Files
SVSimServer/SVSim.EmulatedEntrypoint/Controllers/LoadController.cs
gamer147 7ef5f03eb3 feat(spot-card-exchange): /spot_card_exchange/{top,exchange} + SpotPoints currency
Final shop family. Schema additions:
- ViewerCurrency.SpotPoints (ulong) — new currency column on Viewers.
- SpotCardExchangeEntry — catalog (distinct from the pre-existing
  SpotCardEntry, which is the /load/index rental-cost concept).
- ViewerSpotCardExchange — standalone composite-PK table tracking
  (viewer, card, exchanged_at, is_pre_release_snapshot). Standalone
  avoids cartesian-explode on viewer-graph reads.

RewardGrantService gains a SpotCardPoint=12 currency case mirroring
the RedEther/Crystal pattern. Doc comment refreshed; SpotCard=11 and
SpotCardOnlyLatestCardPack=13 remain unimplemented with explanatory
NotSupportedException — captures show emitters always use Card=5 with
the spot-card-specific id.

Controller:
- /top: emits exactly 9 clan buckets [{"1": [cards]}, ...] matching
  prod's arbitrary single-key shape. exchange_status per-card (0=
  available, 1=already-exchanged, 2=LimitOver after pre-release cap).
  pre_relase_info WIRE TYPO PRESERVED ("relase" not "release").
- /exchange: server-authoritative price (client-supplied
  exchange_point ignored); debits SpotPoints with post-state-total
  reward_list entry; grants card via RewardGrantService.ApplyAsync
  (cosmetic cascade included); persists ViewerSpotCardExchange row.
  Insufficient points / already-exchanged / pre-release-limit all
  return 400 without partial state.

LoadController now populates /load/index spot_point from
viewer.Currency.SpotPoints (was always 0).

PreReleaseLimit hardcoded to 2 matching capture; promote to GameConfig
when captures show variance.

504 tests pass (was 496; +8 spot-card-exchange tests).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 23:23:07 -04:00

410 lines
20 KiB
C#

using System.Text.Json;
using Microsoft.AspNetCore.Mvc;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
using SVSim.Database.Models.Config;
using PreReleaseInfoEntity = SVSim.Database.Models.PreReleaseInfo;
using PreReleaseInfoDto = SVSim.EmulatedEntrypoint.Models.Dtos.PreReleaseInfo;
using SVSim.Database.Repositories.Card;
using SVSim.Database.Repositories.Collectibles;
using SVSim.Database.Repositories.Globals;
using SVSim.Database.Repositories.Viewer;
using SVSim.Database.Services;
using SVSim.EmulatedEntrypoint.Constants;
using SVSim.EmulatedEntrypoint.Infrastructure;
using SVSim.EmulatedEntrypoint.Models.Dtos;
using SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
using SVSim.EmulatedEntrypoint.Models.Dtos.Responses;
using SVSim.EmulatedEntrypoint.Services;
namespace SVSim.EmulatedEntrypoint.Controllers;
public class LoadController : SVSimController
{
// Per-format rank entries the wire expects (5 entries, in deck_format discriminator order).
// Hard-coded until viewer rank-state is persisted (see audit §6 #1).
private static readonly Format[] RankFormats =
{
Format.Rotation, Format.Unlimited, Format.MyRotation, Format.Avatar, Format.Crossover
};
// Defense-in-depth: client unconditionally accesses RotationCardSetList[1] and [Count-1]
// (LoadDetail.cs:184), so a list with < 2 entries crashes /load/index parsing. With both
// CardImporter and per-domain seed importers run, the real list has ~6 entries. If something goes wrong
// upstream (empty DB, bootstrap not yet run, etc.), fall back to this stub so the client at
// least loads. Removing this is only safe once viewer-side bootstrap is unconditional.
