using MessagePack;
namespace SVSim.EmulatedEntrypoint.Models.Dtos.Responses;
///
/// Wire-shape mirrors production's /check/game_start response. Several fields here are
/// NOT read by Cute/GameStartCheckTask.Parse (now_viewer_id, now_name,
/// now_rank — those are consumed by sibling tasks); they're included because prod sends
/// them and the boot worked when we matched prod exactly. Removing them is a regression risk
/// even though the parse-time decompile says they're unused.
///
[MessagePackObject]
public class GameStartResponse
{
/// The signed-in viewer's internal id. Prod always sends.
[Key("now_viewer_id")]
public long NowViewerId { get; set; }
///
/// Whether the user has set a data-transfer password. Prod sends a non-null bool;
/// GameStartCheckTask.Parse gates the read with Keys.Contains.
///
[Key("is_set_transition_password")]
public bool IsSetTransitionPassword { get; set; }
/// Viewer display name. Not read by GameStartCheckTask but sent by prod.
[Key("now_name")]
public string NowName { get; set; } = string.Empty;
///
/// Per-format rank-name map keyed by deck-format id ("1", "2", "4" observed in prod).
/// Stub for now until rank state is persisted; pinned to RankName_010 / RankName_017
/// (matches prod's shape).
///
[Key("now_rank")]
public Dictionary NowRank { get; set; } = new();
///
/// Tutorial progress — **sent as a string on the wire** ("100" = tutorial complete).
/// GameStartCheckTask.Parse calls .ToInt() so LitJson coerces.
///
[Key("now_tutorial_step")]
public string NowTutorialStep { get; set; } = "100";
///
/// Linked social accounts. Per-entry shape in .
///
[Key("transition_account_data")]
public List TransitionAccountData { get; set; } = new();
// INTENTIONALLY OMITTED: `rewrite_viewer_id` and `account_delete_reservation_status`.
// Both are presence-checked by the client via `Keys.Contains(...)` + `.ToInt()` with no
// null guard. MessagePack-CSharp writes [Key] properties unconditionally (null → Nil),
// and the System.Text.Json `WhenWritingNull` ignore only affects the plain-JSON path.
// So including these as nullable properties is a guaranteed NRE on the encrypted client
// path. We don't need them — the client tolerates their absence — so don't declare them.
// Re-add only if we have a real value to send.
// --- Agreement / consent state (all required) ---
/// PlayerStaticData.AgreementState enum.
[Key("tos_state")]
public int TosState { get; set; }
/// PlayerStaticData.AgreementState enum.
[Key("policy_state")]
public int PolicyState { get; set; }
/// PlayerStaticData.AgreementState enum.
[Key("kor_authority_state")]
public int KorAuthorityState { get; set; }
/// Current Terms of Service document id.
[Key("tos_id")]
public int TosId { get; set; }
/// Current Privacy Policy document id.
[Key("policy_id")]
public int PolicyId { get; set; }
/// Current Korean authority consent document id.
[Key("kor_authority_id")]
public int KorAuthorityId { get; set; }
}