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>
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>
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>
- 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>
GuildFriendListTask.Parse() reads base.ResponseData[data][i] directly —
data must be a bare JSON array, not {friends:[...]}. Delete the
GuildFriendListResponse wrapper DTO; promote GuildInviteCandidateDto to its
own file. Controller now returns List<GuildInviteCandidateDto> so the
middleware wraps it as data:[…]. Update wire-shape and integration tests to
assert array-at-root.
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>
- 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>
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>
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>
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>
When missions/achievements shrink between re-imports, Pass B and Pass C
now compute the set of (EventKey, Period) counter keys from OLD rows
(before Clear()) and delete any that are not referenced by the new
payload. Prevents stale counters accumulating across import cycles.
TDD: two new failing tests written first (RED), then the fix (GREEN).
All 1383 tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Pre-materialize ViewerEventCounters before the mission loop so in-flight
Adds are visible to subsequent iterations sharing the same (EventKey, Period);
add optional ImportMission.Slot field so callers can supply weekly slot identity
(2 or 3) rather than relying on the LotType-derived default of 1.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Injects ILoginBonusService into MyPageController and sets
CanGiveDailyLoginBonus from IsDue(viewer) in the Index response.
Adds two integration tests: fresh viewer → true, post-load-index → false.
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.
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).
/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).
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.
Closes 4 more arena-colosseum spec shapes (6/16 → 10/16): the dual-prefix
battle URLs (colosseum_battle/* and colosseum_rank_battle/*) for both
do_matching and per-match finish, plus the bracket-end /finish + /retire
pair on /arena_colosseum.
* ColosseumProgressionService: pure-logic decisions for win-threshold
advancement, 3008 promotion trigger, and per-round reward bundles.
Extends ColosseumRoundsConfig with FinishRewards/RetireRewards per
round + a top-level ChampionRewards list.
* MatchContextBuilder.BuildForColosseumAsync: lifts the registered deck
via IDeckRepository (NOT viewer-graph) per project_ef_nav_include_pitfall.
* ArenaColosseumBattleController: dual route prefixes off one controller
via explicit absolute [HttpPost("/...")] routes — does NOT extend
SVSimController's [Route("[controller]")]. Same pattern as FreeBattle.
URL-vs-IsRankMatching mismatch returns 400 with a phase-mismatch error;
no-deck triggers the standard 3001 matchmaking-illegal state. 3008
flips run.IsRankMatching exactly once via the progression service.
* /arena_colosseum/finish + /retire share FinishResponse (rewards +
reward_list + colosseum_status). Champion finish appends ChampionRewards
and surfaces colosseum_status.is_champion = true. Both delete the run
row after granting via IInventoryTransaction.GrantAsync.
* DI: ModePolicy entries for "colosseum_battle" and "colosseum_rank_battle".
* Tests: 8 progression-service unit tests (pure logic), 5 battle-controller
HTTP tests, 5 bracket-terminate HTTP tests, 2 full-bracket E2E walks
(champion path + retire mid-round). Full suite: 1331/1331.
Strict yyyy-MM-dd parse (matches /load/index round-trip format) — rejects
malformed input. data_headers.servertime is emitted by the standard
envelope, which is what the client reads into BirthDayUpdateServerTime.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
is_skip_gacha_effect, use_challenge_two_pick_premium_card, and
challenge_two_pick_sleeve_id all persist on ViewerInfo and round-trip
through /load/index.
The two challenge fields move from the global ChallengeConfig section to
ViewerInfo — they're viewer preferences, not server-wide policy. Premium
card defaults to 0; sleeve falls back to DefaultLoadoutConfig.SleeveId
(3000011) when unset. MatchContextBuilder's TK2 sleeve read switches to
the same viewer-scoped path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>