private static readonly List<CardSetIdentifier> StubRotationSets = new()
{
new CardSetIdentifier { SetId = 10000 },
new CardSetIdentifier { SetId = 10005 },
new CardSetIdentifier { SetId = 10010 }
};
private readonly IViewerRepository _viewerRepository;
private readonly ICardRepository _cardRepository;
private readonly ICollectionRepository _collectionRepository;
private readonly IGlobalsRepository _globalsRepository;
private readonly ICardAcquisitionService _acquisition;
private readonly IGameConfigService _config;
private readonly IBattlePassService _battlePass;
private readonly IViewerMissionStateService _missionState;
private readonly SVSimDbContext _db;
public LoadController(IViewerRepository viewerRepository, ICardRepository cardRepository,
ICollectionRepository collectionRepository, IGlobalsRepository globalsRepository,
ICardAcquisitionService acquisition, IGameConfigService config,
IBattlePassService battlePass, IViewerMissionStateService missionState,
SVSimDbContext db)
{
_viewerRepository = viewerRepository;
_cardRepository = cardRepository;
_collectionRepository = collectionRepository;
_globalsRepository = globalsRepository;
_acquisition = acquisition;
_config = config;
_battlePass = battlePass;
_missionState = missionState;
_db = db;
}
[HttpPost("index")]
public async Task<ActionResult<IndexResponse>> Index(IndexRequest request, CancellationToken ct)
{
var shortUdidClaim = User.Claims.FirstOrDefault(c => c.Type == ShadowverseClaimTypes.ShortUdidClaim)?.Value;
if (shortUdidClaim is null || !long.TryParse(shortUdidClaim, out long shortUdid))
{
return Unauthorized();
}
Viewer? viewer = await _viewerRepository.GetViewerByShortUdid(shortUdid);
if (viewer is null)
{
return NotFound();
}
// Backfill any card-associated cosmetics the viewer should already own. Idempotent.
// We MUST re-fetch the viewer after this call because GetViewerByShortUdid uses
// .AsNoTracking() — the local `viewer` instance is detached, and the service's writes
// (on a separate tracked instance) won't appear on this snapshot. Without the re-fetch,
// the response payload would be one /load/index behind on newly-granted cosmetics.
await _acquisition.BackfillCosmeticsAsync(viewer.Id);
// Lazy-materialize mission/achievement state. Idempotent — safe to call every /load/index.
await _missionState.EnsureCurrentAsync(viewer.Id);
await _db.SaveChangesAsync();
viewer = await _viewerRepository.GetViewerByShortUdid(shortUdid);
if (viewer is null)
{
return NotFound(); // defensive — should never happen
}
// user_card_list policy (see docs/api-spec/endpoints/post-login/load-index.md
// §user_card_list for the full discussion):
//
// We emit ONLY cards the viewer actually owns (Count > 0), plus basics — which
// the client treats as always-3-of, protected (un-disenchantable).
//
// Prod returns a larger, curated set (~1k entries) that includes some 0-count
// "ever-touched" rows from the viewer's collection history (cards they've owned
// and since disenchanted, or cards in card-sets they've engaged with). We don't
// model "cards ever owned" today, so we can't reproduce that exactly. The client
// tolerates the divergence: GetUserOwnCardData() builds a dict keyed by card_id
// and falls back to 0 for any absent id (DataMgr.cs:1182), so "absent" and
// "Count=0" are semantically interchangeable for lookups, deck construction, and
// craft-cost queries.
//
// The UI difference would show up only in views that iterate UserCardList
// *directly* to enumerate "cards I've held" (e.g. some collection-screen filters).
// To close that gap later, see the "user_card_list — closer-to-prod options"
// section of the spec doc: Option B (union with active-rotation card-set
// members at Count=0) is the cheapest upgrade; Option C requires a new
// ever-touched flag on OwnedCardEntry.
//
// Filters always applied — these are noise in prod too:
// * IsResurgentCard rows: prod returns zero of these
// * card_set_id=90000 (engine tokens, char_type=4): never collectible
// Both naturally fall out of "ownership-only" since the viewer can't own them;
// re-confirm the filter if we later move to Option B and start iterating card-sets.
var defaultCards = await _cardRepository.GetDefaultCards();
var defaultCardIds = defaultCards.Select(c => c.Id).ToHashSet();
var ownedCollectibles = viewer.Cards
.Where(c => c.Count > 0 && !defaultCardIds.Contains(c.Card.Id));
var allCardsAsOwned = ownedCollectibles
.Concat(defaultCards.Select(bc => new OwnedCardEntry
{
Card = bc,
Count = 3,
IsProtected = true
}))
.ToList();
List<LeaderSkinEntry> allLeaderSkins = await _collectionRepository.GetLeaderSkins();
var classExpCurve = await _globalsRepository.GetClassExpCurve();
List<ClassExp> classExps = new();
int accumulateExp = 0;
int? prevNecessaryExp = null;
foreach (var entry in classExpCurve)
{
accumulateExp += entry.NecessaryExp;
classExps.Add(new ClassExp
{
Level = entry.Id,
NecessaryExp = entry.NecessaryExp,
DiffExp = prevNecessaryExp.HasValue ? entry.NecessaryExp - prevNecessaryExp.Value : entry.NecessaryExp,
AccumulateExp = accumulateExp
});
prevNecessaryExp = entry.NecessaryExp;
}
// Globals — one cached fetch per slice. The Rotation/Challenge/DefaultLoadout sections
// come via IGameConfigService (DB → appsettings → ShippedDefaults). Other repo methods
// come from the per-domain seed importers in SVSim.Bootstrap.
