Files
SVSimServer/SVSim.Bootstrap/Program.cs
gamer147 24f9b2240e feat(matching): move BotRoster from hardcoded fixture to DB-backed seed
Phase 3 shipped the AI rank battle bot pool as a hardcoded 8-entry list
inlined in SVSim.EmulatedEntrypoint/Matching/BotRoster.cs — editing meant
recompiling. Per PLAN.md 2026-06-02 item (d), move it to a Bootstrap
importer so the roster lives in seeds/bot-roster.json and the DB.

Shape mirrors PracticeOpponent end-to-end:
- BotRosterEntry (SVSim.Database/Models) — PK = AiId via the Id passthrough
  pattern. DbSet<BotRosterEntry> BotRoster on SVSimDbContext.
- AddBotRoster migration (DDL only, per migrations-are-DDL-only rule).
- seeds/bot-roster.json — 8 rows preserving the current prod-verified
  cosmetic ids (sleeve 704141010 / emblem 400001100 / degree 120027 /
  field 5) and series-1 ai_ids from rm_ai_setting.csv (1111..1181).
- BotRosterSeed POCO + BotRosterImporter (idempotent upsert keyed by AiId,
  leaves seed-missing rows intact). Wired into SVSim.Bootstrap/Program.cs
  next to PracticeOpponentImporter.
- IGlobalsRepository.GetBotRoster() + impl.

IBotRoster.Pick → PickAsync because BotRoster now depends on the transient
IGlobalsRepository. RankBattleController awaits the new signature. The
deterministic hash-on-ctx invariant (same ctx → same bot, so /ai_<fmt>/start
retries pick the same opponent) is preserved.

DI: AddSingleton<IBotRoster> → AddTransient (matches IGlobalsRepository's
lifetime). Test fixture's SeedGlobalsAsync also runs the importer so
RankBattleControllerTests + the rewritten BotRosterTests both see seeded
rows.

Tests: 931 → 936 passing. Existing 3 BotRosterTests reshaped for the DB
backing + 1 new "throws on empty roster" guard; 4 new
BotRosterImporterTests mirror PracticeOpponentImporterTests
(round-trip / idempotent / seed-missing-row-intact / ai_id=0 skip).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 11:58:19 -04:00

