using System.Text.Json.Serialization; namespace SVSim.EmulatedEntrypoint.Models.Dtos.GuildChat; /// /// Response for POST /guild_chat/replay_detail. /// /// Wire shape: the stored ReplayPayload JSON is forwarded FLAT as the entire data payload. /// ChatReplayDetailTask.Parse() calls new ReplayDetailInfo(base.ResponseData["data"]) which /// then accesses data["battleId"], data["seed"], data["vid1"], etc. directly (no Keys.Contains /// guards on required fields). Wrapping the payload under a "replay_info" key would crash the /// client. The controller returns the raw JsonElement directly via Ok(element). /// /// C1 decision: Option (b) is superseded — client CAN handle a full payload; the bug was the /// wrapper key. The flat pass-through here is Option (a) variant: emit stored fields at data level. /// If GetReplayDetailAsync returns null (no stored replay), the controller emits result_code=2 /// to gate the client off unguarded parsing. /// // NOTE: This DTO is unused at runtime — the controller returns ActionResult directly. It is kept // as documentation of the wire contract and for future typed deserialization tests. public class GuildChatReplayDetailResponse { // Fields are emitted flat at the data level, not under a wrapper key. // See ReplayDetailInfo.cs in the decompiled client for the full field list. // Key representative required fields (unguarded access in constructor): // battleId, seed, fieldId, firstTurn, card_master_id, // vid1/name1/charaId1/classId1/emblemId1/degreeId1/countryCode1/sleeveId1/battlePoint1/masterPoint1/rank1/isOfficial1/deck1 // vid2/name2/charaId2/classId2/emblemId2/degreeId2/countryCode2/sleeveId2/battlePoint2/masterPoint2/rank2/isOfficial2/deck2 [JsonPropertyName("result_code")] public int ResultCode { get; set; } = 1; }