var rotation = _config.Get<RotationConfig>();
var challenge = _config.Get<ChallengeConfig>();
var defaultLoadout = _config.Get<DefaultLoadoutConfig>();
List<CardSetIdentifier> rotationSets = (await _globalsRepository.GetRotationCardSets())
.OrderBy(s => s.Id)
.Select(set => new CardSetIdentifier { SetId = set.Id })
.ToList();
if (rotationSets.Count < 2) rotationSets = StubRotationSets;
var deviceHeader = Request.Headers["DEVICE"].FirstOrDefault();
int deviceType = int.TryParse(deviceHeader, out int parsed) ? parsed : 0;
return new IndexResponse
{
UserTutorial = new UserTutorial { TutorialStep = viewer.MissionData.TutorialState },
UserInfo = new UserInfo(deviceType, viewer),
UserCurrency = new UserCurrency(viewer),
UserItems = viewer.Items.Select(item => new UserItem(item)).ToList(),
SpotPoint = checked((int)viewer.Currency.SpotPoints),
UserRotationDecks = new UserFormatDeckInfo
{
UserDecks = viewer.Decks.Where(d => d.Format == Format.Rotation)
.Select(d => new UserDeck(d)).ToList()
},
UserUnlimitedDecks = new UserFormatDeckInfo
{
UserDecks = viewer.Decks.Where(d => d.Format == Format.Unlimited)
.Select(d => new UserDeck(d)).ToList()
},
UserMyRotationDecks = new UserFormatDeckInfo
{
UserDecks = viewer.Decks.Where(d => d.Format == Format.MyRotation)
.Select(d => new UserDeck(d)).ToList()
},
UserCards = allCardsAsOwned.Select(card => new UserCard(card)).ToList(),
UserClasses = viewer.Classes.Select(vc => new UserClass(vc)).ToList(),
Sleeves = viewer.Sleeves.Select(s => new SleeveIdentifier { SleeveId = s.Id }).ToList(),
UserEmblems = viewer.Emblems.Select(e => new EmblemIdentifier { EmblemId = e.Id }).ToList(),
UserDegrees = viewer.Degrees.Select(d => new DegreeIdentifier { DegreeId = d.Id }).ToList(),
LeaderSkins = allLeaderSkins
.Select(skin => new UserLeaderSkin(skin, viewer.LeaderSkins.Any(vs => vs.Id == skin.Id)))
.ToList(),
MyPageBackgrounds = viewer.MyPageBackgrounds.Select(mpbg => mpbg.Id.ToString()).ToList(),
LootBoxRegulations = new LootBoxRegulations(),
GatheringInfo = new GatheringInfo(),
IsBattlePassPeriod = rotation.IsBattlePassPeriod,
BattlePassLevelInfo = await _battlePass.GetLevelCurveAsync(ct),
SpecialCrystalInfos = new List<SpecialCrystalInfo>(),
AvatarRotationInfo = await BuildAvatarInfoAsync(),
MyRotationInfo = await BuildMyRotationInfoAsync(),
// Prod 2026-05-23 emits `[]`; FeatureMaintenanceEntry table is skeleton-seeded for the
// same reason. When a real maintenance window is captured we'll learn the wire shape of
// each entry (the existing FeatureMaintenance enum maps to feature_id but the wrapping
// object's other fields are TBD — see audit Open Questions).
