PackController for
_calendar.ResetReady() — daily-single open, /pack/info daily-single gate,
FreePacks /pack/info visibility, FreePacks /pack/open quota. Removes the
TODO(daily-reset) comments; ToDto promoted from static to instance so it
can see _calendar.

Also fills in GameCalendarConfig.ShippedDefaults() (required by the
[ConfigSection] discovery in SVSimDbContext.EnsureSeedDataAsync — bootstrap
throws without it).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 11:49:17 -04:00
gamer147
90d420d97a feat(calendar): add IGameCalendarService — UTC reset-boundary primitive
New config-driven service that replaces JstPeriod. All timestamps are UTC;
one config value (GameCalendarConfig.DailyResetUtcHour, default 0 = midnight
UTC) drives both ResetReady checks and DayKey/WeekKey/MonthKey bucket keys.
Because both derive from the same MostRecentBoundary helper, they can never
disagree.

Prod parity is a config flip: set DailyResetUtcHour=17 in GameConfigs to get
the 02:00 JST boundary. No JST-flavored math anywhere in the code.

JstPeriod callsite migration + deletion follow in subsequent commits.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 11:46:12 -04:00
gamer147
f18cfb58b8 feat(rank): viewer repo LoadForRankProgressAsync
Split-query load of Classes (for class XP) + RankProgress (for rank grant)
so RankBattleController.Finish uses a single viewer read. Test factory's
ReferenceDataImporter.ImportAllAsync already seeds RankInfo — no test
helper needed.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 10:16:10 -04:00
gamer147
4e87957306 feat(rank): RankProgressService — pure +100/-50 tier-floored math
Reads RankInfoEntry.LowerLimitPoint from ranks.csv (via IGlobalsRepository)
for main-tier floors — no hardcoded thresholds. Master (Point=50000) and
Grand Master (MP-based, floor 5000) branch handles the post-Master path.
GetAsync is a read-only snapshot used later by AI-start's SelfInfo.

13 unit tests cover first-win, loss floors (0, Beginner→D, D→D0), win
crossing 50000, MP awards at Master, GM promotion at MP≥5000, GM floor
protecting against Master demotion, format separation, Crossover throw.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 10:15:34 -04:00
gamer147
9f97837211 feat(rank): add ViewerRankProgress owned entity + migration
One row per (viewer, format) tracking accumulated Point + MasterPoint.
Unique index on (ViewerId, Format) enforces one row per format per viewer
(mirrors owned-collection precedent per project_owned_collection_unique_index).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 10:13:50 -04:00
gamer147
94ed6734c7 tune(battle-xp): raise defaults to XpPerWin=200 / XpPerLoss=50
Doubles the shipped defaults across all modes without touching per-mode
overrides. Curve interaction against classexp.csv (L1=50, L2=150):
- Win (200 XP): crosses both L1 + L2 → land at L3, Exp=0
- Loss (50 XP): exactly meets L1 → land at L2, Exp=0

