85 lines
3.5 KiB
C#
85 lines
3.5 KiB
C#
using MessagePack;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.Responses;
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/// <summary>
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/// Wire-shape mirrors production's <c>/check/game_start</c> response. Several fields here are
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/// NOT read by <c>Cute/GameStartCheckTask.Parse</c> (<c>now_viewer_id</c>, <c>now_name</c>,
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/// <c>now_rank</c> — those are consumed by sibling tasks); they're included because prod sends
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/// them and the boot worked when we matched prod exactly. Removing them is a regression risk
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/// even though the parse-time decompile says they're unused.
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/// </summary>
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[MessagePackObject]
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public class GameStartResponse
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{
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/// <summary>The signed-in viewer's internal id. Prod always sends.</summary>
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[Key("now_viewer_id")]
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public long NowViewerId { get; set; }
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/// <summary>
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/// Whether the user has set a data-transfer password. Prod sends a non-null bool;
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/// <c>GameStartCheckTask.Parse</c> gates the read with <c>Keys.Contains</c>.
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/// </summary>
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[Key("is_set_transition_password")]
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public bool IsSetTransitionPassword { get; set; }
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/// <summary>Viewer display name. Not read by GameStartCheckTask but sent by prod.</summary>
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[Key("now_name")]
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public string NowName { get; set; } = string.Empty;
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/// <summary>
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/// Per-format rank-name map keyed by deck-format id ("1", "2", "4" observed in prod).
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/// Stub for now until rank state is persisted; pinned to RankName_010 / RankName_017
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/// (matches prod's shape).
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/// </summary>
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[Key("now_rank")]
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public Dictionary<string, string> NowRank { get; set; } = new();
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/// <summary>
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/// Tutorial progress — **sent as a string on the wire** ("100" = tutorial complete).
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/// <c>GameStartCheckTask.Parse</c> calls <c>.ToInt()</c> so LitJson coerces.
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/// </summary>
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[Key("now_tutorial_step")]
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public string NowTutorialStep { get; set; } = "100";
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/// <summary>
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/// Linked social accounts. Per-entry shape in <see cref="TransitionAccountData"/>.
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/// </summary>
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[Key("transition_account_data")]
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public List<TransitionAccountData> TransitionAccountData { get; set; } = new();
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// INTENTIONALLY OMITTED: `rewrite_viewer_id` and `account_delete_reservation_status`.
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// Both are presence-checked by the client via `Keys.Contains(...)` + `.ToInt()` with no
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// null guard. MessagePack-CSharp writes [Key] properties unconditionally (null → Nil),
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// and the System.Text.Json `WhenWritingNull` ignore only affects the plain-JSON path.
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// So including these as nullable properties is a guaranteed NRE on the encrypted client
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// path. We don't need them — the client tolerates their absence — so don't declare them.
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// Re-add only if we have a real value to send.
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// --- Agreement / consent state (all required) ---
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/// <summary><c>PlayerStaticData.AgreementState</c> enum.</summary>
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[Key("tos_state")]
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public int TosState { get; set; }
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/// <summary><c>PlayerStaticData.AgreementState</c> enum.</summary>
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[Key("policy_state")]
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public int PolicyState { get; set; }
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/// <summary><c>PlayerStaticData.AgreementState</c> enum.</summary>
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[Key("kor_authority_state")]
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public int KorAuthorityState { get; set; }
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/// <summary>Current Terms of Service document id.</summary>
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[Key("tos_id")]
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public int TosId { get; set; }
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/// <summary>Current Privacy Policy document id.</summary>
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[Key("policy_id")]
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public int PolicyId { get; set; }
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/// <summary>Current Korean authority consent document id.</summary>
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[Key("kor_authority_id")]
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public int KorAuthorityId { get; set; }
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}
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