FeatureMaintenances = new List<FeatureMaintenance>(),
PreReleaseInfo = await BuildPreReleaseInfoAsync(),
SpotCards = (await _globalsRepository.GetSpotCards())
.ToDictionary(e => e.Id.ToString(), e => e.Cost),
ReprintedCards = (await _globalsRepository.GetReprintedCards())
.Select(e => e.Id).ToList(),
UnlimitedBanList = (await _globalsRepository.GetUnlimitedRestrictions())
.ToDictionary(e => e.Id.ToString(), e => e.RestrictionValue),
LoadingTipCardExclusions = (await _globalsRepository.GetLoadingExclusionCards())
.Select(e => e.Id).ToList(),
MaintenanceCards = (await _globalsRepository.GetMaintenanceCards())
.Select(e => e.Id).ToList(),
RedEtherOverrides = new List<RedEtherOverride>(),
// Optional per spec (load-index.md:247). Skeleton-seeded rows in DailyLoginBonuses table
// capture prod's empty-period shape ({"1":[], "3":[], "4":[]}); the spec-shaped DTO
// ({normal?, total?, campaign?[]}) carries nothing meaningful until an active campaign
// is captured.
DailyLoginBonus = null,
UserRankedMatches = new List<UserRankedMatches>(),
UserRankInfo = RankFormats.Select(f => new UserRankInfo
{
DeckFormat = f,
Rank = 1,
BattlePoints = 0,
WinStreak = 0,
IsPromotion = 0,
IsMasterRank = 0,
IsGrandMasterRank = 0,
MasterPoints = 0
}).ToList(),
ArenaConfig = new ArenaConfig
{
UseChallengePickTwoPremiumCard = challenge.UseTwoPickPremiumCard ? 1 : 0,
ChallengePickTwoCardSleeve = (int)challenge.TwoPickSleeveId,
},
ArenaInfos = await BuildArenaInfosAsync(),
RotationSets = rotationSets,
UserConfig = new UserConfig(),
OpenBattlefieldIds = (await _globalsRepository.GetBattlefields(true))
.Select(bf => bf.Id.ToString()).ToList(),
DefaultSettings = new DefaultSettings(defaultLoadout),
ClassExp = classExps,
RankInfo = (await _globalsRepository.GetRankInfo()).Select(ri => new RankInfo(ri)).ToList(),
DeckFormat = Format.Rotation,
CardSetIdForResourceDlView = rotation.CardSetIdForResourceDlView,
};
}
/// <summary>
/// Builds <c>arena_info</c> as the single-element array the client's ArenaData(JsonData[0]) ctor
/// expects (audit §1). Returns null when no current Take Two season is seeded — the IndexResponse
/// field is omitted on the wire, which the client's <c>Keys.Contains("arena_info")</c> guard
/// (LoadDetail.cs:261) handles cleanly.
/// </summary>
private async Task<List<ArenaInfo>?> BuildArenaInfosAsync()
{
var season = await _globalsRepository.GetCurrentArenaSeason();
if (season is null) return null;
ArenaFormatInfo? format = null;
if (!string.IsNullOrEmpty(season.FormatInfo) && season.FormatInfo != "{}")
{
format = JsonSerializer.Deserialize<ArenaFormatInfo>(season.FormatInfo, JsonbReadOptions.Instance);
}
return new List<ArenaInfo>
{
new ArenaInfo
{
Mode = season.Mode,
Enable = season.Enable,
Cost = season.Cost,
RupeeCost = season.RupyCost,
TicketCost = season.TicketCost,
IsJoin = season.IsJoin,
FormatInfo = format,
}
};
}
/// <summary>
/// Builds <c>my_rotation_info</c> from the joined MyRotationSettingEntry + MyRotationAbilityEntry
/// tables. Each setting row's ReprintedCardIds / RestrictedCardIds jsonb is parsed back to the
/// dict shape the client expects.
/// </summary>
private async Task<MyRotationInfo?> BuildMyRotationInfoAsync()
{
var settings = await _globalsRepository.GetMyRotationSettings();
var abilities = await _globalsRepository.GetMyRotationAbilities();
if (settings.Count == 0 && abilities.Count == 0) return null;
return new MyRotationInfo
{
Settings = settings.ToDictionary(
s => s.Id.ToString(),
s => new SpecialRotationSetting
{
RotationId = s.Id,
CardSetIds = s.CardSetIdsCsv,
Abilities = s.AbilitiesCsv,
}),
Abilities = abilities.ToDictionary(
a => a.Id.ToString(),
a => JsonSerializer.Deserialize<MyRotationAbility>(a.Data, JsonbReadOptions.Instance) ?? new MyRotationAbility()),
ReprintedCards = settings.ToDictionary(
s => s.Id.ToString(),
s => JsonSerializer.Deserialize<Dictionary<string, int>>(s.ReprintedCardIds, JsonbReadOptions.Instance) ?? new()),
Banlist = settings.ToDictionary(
s => s.Id.ToString(),
s => JsonSerializer.Deserialize<Dictionary<string, int>>(s.RestrictedCardIds, JsonbReadOptions.Instance) ?? new()),
DisabledCardSets = new List<int>(), // prod 2026-05-23 emits empty list; refine if/when populated
Schedules = BuildMyRotationSchedules(),
};
}
/// <summary>
/// Maps the <c>MyRotationSchedule</c> config section to the wire-shape <c>SpecialRotationSchedule</c>.
