Files
SVSimServer/SVSim.UnitTests/Story/StoryServiceTests.cs
gamer147 05d8169012 refactor: type reward_type columns as UserGoodsType enum
Replace bare `int RewardType` on 12 catalog/reward entities and GrantedReward
with the existing UserGoodsType enum. Verified against the decompiled client:
every wire reward_type decodes through the single Wizard.UserGoods.Type enum, so
one enum is correct across all endpoint families (item_type is a separate
Item.Type axis, left untouched). EF stores the enum as the same int column, so
there is no migration.

- Importers cast seed int -> UserGoodsType at the ingest boundary.
- New GrantedReward.ToRewardList() extension replaces 8 copy-pasted
  GrantedReward -> RewardListEntry projections.
- Fix 3 .ToString() sites that would otherwise emit enum names ("Crystal")
  instead of the int wire value ("2").
- Wire DTOs keep int; the enum is widened to int at the wire boundary only.

Build green; 962/962 tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 07:50:49 -04:00

853 lines
44 KiB
C#

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<IStoryMasterRepository> _master = null!;
private Mock<IViewerStoryProgressRepository> _viewer = null!;
private StoryService _service = null!;
[SetUp]
public void SetUp()
{
_master = new Mock<IStoryMasterRepository>();
_viewer = new Mock<IViewerStoryProgressRepository>();
// 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<IInventoryService>().Object;
_service = new StoryService(
_master.Object, _viewer.Object,
inv: inv,
db: db,
configService: StoryServiceTestHelpers.NewConfigService(),
deckRepository: new Mock<SVSim.Database.Repositories.Deck.IDeckRepository>().Object,
buildDecks: new Mock<SVSim.Database.Repositories.BuildDeck.IBuildDeckRepository>().Object,
logger: NullLogger<StoryService>.Instance);
}
/// <summary>
/// Creates a <see cref="StoryService"/> backed by a real <see cref="SVSimDbContext"/> from
/// <paramref name="factory"/>, 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.
/// </summary>
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<SVSimDbContext>();
var v = resetDb.Viewers.First(x => x.Id == seedId);
v.Currency.RedEther = 0;
resetDb.SaveChanges();
}
scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
var inv = scope.ServiceProvider.GetRequiredService<IInventoryService>();
return new StoryService(
_master.Object,
_viewer.Object,
inv: inv,
db: db,
configService: StoryServiceTestHelpers.NewConfigService(),
deckRepository: new Mock<SVSim.Database.Repositories.Deck.IDeckRepository>().Object,
buildDecks: new Mock<SVSim.Database.Repositories.BuildDeck.IBuildDeckRepository>().Object,
logger: NullLogger<StoryService>.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<StoryChapter> {
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int>());
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<StoryChapter> {
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 100, new ViewerStoryProgress { ViewerId = 7, StoryId = 100, IsFinish = true } } });
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int>());
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<StoryChapter> {
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 100, new ViewerStoryProgress { StoryId = 100, IsSkipped = true } } });
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int>());
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<StoryChapter> {
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } } });
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int>());
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<StoryChapter> {
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } } });
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int> { 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<StoryChapter> {
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } } });
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int> { 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<StoryChapter> { parent, branch3b });
_viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } } });
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int>());
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<StoryChapter> {
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 200, new ViewerStoryProgress { StoryId = 200, IsFinish = true } },
{ 201, new ViewerStoryProgress { StoryId = 201, IsFinish = true } } });
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int> { 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<IEnumerable<int>>(ids => ids.Contains(1))))
.ReturnsAsync(allChapters);
_viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<IEnumerable<int>>(ids => ids.Contains(1))))
.ReturnsAsync(new List<StoryChapter> {
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 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<StorySection> {
new() { Id = 9003, WorldId = 1, StoryApiType = StoryApiType.Limited,
IsLeaderSelect = false, IsSpoiler = 1, SpoilerMessage = "story_section_14" } });
_master.Setup(m => m.GetWorldsForSectionsAsync(It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new List<StoryWorld> { new() { Id = 1, TitleTextKey = "world_1" } });
_master.Setup(m => m.GetChaptersBySectionsAsync(It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new List<StoryChapter>());
_viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<StorySection> {
new() { Id = 0, WorldId = 1, StoryApiType = StoryApiType.Main, IsLeaderSelect = false } });
_master.Setup(m => m.GetWorldsForSectionsAsync(It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new List<StoryWorld> { new() { Id = 1, TitleTextKey = "world_1" } });
_master.Setup(m => m.GetChaptersBySectionsAsync(It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new List<StoryChapter>());
_viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<StorySection> {
new() { Id = 0, WorldId = 1, StoryApiType = StoryApiType.Main, IsLeaderSelect = false } });
_master.Setup(m => m.GetWorldsForSectionsAsync(It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new List<StoryWorld> { new() { Id = 1, TitleTextKey = "world_1" } });
_master.Setup(m => m.GetChaptersBySectionsAsync(It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new List<StoryChapter>());
_viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<IInventoryService>().Object,
db: db,
configService: StoryServiceTestHelpers.NewConfigService(),
deckRepository: new Mock<SVSim.Database.Repositories.Deck.IDeckRepository>().Object,
buildDecks: new Mock<SVSim.Database.Repositories.BuildDeck.IBuildDeckRepository>().Object,
logger: NullLogger<StoryService>.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<StoryChapter> {
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<IEnumerable<int>>(ids => ids.Contains(17))))
.ReturnsAsync(s17chapters);
_viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<Array>());
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<StoryChapter> { parent, ch14 });
_viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 374, new ViewerStoryProgress { StoryId = 374, IsFinish = true } },
{ 375, new ViewerStoryProgress { StoryId = 375, IsFinish = true } } });
_viewer.Setup(v => v.GetBranchUnlockedStoryIdsAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new HashSet<int>());
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<StoryChapter> { parent, branch3b });
_viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<SVSimDbContext>();
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 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<SVSimDbContext>();
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
{ 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<SVSimDbContext>();
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<SVSimDbContext>();
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<SVSimDbContext>();
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<SVSimDbContext>();
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<SVSimDbContext>();
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<IEnumerable<int>>()))
.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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<SVSimDbContext>();
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<SVSim.Database.Services.IGameConfigService>();
mock.Setup(s => s.Get<SVSim.Database.Models.Config.StoryConfig>())
.Returns(new SVSim.Database.Models.Config.StoryConfig { ClassXpPerClear = 200 });
return mock.Object;
}
/// <summary>
/// Returns a minimal <see cref="SVSimDbContext"/> backed by the EF InMemory provider.
/// Safe for non-reward tests that never actually query the DB.
/// The supplied <paramref name="dbName"/> 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 <c>nameof(SetUp)</c>, which collapsed every
/// test in the fixture onto the same store and broke under parallel execution.
/// </summary>
public static SVSimDbContext NewInMemoryDb(string dbName)
{
var options = new Microsoft.EntityFrameworkCore.DbContextOptionsBuilder<SVSimDbContext>()
.UseInMemoryDatabase($"{dbName}-{Guid.NewGuid():N}")
.Options;
return new SVSimDbContext(
Microsoft.Extensions.Logging.Abstractions.NullLogger<SVSimDbContext>.Instance,
options);
}
}