Updates every affected test assertion (Practice, Rank, Free, TK2,
Colosseum, Story) for the new level/exp math.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 09:34:01 -04:00
gamer147
8199a95356 feat(battle-xp): wire story first-clear /finish through IBattleXpService
- StoryConfig.ClassXpPerClear retired; equivalent knob moves to
  BattleXpConfig.StoryXpPerClear (falls back to XpPerWin when null).
- StoryService.FinishAsync now grants class XP via IBattleXpService with
  BattleXpMode.Story on the firstClear && isPlayShape branch. Persists
  post-grant Level/Exp to Viewer.Classes.
- Wire fields (get_class_experience, class_level) stringified as before.
- StoryConfig kept as an empty [ConfigSection] for future story-specific
  knobs. StoryServiceTests updated to reflect the new default path
  (XpPerWin=100 crosses classexp.csv L1=50 → L2 with 50 carry).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 09:06:47 -04:00
gamer147
f85f221bfa refactor(battle-xp): retire ArenaTwoPickConfig.ClassXpPerBattle for shared BattleXpService
- ArenaTwoPickService now delegates class-XP grants to IBattleXpService
  with BattleXpMode.ArenaTwoPick. Inline GrantClassXp/ResolveClassLevel
  helpers deleted.
- ClassXpPerBattle field removed from ArenaTwoPickConfig; TK2 XP now
  configurable via ArenaTwoPickXpPerWin/XpPerLoss overrides or the global
  BattleXpConfig defaults (100/25).
- Updated 5 test files (ArenaTwoPickService callers) for the new
  constructor arg. Added loss-XP assertion to Finish tests.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 08:54:52 -04:00
gamer147
81771bb0a0 feat(battle-xp): IBattleXpService with per-mode overrides and auto level-up
- IBattleXpService.GrantAsync mutates viewer.Classes in place; caller SaveChanges
- Resolves win/loss amount from per-mode override or global XpPerWin/XpPerLoss
- Story mode ignores isWin, uses StoryXpPerClear ?? XpPerWin
- Level-up loop consults curve[row.Level].NecessaryExp; carries overflow
- Saturates at max curve level (excess piles in Exp)
- Unknown classId → no-op returning (0, 0, 1), logs Warning
- 10 unit tests (Moq-backed curve stub); DI registered next to InventoryService
- GameConfigurationJsonbTests baseline updated (19 sections)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 08:51:43 -04:00
gamer147
4541378885 feat(battle-xp): config section + viewer loader for class XP grants
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>
2026-07-04 08:44:11 -04:00
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
5c1db83967 feat(pack): /pack/set_rotation_starter_class + selected_class_id read-back
Implements Task 9 from docs/superpowers/plans/2026-06-13-decomp-only-followups.md
— the pre-purchase commit endpoint the client fires from StarterClassSelectDialog
before opening a RotationStarterCardPack. Without this the per-class draw path
from yesterday's work is unreachable: the dialog blocks on the AJAX call and
never advances to /pack/open.

Wire surface:
- POST /pack/set_rotation_starter_class { pack_id, class_id } → EmptyData.
  Validates 1..8, rejects unknown packs (404), non-RS packs (400), and second
  commits (400 — one-shot per pack per spec).
- PackConfigDto carries selected_class_id (nullable, omitted via global
  WhenWritingNull policy when unset). Placement verified against decomp at
  PackInfoTask.cs:86 — it's on the parent PackConfig, NOT the child gacha as
  the original plan text had it.
- /pack/open cross-checks request.class_id against the persisted choice for
  RS packs; rejects 400 on missing-commit or class-mismatch so a tampered
  request can't swap pools after the choice is locked.

Storage:
- ViewerPackStarterClass owned entity; (ViewerId, PackId) unique index via the
  pattern from project_owned_collection_unique_index memory.
- Migration PackStarterClass — composite PK + FK cascade verified against
  fresh Postgres bootstrap.

Tests (9 new in PackControllerSetRotationStarterClassTests):
- Round-trip set → /pack/info shows selected_class_id.
- Field absent before any commit.
- Invalid class (0/9/-1/100) → 400.
- Already-chosen rejection.
- Non-RS pack / unknown pack rejection.
- /pack/open rejects no-prior-commit AND class-mismatch; succeeds when class
  matches the persisted choice.

Full suite: 1552 passed (1543 + 9).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-27 20:06:46 -04:00
gamer147
869727cc06 feat(pack-draw): per-class card pools for rotation-starter packs
Add a nullable ClassId axis to PackDrawCardWeightEntry. Null means the
row applies to any draw (the existing behavior for non-RS packs); 1..8
restricts the row to a specific class draw on a RotationStarterCardPack.
Slot rates are class-invariant (verified against per-klan captures), so
PackDrawSlotRateEntry is unchanged.

PackOpenService.Draw now takes an optional classId parameter. With a
class supplied, the card pool is filtered to (ClassId == classId ||
ClassId == null); without one, class-tagged rows are excluded so a
mistaken non-RS call against a mixed table can't leak class-specific
cards.

PackController.Open lifts the 501 guard on RotationStarterCardPack and
plumbs class_id through. Class_id is now required (and validated 1..8)
for RS packs and rejected as 400 BadRequest on non-RS packs. The skin
overload (target_card_id) remains 501 — out of scope for this work.

