using System.Net;
using System.Text;
using System.Text.Json;
using Microsoft.Extensions.DependencyInjection;
using SVSim.Bootstrap.Importers;
using SVSim.Database;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.Controllers;
///
/// Drives the importer + controller against the full production pack seed. Guards against
/// regressions in either layer caused by future seed refreshes.
///
public class PackControllerFullCatalogTests
{
[Test]
public async Task Info_round_trips_every_active_pack_from_production_seed()
{
// The production seed (packs.json) is overlaid by a 3-pack test fixture in the default test
// output dir (see SVSim.UnitTests.csproj). For this test we need the FULL prod catalog,
// so we point PackImporter at a temp seed dir holding only the upstream production seed
// (copied from the Bootstrap project's source-tree Data/seeds/).
var prodSeed = LocateProdSeed("packs.json");
var tempSeedDir = Path.Combine(Path.GetTempPath(), "svsim-pack-prod-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(tempSeedDir);
try
{
File.Copy(prodSeed, Path.Combine(tempSeedDir, "packs.json"));
using var factory = new SVSimTestFactory();
// Run the default seed pipeline first so the per-domain importers populate surrounding tables,
// then re-run PackImporter against the prod seed to overwrite the fixture-loaded packs.
await factory.SeedGlobalsAsync();
using (var scope = factory.Services.CreateScope())
{
var ctx = scope.ServiceProvider.GetRequiredService();
await new PackImporter().ImportAsync(ctx, tempSeedDir);
}
long viewerId = await factory.SeedViewerAsync();
// Snapshot the clock BEFORE the request so the expected count derives from the
// same moment the controller will read. PackController calls DateTime.UtcNow
// directly (not via TimeProvider), so we can't share a single instant — the
// sub-millisecond window between this and the controller's read is the only
// race exposure and any pack whose complete_date falls inside it is on the
// boundary either way.
var now = DateTime.UtcNow;
int expectedActive = CountActiveInSeed(prodSeed, now);
using var client = factory.CreateAuthenticatedClient(viewerId);
var response = await client.PostAsync(
"/pack/info",
new StringContent("""{"viewer_id":"0","steam_id":0,"steam_session_ticket":""}""",
Encoding.UTF8, "application/json"));
var body = await response.Content.ReadAsStringAsync();
Assert.That(response.StatusCode, Is.EqualTo(HttpStatusCode.OK), body);
using var doc = JsonDocument.Parse(body);
var list = doc.RootElement.GetProperty("pack_config_list");
Assert.That(list.GetArrayLength(), Is.EqualTo(expectedActive),
$"Importer+controller must surface every active pack in the prod seed " +
$"(expected {expectedActive} active as of {now:O}).");
// Schema-fidelity spot check: at least one pack with a non-default pack_category
// proves the field survives the JSON round trip. Doesn't pin to a specific pack id
// so it stays valid as seasonal packs roll over.
bool sawNonDefaultCategory = false;
for (int i = 0; i < list.GetArrayLength(); i++)
{
if (list[i].GetProperty("pack_category").GetInt32() != 0)
{
sawNonDefaultCategory = true;
break;
}
}
Assert.That(sawNonDefaultCategory, Is.True,
"At least one active pack should carry a non-default pack_category — " +
"the prod seed always has e.g. category 1 LegendCardPacks alongside the " +
"category 0 standard packs. If this fails, either the round-trip dropped " +
"the field or the seed no longer contains any non-default category.");
}
finally
{
try { Directory.Delete(tempSeedDir, recursive: true); } catch { /* best-effort cleanup */ }
}
}
///
/// Mirrors PackRepository.GetActivePacks's filter (IsEnabled &&
/// CommenceDate <= now <= CompleteDate) against the raw seed file. is_enabled
/// defaults to true to match PackSeed.IsEnabled. Uses the same wire-date parser
/// as the importer so any date-string quirk is parsed identically on both sides.
///
private static int CountActiveInSeed(string seedPath, DateTime when)
{
using var doc = JsonDocument.Parse(File.ReadAllText(seedPath));
int count = 0;
foreach (var pack in doc.RootElement.EnumerateArray())
{
bool enabled = !pack.TryGetProperty("is_enabled", out var en) || en.GetBoolean();
if (!enabled) continue;
var commence = ImporterBase.ParseWireDateTime(pack.GetProperty("commence_date").GetString());
var complete = ImporterBase.ParseWireDateTime(pack.GetProperty("complete_date").GetString());
if (commence <= when && complete >= when) count++;
}
return count;
}
///
/// The test output dir's Data/seeds/packs.json is the fixture overlay (3 packs). The
/// upstream production seed lives in the Bootstrap project's source tree. Walk up from the
/// test binary dir to the repo root and locate it there.
///
private static string LocateProdSeed(string fileName)
{
var dir = new DirectoryInfo(AppContext.BaseDirectory);
while (dir is not null)
{
var candidate = Path.Combine(dir.FullName, "SVSim.Bootstrap", "Data", "seeds", fileName);
if (File.Exists(candidate)) return candidate;
dir = dir.Parent;
}
throw new FileNotFoundException(
$"Could not locate SVSim.Bootstrap/Data/seeds/{fileName} above {AppContext.BaseDirectory}.");
}
}