Adds IMissionProgressService to RankBattle, FreeBattle, ArenaTwoPickBattle, and ArenaTwoPick controllers. Each finish handler emits the appropriate MissionEventKeys builder result: - RankBattle.Finish (win) → Ranked.WinAll(classId) Includes AI-rank routes; on a private server AI wins count the same. - FreeBattle.Finish (win) → Free.WinAll() (aggregates only) - ArenaTwoPickBattle.Finish → Challenge.MatchPlayAll or MatchWinAll Always fires challenge_play; wins additionally fire challenge_win and the ranked/arena/daily aggregates. - ArenaTwoPick.Finish (5-win full clear) → Challenge.FullClearAll Gated on RunFinishOutcome.WasFullClear from the previous commit. This closes six of the eight remaining catalog wire-up gaps; class_level_up and rank_achieved follow in Tier 2 (need pre-state detection). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
376 lines
17 KiB
C#
376 lines
17 KiB
C#
using Microsoft.AspNetCore.Authorization;
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using Microsoft.AspNetCore.Mvc;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Sessions;
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using SVSim.Database;
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using SVSim.Database.Enums;
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using SVSim.Database.Repositories.Viewer;
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using SVSim.Database.Services;
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using SVSim.Database.Services.BattleXp;
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using SVSim.Database.Services.Friend;
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using SVSim.Database.Services.RankProgress;
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using SVSim.Database.Services.Replay;
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using SVSim.EmulatedEntrypoint.Constants;
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using SVSim.EmulatedEntrypoint.Extensions;
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using SVSim.EmulatedEntrypoint.Matching;
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using SVSim.EmulatedEntrypoint.Models.Dtos.RankBattle;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
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using SVSim.EmulatedEntrypoint.Security.SteamSessionAuthentication;
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using SVSim.EmulatedEntrypoint.Services;
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namespace SVSim.EmulatedEntrypoint.Controllers;
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/// <summary>
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/// Rank battle family — covers rotation/unlimited human PvP + AI variants. Crossover
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/// is out of scope (no AI variant; human-only). Multi-prefix URLs (rotation_rank_battle/,
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/// unlimited_rank_battle/, ai_*_rank_battle/, rank_battle/) require explicit absolute
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/// route attributes on each action; the controller doesn't extend SVSimController's
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/// [Route("[controller]")] convention.
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/// </summary>
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[ApiController]
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[Authorize(AuthenticationSchemes = SteamAuthenticationConstants.SchemeName)]
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public sealed class RankBattleController : ControllerBase
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{
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private readonly IMatchingResolver _resolver;
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private readonly IBattleSessionStore _sessionStore;
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private readonly IMatchContextBuilder _ctxBuilder;
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private readonly IBotRoster _botRoster;
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private readonly IBattleContextStore _battleContextStore;
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private readonly IBattleHistoryWriter _historyWriter;
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private readonly IPlayedTogetherWriter _playedTogetherWriter;
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private readonly IViewerRepository _viewers;
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private readonly IBattleXpService _xp;
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private readonly IRankProgressService _rankProgress;
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private readonly IMissionProgressService _missionProgress;
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private readonly SVSimDbContext _db;
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private readonly ILogger<RankBattleController> _log;
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public RankBattleController(
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IMatchingResolver resolver,
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IBattleSessionStore sessionStore,
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IMatchContextBuilder ctxBuilder,
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IBotRoster botRoster,
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IBattleContextStore battleContextStore,
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IBattleHistoryWriter historyWriter,
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IPlayedTogetherWriter playedTogetherWriter,
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IViewerRepository viewers,
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IBattleXpService xp,
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IRankProgressService rankProgress,
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IMissionProgressService missionProgress,
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SVSimDbContext db,
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ILogger<RankBattleController> log)
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{
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_resolver = resolver;
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_sessionStore = sessionStore;
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_ctxBuilder = ctxBuilder;
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_botRoster = botRoster;
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_battleContextStore = battleContextStore;
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_historyWriter = historyWriter;
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_playedTogetherWriter = playedTogetherWriter;
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_viewers = viewers;
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_xp = xp;
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_rankProgress = rankProgress;
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_missionProgress = missionProgress;
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_db = db;
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_log = log;
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}
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private bool TryGetViewerId(out long viewerId)
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{
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viewerId = 0;
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var claim = User.Claims.FirstOrDefault(c => c.Type == ShadowverseClaimTypes.ViewerIdClaim)?.Value;
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return claim is not null && long.TryParse(claim, out viewerId);
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}
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[HttpPost("/rotation_rank_battle/do_matching")]
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public Task<IActionResult> DoMatchingRotation([FromBody] DoMatchingRequestDto req, CancellationToken ct)
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=> DoMatchingInternal("rotation_rank_battle", Format.Rotation, req, ct);
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[HttpPost("/unlimited_rank_battle/do_matching")]
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public Task<IActionResult> DoMatchingUnlimited([FromBody] DoMatchingRequestDto req, CancellationToken ct)
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=> DoMatchingInternal("unlimited_rank_battle", Format.Unlimited, req, ct);
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// AIBattleStartTask has no SetParameter override, so the body is just the inherited
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// PostParams (viewer_id / steam_id / steam_session_ticket) — but the translation
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// middleware requires at least one parameter to bind the decrypted body. Use BaseRequest.