Seed JSON regenerated end-to-end: 32 RS packs now carry 30,160 class-
tagged weight rows; 247 non-RS packs keep their existing ~87k null-class
rows. Slot rate fix from the upstream extractor change replaces the
~99.99% conditional-rate sums on 97xxx/93xxx packs with the page's
authoritative 1.5/6/25/67.5 distribution.

Migration AddPackDrawCardWeightClassId. End-to-end bootstrap verified
against fresh Postgres; pack 93025 reads back exactly 122/119/120/120/
120/121/118/119 weights for classes 1-8.

Tests: 3 new PackOpenServiceTests (class filter happy path, disjoint
pools, defensive null-class isolation); existing class_id-on-non-RS
controller test updated 501 → 400 BadRequest; one stub-importer test
corrected to match extractor-authored gacha_detail.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-27 19:35:08 -04:00
gamer147
ff77d5e5b6 fix(guild): final-review remediation — replay_detail flat, FK on leader, transaction wraps, _db extraction
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>
2026-06-27 16:33:59 -04:00
gamer147
d62f1b7ba7 feat(guild): MyPage guild_notification + load_index audit
- 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>
2026-06-27 15:24:46 -04:00
gamer147
eb65c2081c feat(guild_chat): deck + replay attachments
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>
2026-06-27 15:14:06 -04:00
gamer147
ab1e23b7cb feat(guild_chat): post text + stamp
Implements PostTextOrStampAsync: validates membership (NotInGuild),
validates stamp id against UsableStampList (PermissionDenied), rejects
type other than 0 or 1, allocates next per-guild message_id, appends row.
Wires /guild_chat/post controller action mapping failures to result_code=2.
Response is GuildChatPostResponse (empty body per spec). 7 integration tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 14:58:18 -04:00
gamer147
a248c167e0 refactor(guild_chat): extract chat-user lookup to viewer repo; fix NEW-direction exclusivity
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>
2026-06-27 14:51:44 -04:00
gamer147
358f43aa7a feat(guild_chat): messages window + system events
- GuildChatService.EmitSystemEventAsync: replaces no-op stub with real
  chat-row insertion via _msgs.AppendAsync (per-guild monotonic id).
- GuildChatService.GetWindowAsync: real implementation — verifies caller
  membership, delegates to IGuildChatMessageRepository.GetWindowAsync
  (direction 1=OLD/2=NEW/3=BOTH, limit 50), returns adaptive wait interval
  (ChatPollActiveSeconds when messages returned, ChatPollIdleSeconds otherwise).
- Drop unused repo injections from GuildChatService (guilds, invites, joinRequests).
- GuildChatController.Messages: wires the full response — chat_message[],
  users[] (deduplicated author profiles with Emblem+Degree nav includes),
  maintenance_card_list (empty until maintenance service lands), wait_interval.
- GuildChatPollTests (7 integration tests): fresh-guild CreateGuild event,
  sequenced Create+Join ordering, direction=NEW filter, direction=BOTH window,
  users[] deduplication, empty result for viewer-not-in-guild, active vs idle
  interval comparison. All 7 pass; full suite 1515/1515.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 14:44:09 -04:00
gamer147
f2b996a593 feat(guild): change_role atomic transfer + friend_list
- 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>
2026-06-27 14:27:13 -04:00
gamer147
00fb28681b feat(guild): leave + remove with leader-leaves rule
- LeaveAsync: regular/subleader removes self; leader blocked if members remain;
  sole-member leader auto-routes to BreakupAsync.
- RemoveAsync: leader-only kick (SubLeader has no remove authority per
  GuildManager.cs decompile); self-remove and cross-guild target rejected.
- GuildController: wired /guild/leave (BaseRequest) and /guild/remove
  (GuildRemoveRequest.remove_viewer_id field).
- SpyGuildChatService: extended Emissions with EmissionsWithBody tuple to
  allow body-content assertions in leave/remove tests.
- 8 new integration tests; all 1493 pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 14:16:47 -04:00
gamer147
901c3d7568 fix(guild): subleaders can accept/reject join requests (matches GuildManager.HasAuthorityInviteAndApproval)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 14:06:30 -04:00
gamer147
dd955fe4be feat(guild): join_request_accept + reject_join_request 2026-06-27 13:58:54 -04:00
gamer147
771d884314 fix(guild): /guild/join returns guild_status per branch (APPLYING for approval path, JOINING otherwise)
GuildJoinTask.Parse() reads data[guild_status].ToInt() directly; hardcoding 2
for the APPROVAL path was wrong. GuildOpResult gains nullable GuildStatus; JoinAsync
sets 1 (APPLYING) for the pending-request path and 2 (JOINING) for instant joins.
Controller reads r.GuildStatus. Two new tests assert the wire value per path.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 13:51:04 -04:00
gamer147
d7f9ba8f2a feat(guild): join / cancel_join_request / join_request_list
Implements three join-path state machine endpoints:
- /guild/join: FREE (instant), APPROVAL (pending row + idempotent re-apply),
  ONLY_INVITE (pending invite required); CommitJoin consumes invites + cancels
  join requests; MaxMemberNum cap enforced.
- /guild/cancel_join_request: cancels all pending requests for caller (no
  request_id on wire per GuildJoinRequestCancelTask decompile, composite PK kept).
- /guild/join_request_list: leader/subleader sees pending applicants with
  viewer profile (name/emblem/degree/request_time unix secs).

