Files
SVSimServer/SVSim.EmulatedEntrypoint/Services/MatchContextBuilder.cs
gamer147 56652c7034 fix(battle-node): expand rank-battle deck by DeckCard.Count
BuildForRankBattleAsync projected deck.Cards.Select(c => c.Card.Id),
discarding Count. DeckCard is count-based (one row per unique card +
a Count), so a 3-copy card shipped to the node as a single in-battle
card -- matched decks showed 1 of each card instead of the real count.

Expand each row by its Count so SelfDeckCardIds carries one entry per
physical card. TwoPick path is unaffected (flat per-pick list).

Add a regression test seeding 3+2+1 copies (failed Expected 6/was 3).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 15:09:14 -04:00

120 lines
4.8 KiB
C#

using System.Text.Json;
using SVSim.BattleNode.Bridge;
using SVSim.Database.Enums;
using SVSim.Database.Models.Config;
using SVSim.Database.Repositories.Deck;
using SVSim.Database.Repositories.Viewer;
using SVSim.Database.Services;
namespace SVSim.EmulatedEntrypoint.Services;
public class MatchContextBuilder : IMatchContextBuilder
{
private readonly IArenaTwoPickRunRepository _runs;
private readonly IViewerRepository _viewers;
private readonly IDeckRepository _decks;
private readonly IGameConfigService _config;
public MatchContextBuilder(
IArenaTwoPickRunRepository runs,
IViewerRepository viewers,
IDeckRepository decks,
IGameConfigService config)
{
_runs = runs;
_viewers = viewers;
_decks = decks;
_config = config;
}
public async Task<MatchContext> BuildForTwoPickAsync(long viewerId)
{
var run = await _runs.GetByViewerIdAsync(viewerId)
?? throw new ArenaTwoPickException("arena_two_pick_no_active_run");
var deck = JsonSerializer.Deserialize<List<long>>(run.SelectedCardIdsJson) ?? new();
if (deck.Count < 30)
throw new ArenaTwoPickException("arena_two_pick_draft_incomplete");
var viewer = await _viewers.LoadForMatchContextAsync(viewerId)
?? throw new ArenaTwoPickException("arena_two_pick_no_active_run");
var challenge = _config.Get<ChallengeConfig>();
var defaults = _config.Get<DefaultLoadoutConfig>();
var emblemId = viewer.Info.SelectedEmblem.Id != 0
? viewer.Info.SelectedEmblem.Id.ToString()
: defaults.EmblemId.ToString();
var degreeId = viewer.Info.SelectedDegree.Id != 0
? viewer.Info.SelectedDegree.Id.ToString()
: defaults.DegreeId.ToString();
var charaId = run.LeaderSkinId != 0
? run.LeaderSkinId.ToString()
: run.ClassId.ToString();
return new MatchContext(
SelfDeckCardIds: deck,
ClassId: run.ClassId.ToString(),
CharaId: charaId,
// Hardcoded v1; see spec §Deferred plumbing.
CardMasterName: "card_master_node_10015",
CountryCode: viewer.Info.CountryCode ?? string.Empty,
UserName: viewer.DisplayName,
// TK2-specific cosmetic source; other modes will use the deck row's SleeveId.
SleeveId: challenge.TwoPickSleeveId.ToString(),
EmblemId: emblemId,
DegreeId: degreeId,
// Hardcoded v1; needs equipped-MyPageBackground lookup (see spec §Deferred).
FieldId: 43,
IsOfficial: viewer.Info.IsOfficial ? 1 : 0,
BattleType: 11);
}
public async Task<MatchContext> BuildForRankBattleAsync(long viewerId, Format format, int deckNo)
{
var viewer = await _viewers.LoadForMatchContextAsync(viewerId)
?? throw new InvalidOperationException($"viewer {viewerId} not found");
// IDeckRepository is the right path here — viewer-graph nav refs (DeckCard.Card)
// don't auto-load (see project_ef_nav_include_pitfall memory), which would
// silently ship card_id=0.
var deck = await _decks.GetDeck(viewerId, format, deckNo)
?? throw new InvalidOperationException(
$"viewer {viewerId} has no deck #{deckNo} for format {format}");
var defaults = _config.Get<DefaultLoadoutConfig>();
var emblemId = viewer.Info.SelectedEmblem.Id != 0
? viewer.Info.SelectedEmblem.Id.ToString()
: defaults.EmblemId.ToString();
var degreeId = viewer.Info.SelectedDegree.Id != 0
? viewer.Info.SelectedDegree.Id.ToString()
: defaults.DegreeId.ToString();
var charaId = deck.LeaderSkin.Id != 0
? deck.LeaderSkin.Id.ToString()
: deck.Class.Id.ToString();
var sleeveId = deck.Sleeve.Id != 0
? deck.Sleeve.Id.ToString()
: defaults.SleeveId.ToString();
// DeckCard is count-based (one row per unique card + a Count). The node's deck
// is one entry PER PHYSICAL CARD (idx 1..N), so expand each row by its Count —
// otherwise a 3-copy card ships as a single in-battle card.
var deckCardIds = deck.Cards
.SelectMany(c => Enumerable.Repeat(c.Card.Id, c.Count))
.ToList();
return new MatchContext(
SelfDeckCardIds: deckCardIds,
ClassId: deck.Class.Id.ToString(),
CharaId: charaId,
CardMasterName: "card_master_node_10015",
CountryCode: viewer.Info.CountryCode ?? string.Empty,
UserName: viewer.DisplayName,
SleeveId: sleeveId,
EmblemId: emblemId,
DegreeId: degreeId,
FieldId: 43,
IsOfficial: viewer.Info.IsOfficial ? 1 : 0,
BattleType: 11);
}
}