using Microsoft.EntityFrameworkCore; using Microsoft.Extensions.DependencyInjection; using Microsoft.Extensions.Logging.Abstractions; using Moq; using NUnit.Framework; using SVSim.Database; using SVSim.Database.Entities.Story; using SVSim.Database.Enums; using SVSim.Database.Models; using SVSim.Database.Repositories.Story; using SVSim.Database.Services; using SVSim.Database.Services.Inventory; using SVSim.EmulatedEntrypoint.Models.Dtos.Story; using SVSim.EmulatedEntrypoint.Services; using SVSim.UnitTests.Infrastructure; namespace SVSim.UnitTests.Story; [TestFixture] // One instance per test case so parallel tests don't race on the SetUp-initialised // _master / _viewer / _service fields. NUnit's default SingleInstance shares the // fixture instance across all tests in the class; under ParallelScope.All, concurrent // SetUps wipe each other's Mock setups and we see NullReferenceExceptions in service code. [FixtureLifeCycle(LifeCycle.InstancePerTestCase)] public class StoryServiceTests { private Mock _master = null!; private Mock _viewer = null!; private StoryService _service = null!; [SetUp] public void SetUp() { _master = new Mock(); _viewer = new Mock(); // Non-reward tests never exercise the DB/reward path; use a stub InMemory context + null inv. var db = StoryServiceTestHelpers.NewInMemoryDb(nameof(SetUp)); var inv = new Mock().Object; _service = new StoryService( _master.Object, _viewer.Object, inv: inv, db: db, configService: StoryServiceTestHelpers.NewConfigService(), deckRepository: new Mock().Object, buildDecks: new Mock().Object, logger: NullLogger.Instance); } /// /// Creates a backed by a real from /// , seeds a viewer with RedEther reset to 0, and returns the /// service + viewer's actual ID. /// The caller owns the factory lifetime; keep it alive for post-call assertions. /// private StoryService NewServiceWithSeededViewer( SVSimTestFactory factory, out IServiceScope scope, out long viewerId) { viewerId = factory.SeedViewerAsync().GetAwaiter().GetResult(); // Reset RedEther to 0 so tests can assert literal post-state totals (spec requirement). var seedId = viewerId; using (var resetScope = factory.Services.CreateScope()) { var resetDb = resetScope.ServiceProvider.GetRequiredService(); var v = resetDb.Viewers.First(x => x.Id == seedId); v.Currency.RedEther = 0; resetDb.SaveChanges(); } scope = factory.Services.CreateScope(); var db = scope.ServiceProvider.GetRequiredService(); var inv = scope.ServiceProvider.GetRequiredService(); return new StoryService( _master.Object, _viewer.Object, inv: inv, db: db, configService: StoryServiceTestHelpers.NewConfigService(), deckRepository: new Mock().Object, buildDecks: new Mock().Object, logger: NullLogger.Instance); } private static StoryChapter Ch(int storyId, int section, int chara, string chapId, string nextId, bool battle = true, int? sbsId = null) => new() { StoryId = storyId, SectionId = section, CharaId = chara, ChapterId = chapId, NextChapterId = nextId, BattleExists = battle, SpecialBattleSettingId = sbsId, IsSkipEnabled = true }; [Test] public async Task GetInfoAsync_chapter1_always_released_chapter2_locked_when_no_progress() { var chapters = new List { Ch(100, 1, 2, "1", "2"), Ch(101, 1, 2, "2", "3"), }; _master.Setup(m => m.GetChaptersBySectionCharaAsync(1, 2)).ReturnsAsync(chapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary()); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet()); var resp = await _service.GetInfoAsync(StoryApiType.Main, 1, 2, viewerId: 7L); var ch1 = resp.StoryMasterList.Single(c => c.ChapterId == "1"); var ch2 = resp.StoryMasterList.Single(c => c.ChapterId == "2"); Assert.That(ch1.IsReleased, Is.True); Assert.That(ch2.IsReleased, Is.False); } [Test] public async Task GetInfoAsync_chapter2_released_after_chapter1_finished() { var chapters = new List { Ch(100, 1, 2, "1", "2"), Ch(101, 1, 2, "2", "3"), }; _master.Setup(m => m.GetChaptersBySectionCharaAsync(1, 2)).ReturnsAsync(chapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 100, new ViewerStoryProgress { ViewerId = 7, StoryId = 100, IsFinish = true } } }); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet()); var resp = await _service.GetInfoAsync(StoryApiType.Main, 1, 2, viewerId: 7L); Assert.That(resp.StoryMasterList.Single(c => c.ChapterId == "2").IsReleased, Is.True); } [Test] public async Task GetInfoAsync_chapter2_released_after_skip_clear_too() { var chapters = new List { Ch(100, 1, 2, "1", "2"), Ch(101, 1, 2, "2", "3"), }; _master.Setup(m => m.GetChaptersBySectionCharaAsync(1, 2)).ReturnsAsync(chapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 100, new ViewerStoryProgress { StoryId = 100, IsSkipped = true } } }); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet()); var resp = await _service.GetInfoAsync(StoryApiType.Main, 1, 2, viewerId: 7L); Assert.That(resp.StoryMasterList.Single(c => c.ChapterId == "2").IsReleased, Is.True); } [Test] public async Task GetInfoAsync_branch_children_locked_without_explicit_unlock() { var chapters = new List { Ch(200, 17, 500901, "2", "3a 3b 3c"), Ch(201, 17, 500901, "3a", "4a"), Ch(202, 17, 500901, "3b", "4b"), }; _master.Setup(m => m.GetChaptersBySectionCharaAsync(17, 500901)).ReturnsAsync(chapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } } }); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet()); var resp = await _service.GetInfoAsync(StoryApiType.Main, 17, 500901, viewerId: 7L); Assert.That(resp.StoryMasterList.Single(c => c.ChapterId == "3a").IsLock, Is.True); Assert.That(resp.StoryMasterList.Single(c => c.ChapterId == "3b").IsLock, Is.True); } [Test] public async Task GetInfoAsync_branch_child_released_when_unlock_exists() { var chapters = new List { Ch(200, 17, 500901, "2", "3a 3b 3c"), Ch(201, 17, 500901, "3a", "4a"), Ch(202, 17, 500901, "3b", "4b"), }; _master.Setup(m => m.GetChaptersBySectionCharaAsync(17, 500901)).ReturnsAsync(chapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } } }); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet { 201 }); // only 3a unlocked var resp = await _service.GetInfoAsync(StoryApiType.Main, 17, 500901, viewerId: 7L); Assert.That(resp.StoryMasterList.Single(c => c.ChapterId == "3a").IsLock, Is.False, "selected branch is playable"); Assert.That(resp.StoryMasterList.Single(c => c.ChapterId == "3b").IsLock, Is.True, "unselected branch is locked"); } [Test] public async Task GetInfoAsync_branch_siblings_stay_visible_after_parent_finished_even_when_locked() { // Section 17 chara 500901 (Havencraft): ch2's selection_chapter_id picks one of 3a/3b/3c. // The two NOT chosen must stay visible (is_released=true) with is_lock=true so the UI // can render them as "locked alternative branches" — they vanish entirely if we tie // is_released to is_lock. Verified against traffic_prod_haven_choices.ndjson lines 22,28,34 // (post-clear state showing chosen branch unlocked, others released-but-locked). var chapters = new List { Ch(200, 17, 500901, "2", "3a 3b 3c"), Ch(201, 17, 500901, "3a", "4a"), Ch(202, 17, 500901, "3b", "4b"), Ch(203, 17, 500901, "3c", "4c"), }; _master.Setup(m => m.GetChaptersBySectionCharaAsync(17, 500901)).ReturnsAsync(chapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } } }); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet { 201 }); // user picked 3a var resp = await _service.GetInfoAsync(StoryApiType.Main, 17, 500901, viewerId: 7L); var c3a = resp.StoryMasterList.Single(c => c.ChapterId == "3a"); var c3b = resp.StoryMasterList.Single(c => c.ChapterId == "3b"); var c3c = resp.StoryMasterList.Single(c => c.ChapterId == "3c"); Assert.That(c3a.IsReleased, Is.True); Assert.That(c3a.IsLock, Is.False); // selected Assert.That(c3b.IsReleased, Is.True); Assert.That(c3b.IsLock, Is.True); // visible-but-locked Assert.That(c3c.IsReleased, Is.True); Assert.That(c3c.IsLock, Is.True); // visible-but-locked } [Test] public async Task GetInfoAsync_emits_unlock_text_from_chapter_master() { // Client renders "Complete the following requirements to unlock this story: {0}" and // substitutes {0} with unlock_text. An empty unlock_text leaves the literal "{0}" visible. // Verified against traffic_prod_haven_choices.ndjson where every branch sibling carries // a populated unlock_text (e.g. "Select 'Head to the West Tower' in Chapter 2"). var parent = Ch(200, 17, 500901, "2", "3a 3b"); var branch3b = Ch(202, 17, 500901, "3b", "4b"); branch3b.UnlockText = "Select \"Look for Leads on Amaryllis\" in Chapter 2"; _master.Setup(m => m.GetChaptersBySectionCharaAsync(17, 500901)) .ReturnsAsync(new List { parent, branch3b }); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } } }); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet()); var resp = await _service.GetInfoAsync(StoryApiType.Main, 17, 500901, viewerId: 7L); var c3b = resp.StoryMasterList.Single(c => c.ChapterId == "3b"); Assert.That(c3b.IsLock, Is.True, "precondition: chapter is locked"); Assert.That(c3b.UnlockText, Is.EqualTo("Select \"Look for Leads on Amaryllis\" in Chapter 2")); } [Test] public async Task GetInfoAsync_non_branch_downstream_of_unfinished_branch_is_unreleased_but_unlocked() { // Prod traffic_prod_haven_choices line 40: after ch3a is finished, ch4a is released+playable // but ch4b/ch4c are NOT released yet (their parent ch3b/3c not finished) AND is_lock=false // — is_lock is reserved for the branch-sibling gate, not the inverse of is_released. var chapters = new List { Ch(200, 17, 500901, "2", "3a 3b 3c"), Ch(201, 17, 500901, "3a", "4a"), Ch(202, 17, 500901, "3b", "4b"), Ch(203, 17, 500901, "3c", "4c"), Ch(300, 17, 500901, "4a", "5a"), Ch(301, 17, 500901, "4b", "5b"), Ch(302, 17, 500901, "4c", "7"), }; _master.Setup(m => m.GetChaptersBySectionCharaAsync(17, 500901)).ReturnsAsync(chapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } }, { 201, new ViewerStoryProgress { StoryId = 201, IsFinish = true } } }); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet { 201 }); // user picked + finished 3a var resp = await _service.GetInfoAsync(StoryApiType.Main, 17, 500901, viewerId: 7L); var c4a = resp.StoryMasterList.Single(c => c.ChapterId == "4a"); var c4b = resp.StoryMasterList.Single(c => c.ChapterId == "4b"); Assert.That(c4a.IsReleased, Is.True); Assert.That(c4a.IsLock, Is.False); // playable Assert.That(c4b.IsReleased, Is.False); Assert.That(c4b.IsLock, Is.False); // not reached, but not "locked" } [Test] public async Task GetLeaderSelectAsync_untouched_chara_has_current_chapter_1() { var allChapters = new[] { 1, 2, 3, 4, 5, 6, 7, 8 } .Select(chara => Ch(100 + chara, 1, chara, "1", "2")).ToList(); _master.Setup(m => m.GetChaptersBySectionsAsync(It.Is>(ids => ids.Contains(1)))) .ReturnsAsync(allChapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary()); var resp = await _service.GetLeaderSelectAsync(StoryApiType.Main, 1, viewerId: 7L); Assert.That(resp.LeaderList, Has.Count.EqualTo(8)); Assert.That(resp.LeaderList.All(l => l.CurrentChapter == 1)); Assert.That(resp.LeaderCount, Is.EqualTo(8)); } [Test] public async Task GetLeaderSelectAsync_after_clearing_chapter5_current_chapter_is_6() { // Section only seeded with chara=2 here — new impl returns only chara_ids actually present. _master.Setup(m => m.GetChaptersBySectionsAsync(It.Is>(ids => ids.Contains(1)))) .ReturnsAsync(new List { Ch(101, 1, 2, "1", "2"), Ch(102, 1, 2, "2", "3"), Ch(103, 1, 2, "3", "4"), Ch(104, 1, 2, "4", "5"), Ch(105, 1, 2, "5", "6"), Ch(106, 1, 2, "6", "0"), }); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 101, new ViewerStoryProgress { StoryId = 101, IsFinish = true } }, { 102, new ViewerStoryProgress { StoryId = 102, IsFinish = true } }, { 103, new ViewerStoryProgress { StoryId = 103, IsFinish = true } }, { 104, new ViewerStoryProgress { StoryId = 104, IsFinish = true } }, { 105, new ViewerStoryProgress { StoryId = 105, IsFinish = true } }, }); var resp = await _service.GetLeaderSelectAsync(StoryApiType.Main, 1, viewerId: 7L); var chara2 = resp.LeaderList.Single(l => l.CharaId == 2); Assert.That(chara2.CurrentChapter, Is.EqualTo(6)); Assert.That(chara2.IsFinished, Is.False); // chapter 6 not done yet } [Test] public async Task GetSectionsAsync_passes_through_spoiler_fields_from_section_master() { // Limited-story sections (section_id >= 9000) sit inside main-story worlds and prod uses // is_spoiler=1 + spoiler_message="story_section_N" to hide the section name until you've // cleared main section N. Verified against prod /story/section responses where section // 9003 carries is_spoiler=1, spoiler_message="story_section_14". _master.Setup(m => m.GetSectionsByFamilyAsync(StoryApiType.Main)) .ReturnsAsync(new List { new() { Id = 9003, WorldId = 1, StoryApiType = StoryApiType.Limited, IsLeaderSelect = false, IsSpoiler = 1, SpoilerMessage = "story_section_14" } }); _master.Setup(m => m.GetWorldsForSectionsAsync(It.IsAny>())) .ReturnsAsync(new List { new() { Id = 1, TitleTextKey = "world_1" } }); _master.Setup(m => m.GetChaptersBySectionsAsync(It.IsAny>())) .ReturnsAsync(new List()); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary()); var resp = await _service.GetSectionsAsync(StoryApiType.Main, viewerId: 7L); var section = resp.WorldList["1"].SectionList.Single(s => s.SectionId == "9003"); Assert.That(section.IsSpoiler, Is.EqualTo(1)); Assert.That(section.SpoilerMessage, Is.EqualTo("story_section_14")); } [Test] public async Task GetSectionsAsync_tutorial_section_is_finished_when_viewer_tutorial_state_at_end_step() { // The tutorial section (id=0) has zero chapter rows — the prologue is hardcoded // client-side in Wizard/Prologue.cs. Prod nonetheless returns is_finished=true once // viewer.tutorial_step reaches 100; the client uses that to flip IsTutorialReplay, // which is what re-enables chapter switching in AreaSelectUI.OnTouchChapterListTutorial. // Verified against traffic_prod_626_story.ndjson btn_story_tutorial entry. const long viewerId = 7L; var service = NewServiceWithSeededViewerTutorialState( nameof(GetSectionsAsync_tutorial_section_is_finished_when_viewer_tutorial_state_at_end_step), viewerId, tutorialState: 100); _master.Setup(m => m.GetSectionsByFamilyAsync(StoryApiType.Main)) .ReturnsAsync(new List { new() { Id = 0, WorldId = 1, StoryApiType = StoryApiType.Main, IsLeaderSelect = false } }); _master.Setup(m => m.GetWorldsForSectionsAsync(It.IsAny>())) .ReturnsAsync(new List { new() { Id = 1, TitleTextKey = "world_1" } }); _master.Setup(m => m.GetChaptersBySectionsAsync(It.IsAny>())) .ReturnsAsync(new List()); _viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny>())) .ReturnsAsync(new Dictionary()); var resp = await service.GetSectionsAsync(StoryApiType.Main, viewerId); var section = resp.WorldList["1"].SectionList.Single(s => s.SectionId == "0"); Assert.That(section.IsFinished, Is.True); } [Test] public async Task GetSectionsAsync_tutorial_section_not_finished_when_viewer_mid_tutorial() { // Mid-tutorial (step < 100): client still needs IsTutorialReplay=false so the AreaSelectUI // confirm-only-current-step flow runs. is_finished must stay false. const long viewerId = 7L; var service = NewServiceWithSeededViewerTutorialState( nameof(GetSectionsAsync_tutorial_section_not_finished_when_viewer_mid_tutorial), viewerId, tutorialState: 41); _master.Setup(m => m.GetSectionsByFamilyAsync(StoryApiType.Main)) .ReturnsAsync(new List { new() { Id = 0, WorldId = 1, StoryApiType = StoryApiType.Main, IsLeaderSelect = false } }); _master.Setup(m => m.GetWorldsForSectionsAsync(It.IsAny>())) .ReturnsAsync(new List { new() { Id = 1, TitleTextKey = "world_1" } }); _master.Setup(m => m.GetChaptersBySectionsAsync(It.IsAny>())) .ReturnsAsync(new List()); _viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny>())) .ReturnsAsync(new Dictionary()); var resp = await service.GetSectionsAsync(StoryApiType.Main, viewerId); var section = resp.WorldList["1"].SectionList.Single(s => s.SectionId == "0"); Assert.That(section.IsFinished, Is.False); } private StoryService NewServiceWithSeededViewerTutorialState(string dbName, long viewerId, int tutorialState) { var db = StoryServiceTestHelpers.NewInMemoryDb(dbName); db.Viewers.Add(new SVSim.Database.Models.Viewer { Id = viewerId, MissionData = new SVSim.Database.Models.ViewerMissionData { TutorialState = tutorialState }, }); db.SaveChanges(); return new StoryService( _master.Object, _viewer.Object, inv: new Mock().Object, db: db, configService: StoryServiceTestHelpers.NewConfigService(), deckRepository: new Mock().Object, buildDecks: new Mock().Object, logger: NullLogger.Instance); } [Test] public async Task GetLeaderSelectAsync_section_with_custom_leaders_returns_only_those_charas_in_min_story_id_order() { // Section 17 in prod offers 4 custom leaders (chara_ids 500901-500904), not the default // 8 classes. Ordering is by ascending min(story_id) of each chara's chapters: // 500901 (569), 500903 (591), 500904 (594), 500902 (597) — non-numeric chara_id sequence. // Verified against data_dumps/captures/traffic_prod_626_story.ndjson section_id=17 leader_select. var s17chapters = new List { Ch(569, 17, 500901, "1", "2"), Ch(570, 17, 500901, "2", "3"), Ch(591, 17, 500903, "1", "2"), Ch(592, 17, 500903, "2", "3"), Ch(594, 17, 500904, "1", "2"), Ch(595, 