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[HttpPost("/ai_rotation_rank_battle/start")]
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public Task<IActionResult> AiStartRotation([FromBody] BaseRequest _, CancellationToken ct)
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=> AiStartInternal(Format.Rotation, ct);
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[HttpPost("/ai_unlimited_rank_battle/start")]
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public Task<IActionResult> AiStartUnlimited([FromBody] BaseRequest _, CancellationToken ct)
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=> AiStartInternal(Format.Unlimited, ct);
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// Finish routes route by URL to the shared handler with the format baked in — the URL
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// is authoritative (mirrors DoMatchingRotation/DoMatchingUnlimited). Deriving format
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// from the BattleContext is fragile: the client may reach /finish without a prior
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// /do_matching (e.g. reconnect, replay-of-log flows), and we still need rank
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// progression to land in the right format bucket. Client-side, RankBattleFinishTask
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// picks the URL by (Data.CurrentFormat, IsAINetwork) — see decompile lines 12-35.
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[HttpPost("/rotation_rank_battle/finish")]
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public Task<IActionResult> FinishRotation([FromBody] RankBattleFinishRequestDto req, CancellationToken ct)
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=> FinishInternal(Format.Rotation, req, ct);
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[HttpPost("/unlimited_rank_battle/finish")]
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public Task<IActionResult> FinishUnlimited([FromBody] RankBattleFinishRequestDto req, CancellationToken ct)
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=> FinishInternal(Format.Unlimited, req, ct);
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[HttpPost("/ai_rotation_rank_battle/finish")]
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public Task<IActionResult> AiFinishRotation([FromBody] RankBattleFinishRequestDto req, CancellationToken ct)
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=> FinishInternal(Format.Rotation, req, ct);
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[HttpPost("/ai_unlimited_rank_battle/finish")]
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public Task<IActionResult> AiFinishUnlimited([FromBody] RankBattleFinishRequestDto req, CancellationToken ct)
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=> FinishInternal(Format.Unlimited, req, ct);
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/// <summary>
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/// Shared finish handler — RankBattleFinishTask parses the same wire shape for
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/// all four URLs. Grants class XP + rank progression (+100 win / -50 loss,
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/// tier-floored). Format is baked into the route.
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/// </summary>
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private async Task<IActionResult> FinishInternal(Format format, RankBattleFinishRequestDto req, CancellationToken ct)
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{
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if (!TryGetViewerId(out var vid)) return Unauthorized();
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var ctx = _battleContextStore.TakeFor(vid);
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bool isWin = req.BattleResult == 1;
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await _historyWriter.RecordAsync(vid, ctx, isWin, ct);
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// Played-together only fires for human PvP. AI bots have OpponentViewerId=0.
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if (ctx is { OpponentViewerId: > 0 })
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{
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await _playedTogetherWriter.RecordAsync(
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vid,
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ctx.OpponentViewerId,
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new BattleParticipationContext(
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PlayedMode: 0,
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BattleType: ctx.BattleType,
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DeckFormat: ctx.DeckFormat,
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TwoPickType: ctx.TwoPickType),
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ct);
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}
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int gainXp = 0, totalXp = 0, level = 1;
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var rankResult = new RankProgressResult(0, 0, 0, 0, 0, false, false);
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var viewer = await _viewers.LoadForRankProgressAsync(vid, ct);
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if (viewer is not null)
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{
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var xp = await _xp.GrantAsync(viewer, req.ClassId, isWin, BattleXpMode.Rank, ct);
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rankResult = await _rankProgress.GrantAsync(viewer, format, isWin, ct);
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await _db.SaveChangesAsync(ct);
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gainXp = xp.GetXp;
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totalXp = xp.TotalXp;
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level = xp.Level == 0 ? 1 : xp.Level;
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}
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// Mission counters — AI-rank routes emit the same keys as human-rank on a private server.
