A wiped/fresh client (NukeIdentityOnStartup, new install, or any path that clears PlayerPrefs) defaults its stored RES_VER to "00000000" per Cute/SavedataManager.GetResourceVersion. The client builds the Akamai manifest URL as dl/Manifest/<RES_VER>/<lang>/<Platform>/, and Akamai 404s the "00000000" path -> Toolbox.AssetManager.InitializeManifest fails -> the title screen shows "Connection Error / Reconnect" before any tutorial UI loads. Fix: - New ResourceConfig [ConfigSection] in SVSim.Database — single field RequiredResVer defaulting to "4670rPsPMVlRTd2" (the value prod returned in data_dumps/traffic_prod_tutorial.ndjson and was still returning at 2026-05-28 21:00 UTC). Lives in GameConfigs so it can be tuned via DB / appsettings without code edits. - ShadowverseTranslationMiddleware injects IGameConfigService and emits required_res_ver in data_headers ONLY on /check/game_start responses. NetworkTask.Parse opens a "new data is available" popup whenever required_res_ver is present and the URL is anything other than GameStartCheck (NetworkTask.cs:128-138); the suppression on game_start is what lets us silently bump PlayerPrefs["RES_VER"] before ResourceDownloader runs. - DataHeaders gains a nullable RequiredResVer field. DataWrapper.DataHeaders is now Dictionary<string, object?> instead of the typed DataHeaders POCO directly — the construction site stays type-safe (the middleware builds the typed POCO, then projects through the same STJ + ConvertJsonTreeToPlainObject pipeline that DataWrapper.Data uses) so null-valued optional fields are absent from the wire instead of being written as "key":null. Without this, MessagePack's ContractlessStandardResolver walked the typed properties and wrote required_res_ver=null on every non-game_start response, tripping the popup on every boot. - GameConfigurationJsonbTests updated to expect the 9th config section. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
34 lines
1.5 KiB
C#
34 lines
1.5 KiB
C#
using MessagePack;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.Internal;
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/// <summary>
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/// Wraps responses in the format the official game client expects, with a header section for additional data. Not for manual endpoint use, this wrapping is done automatically in a middleware.
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/// </summary>
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[MessagePackObject]
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public class DataWrapper
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{
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/// <summary>
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/// Wire-shape projection of the response envelope headers. The middleware builds a
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/// strongly-typed <see cref="DataHeaders"/> POCO and runs it through the same STJ +
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/// <c>ConvertJsonTreeToPlainObject</c> pipeline that the controller's response goes
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/// through, yielding this dict with absent keys for null-valued optional fields.
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/// Typed as <see cref="Dictionary{TKey,TValue}"/> (not <see cref="object"/>) because
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/// the projected shape is fully known — only the per-key value type varies. Direct
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/// assignment of the typed POCO would let MessagePack's contractless resolver emit
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/// <c>"key":null</c> for nullables, which the client treats as "key present" via
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/// <c>Keys.Contains</c> (see <c>NetworkTask.isResourceVersionUp</c> for the
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/// load-bearing case).
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/// </summary>
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[JsonPropertyName("data_headers")]
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[Key("data_headers")]
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public Dictionary<string, object?> DataHeaders { get; set; } = new();
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/// <summary>
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/// The response data from the endpoint.
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/// </summary>
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[JsonPropertyName("data")]
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[Key("data")]
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public object Data { get; set; } = new();
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} |