17, 500904, "2", "3"), Ch(597, 17, 500902, "1", "2"), Ch(598, 17, 500902, "2", "3"), }; _master.Setup(m => m.GetChaptersBySectionsAsync(It.Is>(ids => ids.Contains(17)))) .ReturnsAsync(s17chapters); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary()); var resp = await _service.GetLeaderSelectAsync(StoryApiType.Main, 17, viewerId: 7L); Assert.That(resp.LeaderCount, Is.EqualTo(4)); Assert.That(resp.LeaderList.Select(l => l.CharaId), Is.EqualTo(new[] { 500901, 500903, 500904, 500902 })); Assert.That(resp.LeaderList.All(l => l.CurrentChapter == 1), Is.True); } [Test] public async Task StartAsync_returns_sbs_payload_for_chapter_with_sbs_id() { var chapter = Ch(101, 1, 2, "2", "3", sbsId: 8); var sbs = new SpecialBattleSetting { Id = 8, PlayerStartLife = 20, EnemyStartLife = 10, Note = "Disaster Tree ch2&3" }; _master.Setup(m => m.GetChapterByIdAsync(101)).ReturnsAsync(chapter); _master.Setup(m => m.GetSbsByIdAsync(8)).ReturnsAsync(sbs); var resp = await _service.StartAsync(StoryApiType.Main, new[] { 101 }, viewerId: 7L); Assert.That(resp.ContainsKey("0"), Is.True); var slot = (StartSlotWithSbs)resp["0"]; Assert.That(slot.SpecialBattleSetting.Id, Is.EqualTo("8")); Assert.That(slot.SpecialBattleSetting.EnemyStartLife, Is.EqualTo("10")); Assert.That(resp.ContainsKey("mission_parameter"), Is.True); Assert.That(((Array)resp["mission_parameter"]).Length, Is.EqualTo(0)); } [Test] public async Task StartAsync_returns_empty_slot_for_chapter_without_sbs_id() { var chapter = Ch(100, 1, 2, "1", "2", sbsId: null); _master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter); var resp = await _service.StartAsync(StoryApiType.Main, new[] { 100 }, viewerId: 7L); Assert.That(resp["0"], Is.InstanceOf()); Assert.That(((Array)resp["0"]).Length, Is.EqualTo(0)); } [Test] public async Task GetInfoAsync_emits_sub_chapters_with_per_sub_is_finish() { // Section 9 ch.13 (story_id 374) carries 5 sub-chapters (374/1, 375/2, 376/3, 377/4, 378/5). // The client's SubChapterData parser reads is_finish per sub-chapter to derive the parent's // ChapterClearStatus (AllCleared / AlreadyRead / NotCleared). Verified against // traffic_prod_more_stories.ndjson section_id=9 /info response. var parent = Ch(374, 9, 0, "13", "14", battle: false); parent.SubChapters.Add(new StorySubChapter { SubChapterId = 1, SubChapterStoryId = 374 }); parent.SubChapters.Add(new StorySubChapter { SubChapterId = 2, SubChapterStoryId = 375 }); parent.SubChapters.Add(new StorySubChapter { SubChapterId = 3, SubChapterStoryId = 376 }); var ch14 = Ch(379, 9, 0, "14", "0", battle: false); _master.Setup(m => m.GetChaptersBySectionCharaAsync(9, 0)) .ReturnsAsync(new List { parent, ch14 }); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary { { 374, new ViewerStoryProgress { StoryId = 374, IsFinish = true } }, { 375, new ViewerStoryProgress { StoryId = 375, IsFinish = true } } }); _viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny>())) .ReturnsAsync(new HashSet()); var resp = await _service.GetInfoAsync(StoryApiType.Main, 9, 0, viewerId: 7L); var ch13 = resp.StoryMasterList.Single(c => c.ChapterId == "13"); Assert.That(ch13.SubChapters, Has.Count.EqualTo(3)); var subs = ch13.SubChapters.OrderBy(s => s.SubChapterId).ToList(); Assert.That(subs[0].StoryId, Is.EqualTo(374)); Assert.That(subs[0].IsFinish, Is.True); Assert.That(subs[1].StoryId, Is.EqualTo(375)); Assert.That(subs[1].IsFinish, Is.True); Assert.That(subs[2].StoryId, Is.EqualTo(376)); Assert.That(subs[2].IsFinish, Is.False); // Regular chapter (no subs) should not carry the sub_chapters key on the wire at all — // prod omits it entirely. We leave the DTO property null so the global WhenWritingNull // policy drops the key during serialization. var c14 = resp.StoryMasterList.Single(c => c.ChapterId == "14"); Assert.That(c14.SubChapters, Is.Null); } [Test] public async Task FinishAsync_sub_chapter_id_marks_progress_via_resolution() { // Client sends /finish with the sub-chapter's story_id (e.g. 375), not the parent's. // Our chapter table has no row for 375 — GetChapterByIdAsync returns null. The service // must fall through to StorySubChapter resolution and upsert progress at the sub's id // with isFinish=true, isSkipped=true (sub-chapters are always narrative-only). // Confirmed against