252 lines
12 KiB
C#

using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.Logging.Abstractions;
using SVSim.Bootstrap.Importers;
using SVSim.Database;
namespace SVSim.Bootstrap;
public static class Program
{
private const string DefaultConnectionString =
"Host=localhost;Database=svsim;Username=postgres;password=postgres";
public static async Task<int> Main(string[] args)
{
if (args.Length > 0 && (args[0] is "--help" or "-h"))
{
PrintUsage();
return 1;
}
var opts = ParseArgs(args);
if (opts is null)
{
PrintUsage();
return 1;
}
if (opts.SkipReference && opts.SkipCards && opts.SkipGlobals && opts.SkipStory)
{
Console.Error.WriteLine("All --skip-* flags set; nothing to do.");
return 1;
}
Console.WriteLine($"[Bootstrap] Connection: {RedactPassword(opts.ConnectionString)}");
Console.WriteLine($"[Bootstrap] Reference CSVs: {opts.ReferenceDataDir}");
Console.WriteLine($"[Bootstrap] Cards file: {opts.CardsFile}");
Console.WriteLine($"[Bootstrap] Seeds: {opts.SeedDir}");
var dbOptions = new DbContextOptionsBuilder<SVSimDbContext>()
.UseNpgsql(opts.ConnectionString)
.Options;
await using var context = new SVSimDbContext(NullLogger<SVSimDbContext>.Instance, dbOptions);
// Bootstrap applies pending migrations first — migrations are now DDL-only, all data
// (reference tables, cards, card cosmetic rewards, per-table seed globals, game config)
// is loaded by importers below. This means a freshly migrated DB is structure-only;
// every importer is idempotent so re-running is safe.
Console.WriteLine("[Bootstrap] Applying pending migrations...");
await context.Database.MigrateAsync();
// GameConfigSection rows for every [ConfigSection] type — runtime seed (HasData doesn't
// play well with OwnsOne+ToJson). Always run; tiers only insert missing sections.
await context.EnsureSeedDataAsync();
if (!opts.SkipReference)
{
await new ReferenceDataImporter().ImportAllAsync(context, opts.ReferenceDataDir);
}
else
{
Console.WriteLine("[Bootstrap] --skip-reference set; skipping reference data import.");
}
if (!opts.SkipCards)
{
await new CardImporter().ImportAsync(context, opts.CardsFile);
// Card cosmetic rewards FK to Cards; piggy-back on --skip-cards.
await new CardCosmeticRewardImporter().ImportAsync(context, opts.ReferenceDataDir);
}
else
{
Console.WriteLine("[Bootstrap] --skip-cards set; skipping card + cosmetic-reward import.");
}
if (!opts.SkipGlobals)
{
// Per-domain seed pipeline. Each importer reads a per-table JSON seed file under
// SVSim.Bootstrap/Data/seeds/ produced by an extractor in data_dumps/scripts/.
//
// RotationConfigImporter writes the Rotation GameConfig section that RotationFlagUpdater
// reads; CardImporter ran earlier in the !SkipCards block so CardSets are populated.
await new RotationConfigImporter().ImportAsync(context, opts.SeedDir);
await new MyRotationImporter().ImportAsync(context, opts.SeedDir);
await new AvatarAbilityImporter().ImportAsync(context, opts.SeedDir);
await new ArenaSeasonImporter().ImportAsync(context, opts.SeedDir);
await new ArenaTwoPickRewardImporter().ImportAsync(context, opts.SeedDir);
await new BattlePassImporter().ImportAsync(context, opts.SeedDir);
await new BattlePassSeasonImporter().ImportAsync(context, opts.SeedDir);
await new BattlePassRewardImporter().ImportAsync(context, opts.SeedDir);
await new MissionCatalogImporter().ImportAsync(context, opts.SeedDir);
await new AchievementCatalogImporter().ImportAsync(context, opts.SeedDir);
await new BattlePassMonthlyMissionImporter().ImportAsync(context, opts.SeedDir);
await new DailyLoginBonusImporter().ImportAsync(context, opts.SeedDir);
await new PreReleaseInfoImporter().ImportAsync(context, opts.SeedDir);
await new CardListsImporter().ImportAsync(context, opts.SeedDir);
await new RotationFlagUpdater().UpdateAsync(context);
await new PracticeOpponentImporter().ImportAsync(context, opts.SeedDir);
await new BotRosterImporter().ImportAsync(context, opts.SeedDir);
await new PaymentItemImporter().ImportAsync(context, opts.SeedDir);
await new ItemImporter().ImportAsync(context, opts.SeedDir);
await new SleeveShopImporter().ImportAsync(context, opts.SeedDir);
await new ItemPurchaseImporter().ImportAsync(context, opts.SeedDir);
await new LeaderSkinShopImporter().ImportAsync(context, opts.SeedDir);
await new SpotCardExchangeImporter().ImportAsync(context, opts.SeedDir);
var puzzleImporter = new PuzzleImporter();
await puzzleImporter.ImportGroupsAsync(context, opts.SeedDir);
await puzzleImporter.ImportPuzzlesAsync(context, opts.SeedDir);
await puzzleImporter.ImportMissionsAsync(context, opts.SeedDir);
var mypage = new MyPageGlobalsImporter();
await mypage.ImportBannersAsync(context, opts.SeedDir);
await mypage.ImportColosseumAsync(context, opts.SeedDir);
await mypage.ImportSealedAsync(context, opts.SeedDir);
await mypage.ImportMasterPointRankingPeriodAsync(context, opts.SeedDir);
await mypage.ImportSpecialDeckFormatsAsync(context, opts.SeedDir);
await new DefaultDeckImporter().ImportAsync(context, opts.SeedDir);