IGuildService.CancelJoinRequestAsync signature changed from (viewerId, guildId)
to (viewerId) since the client sends no guildId. GuildJoinRequestEntry enriched
record added to GuildServiceTypes. Re-apply after cancel resets existing row
in-place to avoid composite-PK conflict. 11 integration tests, all green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 13:44:04 -04:00
gamer147
11a129ea90 fix(guild): make GuildInvite unique index partial on Status=Pending to allow re-invite after reject/cancel
Partial index (filter: "Status" = 0) replaces the unconditional unique
index on (GuildId, InviteeViewerId). Old Rejected/Canceled rows no
longer conflict when a new Pending invite is inserted for the same pair.

Adds regression tests: Reinvite_after_reject_succeeds and
Reinvite_after_cancel_succeeds.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-27 13:29:06 -04:00
gamer147
1b7fa2d525 feat(guild): invite state machine
Add surrogate PK (IDENTITY bigint) to GuildInvite for wire invite_id.
Implement InviteAsync, CancelInviteAsync, RejectInviteAsync,
ListOutgoingInvitesAsync, ListInvitedGuildsAsync in GuildService.
Wire 5 endpoints: invite_user_list, invited_guild_list, invite,
cancel_invite, reject_invite in GuildController.
Migration: AddGuildInviteSurrogatePk — drops composite PK, adds Id
IDENTITY column, adds unique index on (GuildId, InviteeViewerId).
6 integration tests in GuildInviteFlowTests all green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 13:21:57 -04:00
gamer147
c103ab6a87 fix(guild): populate leader_name in search results (matches prod capture)
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>
2026-06-27 13:08:11 -04:00
gamer147
3f8f04eb1a feat(guild): /guild/search_guild
Implement SearchAsync in GuildService (wraps IGuildRepository.SearchAsync +
CountBatchByGuildIdsAsync), wire the controller action, add 7 integration
tests (GuildSearchFlowTests) covering no-filter / activity / join_condition /
bucket-1 / bucket-3 / name-prefix / flat-entry shape, and a wire-shape test
in GuildWireShape confirming list entries are flat (no detail wrapper).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 13:01:58 -04:00
gamer147
09104f4e73 fix(guild): /guild/update response — flat detail under guild (matches GuildUpdateTask.Parse)
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>
2026-06-27 12:54:15 -04:00
gamer147
c0e1c10192 feat(guild): update + update_description + update_emblem 2026-06-27 12:47:00 -04:00
gamer147
cb5fc8d2d6 feat(guild): breakup + emblem_list + others_info
Implements GuildService.BreakupAsync (soft-delete guild, hard-delete
dependents, clear viewer GuildId pointers). Wires /guild/breakup,
/guild/emblem_list, /guild/others_info in GuildController. Fixes
ToDetailDto to accept and populate leader_name from the member list.
Adds GuildServiceBreakupTests (3 tests: cascade delete, permission
guard, leader_name HTTP regression).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-27 12:32:04 -04:00
gamer147
f7f68d03a7 feat(guild): /guild/create + populated /guild/info
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-27 12:17:22 -04:00
gamer147
a1aa6998b8 feat(guild): service skeletons + DI 2026-06-27 11:25:55 -04:00
gamer147
45947053c8 fix(guild): single-pass bucket filter in GuildRepository.SearchAsync
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>