StoryFinishTask.cs line 391 in decompiled client. _master.Setup(m => m.GetChapterByIdAsync(375)).ReturnsAsync((StoryChapter?)null); _master.Setup(m => m.FindSubChapterByStoryIdAsync(375)) .ReturnsAsync(new StorySubChapter { SubChapterId = 2, SubChapterStoryId = 375 }); var req = new FinishRequest { StoryId = 375, IsFinish = 1, ClassId = null }; await _service.FinishAsync(StoryApiType.Main, req, viewerId: 7L); _viewer.Verify(v => v.UpsertProgressAsync(7L, 375, true, true), Times.Once); } [Test] public async Task FinishAsync_no_battle_chapter_marks_both_isFinish_and_isSkipped_true() { // Limited-story narrative chapters have battle_exists=false. Prod's /info returns // is_finish=true AND is_skipped=true for these once /finish is called — the client uses // is_finish for the green "Cleared" badge, so leaving is_finish=false (only is_skipped) // renders the blue "AlreadyRead" badge instead. Verified against // traffic_prod_limited_stories.ndjson story_id=1 after first /finish. var chapter = Ch(100, 9001, 0, "1", "2", battle: false); _master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary()); var req = new FinishRequest { StoryId = 100, IsFinish = 1, ClassId = null, // play-shape absent (no battle to play) SelectionChapterId = null, }; await _service.FinishAsync(StoryApiType.Limited, req, viewerId: 7L); _viewer.Verify(v => v.UpsertProgressAsync(7L, 100, true, true), Times.Once); } [Test] public async Task FinishAsync_skip_shape_sets_isSkipped_and_grants_nothing() { var chapter = Ch(100, 1, 2, "1", "2"); chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)1, RewardNumber = 20 }); _master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary()); var req = new FinishRequest { StoryId = 100, IsFinish = 1, SelectionChapterId = null, IsSelectAnotherEnd = false, ClassId = null, // play-shape absence → skip }; var resp = await _service.FinishAsync(StoryApiType.Main, req, viewerId: 7L); Assert.That(resp.RewardList, Is.Empty); Assert.That(resp.StoryRewardList, Is.Empty); Assert.That(resp.GetClassExperience, Is.EqualTo("0")); _viewer.Verify(v => v.UpsertProgressAsync(7L, 100, null, true), Times.Once); } [Test] public async Task FinishAsync_skip_shape_with_selection_unlocks_branch() { var parent = Ch(200, 17, 500901, "2", "3a 3b 3c"); var branch3b = Ch(202, 17, 500901, "3b", "4b"); _master.Setup(m => m.GetChapterByIdAsync(200)).ReturnsAsync(parent); _master.Setup(m => m.GetChaptersBySectionCharaAsync(17, 500901)) .ReturnsAsync(new List { parent, branch3b }); _viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny>())) .ReturnsAsync(new Dictionary()); var req = new FinishRequest { StoryId = 200, IsFinish = 1, SelectionChapterId = "3b", IsSelectAnotherEnd = false, }; await _service.FinishAsync(StoryApiType.Main, req, viewerId: 7L); _viewer.Verify(v => v.UpsertBranchUnlockAsync(7L, 202), Times.Once); } [Test] public async Task FinishAsync_play_shape_first_clear_grants_rewards_and_xp() { using var factory = new SVSimTestFactory(); var svc = NewServiceWithSeededViewer(factory, out var scope, out var viewerId); using (scope) { var chapter = Ch(100, 1, 2, "1", "2"); chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)1, RewardDetailId = 0, RewardNumber = 100 }); _master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter); _viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny>())) .ReturnsAsync(new Dictionary()); var req = new FinishRequest { StoryId = 100, IsFinish = 1, ClassId = 2, EvolveCount = 0, TotalTurn = 5, DeckNo = 1, UseBuildDeck = 0, DeckFormat = 1, Mission = new(), RecoveryData = null, }; var resp = await svc.FinishAsync(StoryApiType.Main, req, viewerId: viewerId); // Viewer started at RedEther=0; grant of 100 → post-state total = 100. Assert.That(resp.RewardList, Has.Count.EqualTo(1)); Assert.That(resp.RewardList[0].RewardNum, Is.EqualTo("100")); Assert.That(resp.GetClassExperience, Is.EqualTo("200")); _viewer.Verify(v => v.UpsertProgressAsync(viewerId, 100, true, null), Times.Once); // Confirm currency persisted: fetch fresh viewer from a new scope. using var verifyScope = factory.Services.CreateScope(); var db2 = verifyScope.ServiceProvider.GetRequiredService(); var freshViewer = await db2.Viewers.FirstAsync(v => v.Id == viewerId); Assert.That(freshViewer.Currency.RedEther, Is.EqualTo(100UL)); } } [Test] public