Closes 4 more arena-colosseum spec shapes (6/16 → 10/16): the dual-prefix
battle URLs (colosseum_battle/* and colosseum_rank_battle/*) for both
do_matching and per-match finish, plus the bracket-end /finish + /retire
pair on /arena_colosseum.
* ColosseumProgressionService: pure-logic decisions for win-threshold
advancement, 3008 promotion trigger, and per-round reward bundles.
Extends ColosseumRoundsConfig with FinishRewards/RetireRewards per
round + a top-level ChampionRewards list.
* MatchContextBuilder.BuildForColosseumAsync: lifts the registered deck
via IDeckRepository (NOT viewer-graph) per project_ef_nav_include_pitfall.
* ArenaColosseumBattleController: dual route prefixes off one controller
via explicit absolute [HttpPost("/...")] routes — does NOT extend
SVSimController's [Route("[controller]")]. Same pattern as FreeBattle.
URL-vs-IsRankMatching mismatch returns 400 with a phase-mismatch error;
no-deck triggers the standard 3001 matchmaking-illegal state. 3008
flips run.IsRankMatching exactly once via the progression service.
* /arena_colosseum/finish + /retire share FinishResponse (rewards +
reward_list + colosseum_status). Champion finish appends ChampionRewards
and surfaces colosseum_status.is_champion = true. Both delete the run
row after granting via IInventoryTransaction.GrantAsync.
* DI: ModePolicy entries for "colosseum_battle" and "colosseum_rank_battle".
* Tests: 8 progression-service unit tests (pure logic), 5 battle-controller
HTTP tests, 5 bracket-terminate HTTP tests, 2 full-bracket E2E walks
(champion path + retire mid-round). Full suite: 1331/1331.
76 lines
3.0 KiB
C#
76 lines
3.0 KiB
C#
using SVSim.Database.Enums;
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namespace SVSim.Database.Models.Config;
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/// <summary>
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/// The 3-round bracket schedule for an active Colosseum season — and the per-round
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/// reward bundles paid out by <c>/finish</c> + <c>/retire</c>. Empty <see cref="Rounds"/>
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/// is the default shipped state — lobby <c>/event_info</c> renders a benign payload with
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/// no rounds active. Collection default is in <see cref="ShippedDefaults"/> per
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/// feedback_config_defaults (property-initializer collection defaults silently empty out
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/// under the tier merge).
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/// </summary>
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[ConfigSection("ColosseumRounds")]
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public class ColosseumRoundsConfig
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{
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public List<RoundEntry> Rounds { get; set; } = new();
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/// <summary>Champion-only reward bundle, paid alongside the final round's FinishRewards
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/// when <c>ColosseumProgressionService</c> determines the viewer cleared the bracket.</summary>
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public List<RewardEntry> ChampionRewards { get; set; } = new();
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public static ColosseumRoundsConfig ShippedDefaults() => new()
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{
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Rounds = new(),
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ChampionRewards = new(),
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};
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public class RoundEntry
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{
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/// <summary>1, 2, or 3 in the canonical 3-round schedule.</summary>
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public int RoundId { get; set; }
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public DateTime StartTime { get; set; }
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public DateTime EndTime { get; set; }
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/// <summary>Bracket groups within the round (e.g. distinct breakthrough thresholds
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/// for late-joiners). The first entry is the canonical lookup used by
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/// <c>ColosseumProgressionService</c> for the v1 single-bracket case.</summary>
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public List<GroupEntry> Groups { get; set; } = new();
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/// <summary>Paid by <c>/finish</c> when the viewer clears or otherwise ends this round
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/// successfully. Empty = no bonus for this round.</summary>
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public List<RewardEntry> FinishRewards { get; set; } = new();
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/// <summary>Paid by <c>/retire</c> when the viewer abandons mid-round. Client ignores
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/// these once <c>run.RoundId >= FinalB</c>, but server still emits them per
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/// retire.md (log completeness).</summary>
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public List<RewardEntry> RetireRewards { get; set; } = new();
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}
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public class GroupEntry
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{
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public string Group { get; set; } = "";
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/// <summary>Max battles a viewer can play in this round before bracket termination.</summary>
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public int MaxBattleCount { get; set; }
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/// <summary>Wins required to promote out of this round.</summary>
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public int BreakthroughNumber { get; set; }
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/// <summary>Total bracket entries allotted to this group.</summary>
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public int EntryNumber { get; set; }
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}
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public class RewardEntry
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{
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public UserGoodsType Type { get; set; }
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public long DetailId { get; set; }
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public int Count { get; set; }
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/// <summary>Display name for the <c>rewards[]</c> receipt block. Defaults to empty;
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/// client uses system-text lookups when blank.</summary>
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public string Name { get; set; } = "";
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}
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}
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