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if (isWin)
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{
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await _missionProgress.RecordEventAsync(
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vid, MissionEventKeys.Ranked.WinAll(req.ClassId), ct: ct);
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}
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return Ok(new RankBattleFinishResponseDto
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{
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BattleResult = req.BattleResult,
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GetClassExperience = gainXp,
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ClassExperience = totalXp,
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ClassLevel = level,
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Rank = rankResult.Rank,
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AfterBattlePoint = rankResult.AfterBattlePoint,
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AfterMasterPoint = rankResult.AfterMasterPoint,
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BattlePoint = rankResult.BattlePoint,
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MasterPoint = rankResult.MasterPoint,
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});
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}
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// BaseRequest parameter on every body-less action so the translation middleware can
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// bind the decrypted msgpack body (it explicitly requires at least one parameter).
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[HttpPost("/rank_battle/force_finish")]
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public IActionResult ForceFinish([FromBody] BaseRequest _)
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{
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if (!TryGetViewerId(out var _u)) return Unauthorized();
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return Ok(new { });
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}
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[HttpPost("/rank_battle/add_client_log")]
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[HttpPost("/rank_battle/add_all_client_log")]
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[HttpPost("/rank_battle/add_last_turn_log")]
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public IActionResult AddClientLog([FromBody] BaseRequest _)
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{
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if (!TryGetViewerId(out var _u)) return Unauthorized();
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return Ok(new { });
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}
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[HttpPost("/rank_battle/get_latest_master_point")]
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public IActionResult GetLatestMasterPoint([FromBody] BaseRequest _)
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{
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if (!TryGetViewerId(out var _u)) return Unauthorized();
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return Ok(new { });
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}
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private async Task<IActionResult> DoMatchingInternal(string mode, Format format, DoMatchingRequestDto req, CancellationToken ct)
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{
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if (!TryGetViewerId(out var vid)) return Unauthorized();
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MatchContext ctx;
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try
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{
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ctx = await _ctxBuilder.BuildForRankBattleAsync(vid, format, req.DeckNo);
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}
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catch (InvalidOperationException ex)
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{
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// Most likely cause: viewer has no deck at that slot for this format. Surface
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// as 3001 RC_BATTLE_MATCHING_ILLEGAL — the client shows the standard
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// matchmaking-error dialog rather than retrying forever.
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_log.LogWarning(ex, "BuildForRankBattleAsync failed for viewer {Vid} format {Fmt} deckNo {DeckNo}; returning 3001.", vid, format, req.DeckNo);
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return Ok(new DoMatchingResponseDto { MatchingState = 3001, NodeServerUrl = "" });
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}
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var r = await _resolver.ResolveAsync(mode, new BattlePlayer(vid, ctx), ct);
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// Human-PvP path: stash battle context so the /finish handler can compose a
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// ViewerBattleHistory row. Mirrors the ArenaTwoPick and AI-start hooks. Without
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// this, /unlimited_rank_battle/finish and /rotation_rank_battle/finish always find
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// a null context and BattleHistoryWriter no-ops (see live server_log 2026-07-02).
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// Opponent identity is not yet plumbed through the resolver result (same gap as
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// ArenaTwoPick — see its comment); zero placeholders until MatchContext carries the
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// second player forward.
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if (r.BattleId is not null && long.TryParse(r.BattleId, out var battleIdLong))
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{
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_battleContextStore.Set(vid, new BattleContext(
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BattleId: battleIdLong,
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// Wire battle_type: 2 = rank battle (per docs/api-spec/common/types.ts.md
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// #battle-types), same value the AI variant uses (mode is disambiguated
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// by URL, not by battle_type).
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BattleType: 2,
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DeckFormat: format.ToApi(),
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TwoPickType: 0,
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SelfClassId: (int)ctx.ClassId,
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SelfSubClassId: 0,
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SelfCharaId: int.TryParse(ctx.CharaId, out var ch) ? ch : 0,
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SelfRotationId: "0",
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OpponentViewerId: 0,
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OpponentName: "",
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OpponentClassId: 0,
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OpponentSubClassId: 0,
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OpponentCharaId: 0,
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OpponentCountryCode: "",
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OpponentEmblemId: 0,
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OpponentDegreeId: 0,
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OpponentRotationId: "0",
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BattleStartTime: DateTime.UtcNow));
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}
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return Ok(new DoMatchingResponseDto
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{
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MatchingState = r.MatchingState,
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BattleId = r.BattleId,
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NodeServerUrl = r.NodeServerUrl,
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// Placeholder per spec § Out of scope — per-battle card-master split is deferred.
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CardMasterId = 0,
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});
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}
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private async Task<IActionResult> AiStartInternal(Format format, CancellationToken ct)
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{
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if (!TryGetViewerId(out var vid)) return Unauthorized();
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// The /ai_<fmt>/start request body is BaseRequest only — it carries no deck_no.