await new PackImporter().ImportAsync(context, opts.SeedDir);
await new PackDrawTableImporter().ImportAsync(context, opts.SeedDir);
// BuildDeck pipeline: series CSV → catalog JSON → package CSV. Catalog must run after
// series CSV (FK on products → series) and before package CSV (so the catalog-side
// enriched rows take precedence over stub creation).
var buildDeck = new BuildDeckImporter();
await buildDeck.ImportSeriesAsync(context, opts.ReferenceDataDir);
await buildDeck.ImportCatalogAsync(context, opts.SeedDir);
await buildDeck.ImportPackageAsync(context, opts.ReferenceDataDir);
await new StoryDeckImporter().ImportAsync(context, opts.SeedDir);
}
else
{
Console.WriteLine("[Bootstrap] --skip-globals set; skipping globals import.");
}
if (!opts.SkipStory)
{
await new StoryImporter().ImportAsync(context, opts.StoryDataDir);
}
else
{
Console.WriteLine("[Bootstrap] --skip-story set; skipping story import.");
}
Console.WriteLine("[Bootstrap] Complete.");
return 0;
}
private static BootstrapOptions? ParseArgs(string[] args)
{
string? cards = null;
string? referenceDataDir = null;
string? connection = null;
bool skipReference = false;
bool skipCards = false;
bool skipGlobals = false;
bool skipStory = false;
string? storyDataDir = null;
string? positionalCards = null;
for (int i = 0; i < args.Length; i++)
{
string a = args[i];
switch (a)
{
case "--cards": cards = NextArg(args, ref i); break;
case "--reference-data-dir": referenceDataDir = NextArg(args, ref i); break;
case "--connection-string": connection = NextArg(args, ref i); break;
case "--skip-reference": skipReference = true; break;
case "--skip-cards": skipCards = true; break;
case "--skip-globals": skipGlobals = true; break;
case "--skip-story": skipStory = true; break;
case "--story-data-dir": storyDataDir = NextArg(args, ref i); break;
default:
// Back-compat: legacy positional form `svsim-card-import <cards.json> [connection]`.
if (positionalCards is null && !a.StartsWith('-')) positionalCards = a;
else if (connection is null && !a.StartsWith('-')) connection = a;
else { Console.Error.WriteLine($"Unknown argument: {a}"); return null; }
break;
}
}
// All bootstrap inputs ship in-project under SVSim.Bootstrap/Data/, copied next to the
// binary on build. The --cards/--reference-data-dir flags are ad-hoc overrides
// (e.g. point at a fresh loader dump before promoting it into the project).
string baseDir = AppContext.BaseDirectory;
string shippedDataDir = Path.Combine(baseDir, "Data");
string shippedCardsFile = Path.Combine(shippedDataDir, "cards.json");
string cardsFile = cards ?? positionalCards ?? shippedCardsFile;
string refDir = referenceDataDir ?? shippedDataDir;
string shippedStoryDir = Path.Combine(shippedDataDir, "story");
string storyDir = storyDataDir ?? shippedStoryDir;
string shippedSeedDir = Path.Combine(shippedDataDir, "seeds");
string connStr = connection
?? Environment.GetEnvironmentVariable("NPGSQL_CONNECTION")
?? DefaultConnectionString;
return new BootstrapOptions(
cardsFile, refDir, connStr, skipReference, skipCards, skipGlobals,
skipStory, storyDir, shippedSeedDir);
}
private static string NextArg(string[] args, ref int i)
{
if (i + 1 >= args.Length) throw new ArgumentException($"Missing value for {args[i]}");
return args[++i];
}
private static string RedactPassword(string conn) =>
System.Text.RegularExpressions.Regex.Replace(conn, "(?i)(password=)[^;]+", "$1***");
private static void PrintUsage()
{
Console.Error.WriteLine(
"Usage: svsim-bootstrap [options]\n" +
"\n" +
" All inputs default to the in-project SVSim.Bootstrap/Data/ folder, copied next to\n" +
" the binary at build time. Override flags below take ad-hoc paths (e.g. a fresh\n" +
" loader dump) — promote into Data/ when you're ready to make it permanent.\n" +
"\n" +
" --cards <file> Override path to cards.json (default: shipped Data/cards.json)\n" +
" --reference-data-dir <dir> Override reference CSV directory (default: shipped Data/)\n" +
" --connection-string <conn> Postgres connection (or NPGSQL_CONNECTION env var,\n" +
$" then \"{DefaultConnectionString}\")\n" +
" --skip-reference Skip reference-data import (classes, sleeves, ranks, ...)\n" +
" --skip-cards Skip card + card-cosmetic-reward import\n" +
" --skip-globals Skip seed-driven globals import (per-table JSON under Data/seeds)\n" +
" --story-data-dir <dir> Override story data directory (default: shipped Data/story)\n" +
" --skip-story Skip story import (worlds/sections/chapters/sbs)\n" +
"\n" +
"Capture-derived seeds are produced by extractors under data_dumps/scripts/* and\n" +
"checked into SVSim.Bootstrap/Data/seeds/. The bootstrap project never parses wire\n" +
"captures directly — refresh seeds by re-running the relevant extractor.\n" +
"\n" +
"Back-compat: `svsim-bootstrap <cards.json> [connection]` still works (positional).");
}
private sealed record BootstrapOptions(
string CardsFile,
string ReferenceDataDir,
string ConnectionString,
bool SkipReference,
bool SkipCards,
bool SkipGlobals,
bool SkipStory,
string StoryDataDir,
string SeedDir);
}