async Task FinishAsync_play_shape_replay_does_not_double_grant() { using var factory = new SVSimTestFactory(); var svc = NewServiceWithSeededViewer(factory, out var scope, out var viewerId); using (scope) { var chapter = Ch(100, 1, 2, "1", "2"); chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)1, RewardDetailId = 0, RewardNumber = 100 }); _master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter); _viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny>())) .ReturnsAsync(new Dictionary { { 100, new ViewerStoryProgress { StoryId = 100, IsFinish = true } } }); var req = new FinishRequest { StoryId = 100, IsFinish = 1, ClassId = 2 }; var resp = await svc.FinishAsync(StoryApiType.Main, req, viewerId: viewerId); Assert.That(resp.RewardList, Is.Empty); // Currency must not have changed from its seed value of 0. using var verifyScope = factory.Services.CreateScope(); var db2 = verifyScope.ServiceProvider.GetRequiredService(); var freshViewer = await db2.Viewers.FirstAsync(v => v.Id == viewerId); Assert.That(freshViewer.Currency.RedEther, Is.EqualTo(0UL)); } } [Test] public async Task FinishAsync_battle_after_skip_still_grants_rewards() { using var factory = new SVSimTestFactory(); var svc = NewServiceWithSeededViewer(factory, out var scope, out var viewerId); using (scope) { var chapter = Ch(100, 1, 2, "1", "2"); chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)1, RewardDetailId = 0, RewardNumber = 100 }); _master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter); // Previously skipped but never finished — should be treated as first clear. _viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny>())) .ReturnsAsync(new Dictionary { { 100, new ViewerStoryProgress { StoryId = 100, IsFinish = false, IsSkipped = true } } }); var req = new FinishRequest { StoryId = 100, IsFinish = 1, ClassId = 2 }; var resp = await svc.FinishAsync(StoryApiType.Main, req, viewerId: viewerId); Assert.That(resp.RewardList, Has.Count.EqualTo(1)); Assert.That(resp.RewardList[0].RewardNum, Is.EqualTo("100")); using var verifyScope = factory.Services.CreateScope(); var db2 = verifyScope.ServiceProvider.GetRequiredService(); var freshViewer = await db2.Viewers.FirstAsync(v => v.Id == viewerId); Assert.That(freshViewer.Currency.RedEther, Is.EqualTo(100UL)); } } [Test] public async Task FinishAsync_play_shape_first_clear_grants_card_and_cascades_cosmetic() { using var factory = new SVSimTestFactory(); const long testCardId = 998_001_010L; const int testSkinId = 998_001_011; const int testStoryId = 998_001_500; using (var seedScope = factory.Services.CreateScope()) { var db = seedScope.ServiceProvider.GetRequiredService(); db.Cards.Add(new ShadowverseCardEntry { Id = testCardId, Name = "StoryCascadeCard", Rarity = SVSim.Database.Enums.Rarity.Gold }); db.LeaderSkins.Add(new LeaderSkinEntry { Id = testSkinId, Name = "StoryCascadeSkin" }); db.CardCosmeticRewards.Add(new CardCosmeticReward { CardId = testCardId, Type = SVSim.Database.Enums.CosmeticType.Skin, CosmeticId = testSkinId, Quantity = 1, }); await db.SaveChangesAsync(); } var svc = NewServiceWithSeededViewer(factory, out var scope, out var viewerId); using (scope) { var chapter = Ch(testStoryId, 1, 2, "1", "2"); chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)5, // UserGoodsType.Card RewardDetailId = testCardId, RewardNumber = 1, }); _master.Setup(m => m.GetChapterByIdAsync(testStoryId)).ReturnsAsync(chapter); _viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny>())) .ReturnsAsync(new Dictionary()); var req = new FinishRequest { StoryId = testStoryId, IsFinish = 1, ClassId = 2 }; var resp = await svc.FinishAsync(StoryApiType.Main, req, viewerId: viewerId); // reward_list (post-state) gets BOTH the Card entry AND the cascaded Skin entry. Assert.That(resp.RewardList.Any(r => r.RewardType == "5" && r.RewardId == testCardId.ToString()), Is.True, "card reward should appear in reward_list"); Assert.That(resp.RewardList.Any(r => r.RewardType == "10" && r.RewardId == testSkinId.ToString()), Is.True, "cascade skin should appear in reward_list"); // story_reward_list (deltas) only carries the top-level chapter reward. Assert.That(resp.StoryRewardList.Count(r => r.RewardType == "5"), Is.EqualTo(1)); Assert.That(resp.StoryRewardList.Any(r => r.RewardType == "10"), Is.False, "cascade cosmetics should not appear in story_reward_list deltas"); } // Verify viewer ownership was persisted. using var verifyScope = factory.Services.CreateScope(); var verifyDb = verifyScope.ServiceProvider.GetRequiredService(); var viewer = await verifyDb.Viewers .Include(v => v.Cards).ThenInclude(c => c.Card) .Include(v => v.LeaderSkins) .AsSplitQuery() .FirstAsync(v => v.Id == viewerId); Assert.That(viewer.Cards.Any(c => c.Card.Id == testCardId), Is.True); Assert.That(viewer.LeaderSkins.Any(s => s.Id == testSkinId), Is.True); } [Test] public async Task FinishAsync_card_grant_for_already_owned_card_increments_not_duplicates() { using var factory = new SVSimTestFactory(); const long testCardId = 998_002_010L; const int testStoryId = 998_002_500; // Pre-seed the card in the catalog AND give the viewer 2 copies of it before the story finish. using (var seedScope = factory.Services.CreateScope()) { var db = seedScope.ServiceProvider.GetRequiredService(); db.Cards.Add(new ShadowverseCardEntry { Id = testCardId, Name = "ExistingOwnedCard", Rarity = SVSim.Database.Enums.Rarity.Silver, }); await db.SaveChangesAsync(); } var svc = NewServiceWithSeededViewer(factory, out var scope, out var viewerId); using (scope) { // Seed 2 owned copies of the card under the same viewer used by NewServiceWithSeededViewer. var scopeDb = scope.ServiceProvider.GetRequiredService(); var seedViewer = await scopeDb.Viewers .Include(v => v.Cards).ThenInclude(c => c.Card) .FirstAsync(v => v.Id == viewerId); var card = await scopeDb.Cards.FirstAsync(c => c.Id == testCardId); seedViewer.Cards.Add(new OwnedCardEntry { Card = card, Count = 2, IsProtected = false }); await scopeDb.SaveChangesAsync(); // Configure a chapter that grants 1 copy of the same card. var chapter = Ch(testStoryId, 1, 2, "1", "2"); chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)5, // UserGoodsType.Card RewardDetailId = testCardId, RewardNumber = 1, }); _master.Setup(m => m.GetChapterByIdAsync(testStoryId)).ReturnsAsync(chapter); _viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny>())) .ReturnsAsync(new Dictionary()); var req = new FinishRequest { StoryId = testStoryId, IsFinish = 1, ClassId = 2 }; var resp = await svc.FinishAsync(StoryApiType.Main, req, viewerId: viewerId); // Post-state count on the wire should be 3 (2 owned + 1 granted). var cardEntry = resp.RewardList.SingleOrDefault(r => r.RewardType == "5" && r.RewardId == testCardId.ToString()); Assert.That(cardEntry, Is.Not.Null, "card reward should appear in reward_list"); Assert.That(cardEntry!.RewardNum, Is.EqualTo("3"), "post-state count should be incremented, not reset to 1"); } // Verify the viewer has exactly ONE OwnedCardEntry row for this card, with Count=3. using var verifyScope = factory.Services.CreateScope(); var verifyDb = verifyScope.ServiceProvider.GetRequiredService(); var viewer = await verifyDb.Viewers .Include(v => v.Cards).ThenInclude(c => c.Card) .AsSplitQuery() .FirstAsync(v => v.Id == viewerId); var ownedRows = viewer.Cards.Where(c => c.Card.Id == testCardId).ToList(); Assert.That(ownedRows, Has.Count.EqualTo(1), "exactly one OwnedCardEntry row should exist (no duplicates)"); Assert.That(ownedRows[0].Count, Is.EqualTo(3)); } } internal static class StoryServiceTestHelpers { public static SVSim.Database.Services.IGameConfigService NewConfigService() { var mock = new Mock(); mock.Setup(s => s.Get()) .Returns(new SVSim.Database.Models.Config.StoryConfig { ClassXpPerClear = 200 }); return mock.Object; } /// /// Returns a minimal backed by the EF InMemory provider. /// Safe for non-reward tests that never actually query the DB. /// The supplied is suffixed with a fresh Guid so concurrent /// callers never share a database — EF InMemory keys by name, and the previous callers /// all passed the literal string "SetUp" via nameof(SetUp), which collapsed every /// test in the fixture onto the same store and broke under parallel execution. /// public static SVSimDbContext NewInMemoryDb(string dbName) { var options = new Microsoft.EntityFrameworkCore.DbContextOptionsBuilder() .UseInMemoryDatabase($"{dbName}-{Guid.NewGuid():N}") .Options; return new SVSimDbContext( Microsoft.Extensions.Logging.Abstractions.NullLogger.Instance, options); } }