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// The deck the viewer queued with was captured in the PendingBattle's MatchContext
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// at /do_matching resolution time (when InProcessPairUp called bridge.RegisterBattle).
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// Reuse that context so SelfInfo's classId/charaId/sleeveId match what the user
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// actually picked. Rebuilding from deck #1 was the 2026-06-02 wire-bug — surfaced
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// as "queued Bloodcraft, saw Swordcraft leader."
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var pending = _sessionStore.TryFindPendingForViewer(vid);
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if (pending is null)
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{
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_log.LogWarning("AiStart for viewer {Vid} format {Fmt} has no pending battle; returning ai_id=-1.", vid, format);
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return Ok(new AiBattleStartResponseDto { AiId = -1 });
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}
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var selfCtx = pending.P1.Context;
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var bot = await _botRoster.PickAsync(selfCtx, pending.BattleId, ct);
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var seed = Random.Shared.Next();
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// Read the viewer's rank progression for this format so the pre-battle screen
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// shows the current tier/point rather than "Beginner 0 with 0 pts."
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var selfViewer = await _viewers.LoadForRankProgressAsync(vid, ct);
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var selfRank = selfViewer is null
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? new RankProgressResult(1, 0, 0, 0, 0, false, false)
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: await _rankProgress.GetAsync(selfViewer, format, ct);
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// Stash battle context for the upcoming /finish so the replay-history hook can
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// compose a ViewerBattleHistory row. See docs/superpowers/specs/2026-06-10-replay-info-design.md.
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if (long.TryParse(pending.BattleId, out var battleIdLong))
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{
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_battleContextStore.Set(vid, new BattleContext(
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BattleId: battleIdLong,
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// Wire battle_type: 2 = rank battle (per docs/api-spec/common/types.ts.md
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// #battle-types). AI variant shares the rank-battle wire id.
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BattleType: 2,
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DeckFormat: format.ToApi(), // wire-int via existing converter
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TwoPickType: 0,
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SelfClassId: (int)selfCtx.ClassId, // CardClass enum
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SelfSubClassId: 0,
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SelfCharaId: int.TryParse(selfCtx.CharaId, out var ch) ? ch : 0, // CharaId is string on MatchContext
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SelfRotationId: "0",
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OpponentViewerId: 0, // AI bot — not a real viewer
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OpponentName: bot.UserName,
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OpponentClassId: bot.ClassId, // int on AIBotProfile
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OpponentSubClassId: 0,
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OpponentCharaId: bot.CharaId, // int on AIBotProfile
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OpponentCountryCode: bot.CountryCode,
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OpponentEmblemId: bot.EmblemId, // int → long widen
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OpponentDegreeId: bot.DegreeId, // int → long widen
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OpponentRotationId: "0",
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BattleStartTime: DateTime.UtcNow));
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}
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// Per spec, ai-start.md TODO: turnState semantics unclear. Default 0 (player first).
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return Ok(new AiBattleStartResponseDto
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{
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AiId = bot.AiId,
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TurnState = 0,
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SelfInfo = new AiBattlePlayerInfo
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{
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CountryCode = selfCtx.CountryCode,
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UserName = selfCtx.UserName,
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SleeveId = int.TryParse(selfCtx.SleeveId, out var sId) ? sId : -1,
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EmblemId = int.TryParse(selfCtx.EmblemId, out var eId) ? eId : -1,
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DegreeId = int.TryParse(selfCtx.DegreeId, out var dId) ? dId : -1,
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FieldId = selfCtx.FieldId,
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IsOfficial = selfCtx.IsOfficial,
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OppoId = bot.AiId,
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Seed = seed,
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Rank = selfRank.Rank,
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BattlePoint = selfRank.AfterBattlePoint,
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ClassId = (int)selfCtx.ClassId,
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CharaId = int.TryParse(selfCtx.CharaId, out var chId) ? chId : -1,
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IsMasterRank = selfRank.IsMasterRank ? 1 : 0,
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MasterPoint = selfRank.AfterMasterPoint,
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},
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OppoInfo = new AiBattlePlayerInfo
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{
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CountryCode = bot.CountryCode,
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UserName = bot.UserName,
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SleeveId = bot.SleeveId,
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EmblemId = bot.EmblemId,
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DegreeId = bot.DegreeId,
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FieldId = bot.FieldId,
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IsOfficial = bot.IsOfficial,
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OppoId = (int)vid,
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Seed = seed,
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Rank = bot.Rank,
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BattlePoint = bot.BattlePoint,
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ClassId = bot.ClassId,
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CharaId = bot.CharaId,
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IsMasterRank = bot.IsMasterRank,
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MasterPoint = bot.MasterPoint,
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},
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});
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}
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}
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