/// The client gates the Custom Rotation format-selector button on <c>FreeBattle</c>'s window
/// being currently open (Wizard/MyRotationAllInfo.cs:45), so a default-initialised
/// <c>DateTime.MinValue</c> pair here hides the button. Config defaults reproduce the
/// 2026-05-23 prod capture; the rotation-config seed file overwrites from newer captures.
/// </summary>
private SpecialRotationSchedule BuildMyRotationSchedules()
{
var cfg = _config.Get<MyRotationScheduleConfig>();
return new SpecialRotationSchedule
{
Gathering = new DateRange { BeginTime = cfg.Gathering.Begin, EndTime = cfg.Gathering.End },
FreeBattle = new DateRange { BeginTime = cfg.FreeBattle.Begin, EndTime = cfg.FreeBattle.End },
};
}
/// <summary>
/// Builds <c>avatar_info</c> from AvatarAbilityEntry rows. Schedules is an empty list per the
/// 2026-05-23 prod capture (active Avatar windows would populate it; entry shape TBD).
/// </summary>
private async Task<AvatarInfo?> BuildAvatarInfoAsync()
{
var abilities = await _globalsRepository.GetAvatarAbilities();
if (abilities.Count == 0) return null;
return new AvatarInfo
{
Abilities = abilities.ToDictionary(
a => a.Id.ToString(),
a => new AvatarAbility
{
LeaderSkinId = a.LeaderSkinId,
BattleStartFirstPlayerBp = a.BattleStartFirstPlayerTurnBp,
BattleStartSecondPlayerBp = a.BattleStartSecondPlayerTurnBp,
BattleStartMaxLife = a.BattleStartMaxLife,
AbilityCost = a.AbilityCost,
Ability = a.Ability,
PassiveAbility = a.PassiveAbility,
AbilityDesc = a.AbilityDesc,
PassiveAbilityDesc = a.PassiveAbilityDesc,
}),
Schedules = new List<AvatarSchedule>(),
};
}
/// <summary>
/// Builds <c>pre_release_info</c> from the singleton PreReleaseInfo entity. Returns null when
/// the entity is absent. NB: the 2026-05-23 prod capture had stale 1900/2019 dates which the
/// audit flagged as the "no active pre-release" sentinel — we emit them as-is rather than
/// hiding the field, because that's what prod itself does.
/// </summary>
private async Task<PreReleaseInfoDto?> BuildPreReleaseInfoAsync()
{
var pri = await _globalsRepository.GetPreReleaseInfo();
if (pri is null) return null;
return new PreReleaseInfoDto
{
Id = pri.PreReleaseId,
StartTime = pri.StartTime,
EndTime = pri.EndTime,
DisplayEndTime = pri.DisplayEndTime,
NextCardSetId = pri.NextCardSetId,
DefaultCardMasterId = pri.DefaultCardMasterId,
PreReleaseCardMasterId = pri.PreReleaseCardMasterId,
FreeMatchStartTime = pri.FreeMatchStartTime,
CardMasterId = pri.CardMasterId,
RotationCardSets = JsonSerializer.Deserialize<List<int>>(pri.RotationCardSetIdList, JsonbReadOptions.Instance) ?? new(),
ReprintedCardIds = JsonSerializer.Deserialize<Dictionary<string, string>>(pri.ReprintedBaseCardIds, JsonbReadOptions.Instance) ?? new(),
LatestReprintedCardIds = JsonSerializer.Deserialize<List<int>>(pri.LatestReprintedBaseCardIds, JsonbReadOptions.Instance) ?? new(),
IsPreRotationFreeMatchTerm = pri.IsPreRotationFreeMatchTerm ? 1 : 0,
};
}
}