2026-06-27 11:21:32 -04:00
gamer147
3fdc20d21f feat(guild): repositories for Guild aggregate 2026-06-27 11:17:51 -04:00
gamer147
7f245b50d6 feat(guild): add GuildConfig with ShippedDefaults 2026-06-27 11:07:54 -04:00
gamer147
f4533aabd3 feat(guild): add Guild aggregate schema + migration 2026-06-27 11:02:29 -04:00
gamer147
0d01727e48 chore(config): split NormalBonusEntry, strengthen Normal-defaults warning
File-per-class convention + explicit warning against the property-initializer
collection-default bug class (2026-05-24).
2026-06-13 15:55:12 -04:00
gamer147
6fb73c7a09 feat(config): LoginBonus section with 15-day shipped normal cycle
Rewards copied verbatim from traffic_prod_tutorial.ndjson capture.
2026-06-13 15:50:42 -04:00
gamer147
107ee106a3 feat(viewer): add LastLoginBonusClaimedAt + LoginBonusStreak columns
Drops the unused daily_login_bonuses table in the same migration.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-13 15:42:40 -04:00
gamer147
f707fb2ffb refactor: drop unused DailyLoginBonuses table + importer
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.
2026-06-13 15:32:33 -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
43a3665775 refactor(arena-colosseum): dedup colosseum_info source-of-truth
/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).
2026-06-13 13:31:03 -04:00
gamer147
d126649ad4 feat(arena-colosseum): 2-pick + curated deck sources (phase 3)
Closes the family. arena-colosseum 10/16 → 15/16 zero stubs (the 16th —
finish_load — is dead per project_dead_battle_endpoints).

* 2-Pick draft lift onto ArenaColosseumController:
  - get_candidate_classes samples from ArenaTwoPickConfig.AllowedClassIds
    and persists the slate onto the run.
  - class_choose accepts class_id XOR chaos_id; both populate run.ClassId,
    chaos branch stores ChaosId for replay.
  - get_candidate_cards is the idempotent draft-resume snapshot.
  - card_choose appends both cards from the picked pair, advances turn 1..15.
  - Pool override: ArenaTwoPickCardPoolService gets a non-breaking
    GeneratePickSetsForTurn(..., poolCardSetIds) overload; Colosseum routes
    pass ColosseumSeasonConfig.PoolCardSetIds (falls back to challenge →
    rotation when empty).
* Curated-deck schema: ColosseumHofDeck / ColosseumWindFallDeck /
  ColosseumAvatarDeck — three identical tables (separate per per-pool
  operational lifecycle), unique on DeckNo. Migration AddColosseumCuratedDecks.
* IColosseumCuratedDeck interface + a generic ColosseumCuratedDeckImporterBase<T>
  with three concrete subclasses (HOF / WindFall / Avatar), registered in
  Bootstrap. Seed files ship empty.
* 6 curated endpoints on ArenaColosseumController: get_{hof|windfall|avatar}_deck_list
  return BARE-ARRAY data per spec; register_{hof|windfall|avatar}_deck share
  one generic RegisterCuratedAsync<T> dispatcher. Cross-pool register
  rejected via per-pool lookup. Curated register has no is_published flag
  (constructed-only) — clears the run's flag for state consistency.
* Tests: 5 draft HTTP tests + 11 curated-deck HTTP tests (4 parameterized
  3 ways across HOF/WindFall/Avatar + a cross-pool isolation test + an
  is_published clear test). Existing TwoPick service tests updated for the
  new pool overload. Full suite: 1347/1347.

Phase 3 ship gate met. Branch ready for merge.
2026-06-13 12:49:57 -04:00