Implement all five guild_chat attachment endpoints:
- add_deck: server looks up deck by (viewerId, format, deckNo) and snapshots
the current state into a DECK-type chat message DeckPayload column.
- delete_deck: author OR leader/sub-leader may clear; returns refreshed
deck_log. Extended IGuildChatMessageRepository.ClearDeckAsync with
leaderOverride flag; added GetDeckMessagesAsync + GetByMessageIdAsync.
- add_replay: stores {"battle_id": N} in ReplayPayload; full shape is
TODO(post-merge) pending replay-subsystem capture.
- replay_detail: returns the stored ReplayPayload as JsonElement passthrough.
- deck_log: returns all active DECK messages grouped by API-side Format string
key ("1"=Rotation, "2"=Unlimited, "3"=PreRotation always present;
"4"=Crossover, "5"=MyRotation only when non-empty).
Adds DeckLogDataDto (typed) for deck_log / delete_deck responses.
Replay response uses JsonElement passthrough (TODO(post-merge)).
8 new integration tests — all green. Full suite 1530/1530 pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
23 lines
860 B
C#
23 lines
860 B
C#
using MessagePack;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.GuildChat;
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/// <summary>
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/// Response for POST /guild_chat/replay_detail.
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/// Shape is opaque pending replay-subsystem documentation.
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/// TODO(post-merge): enumerate fields from Wizard/ReplayDetailInfo.cs when replay subsystem is documented.
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/// Using JsonElement pass-through so the stored ReplayPayload JSON is forwarded verbatim.
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/// </summary>
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[MessagePackObject]
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public class GuildChatReplayDetailResponse
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{
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/// <summary>
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/// Opaque replay payload forwarded verbatim from the stored ReplayPayload JSON.
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/// TODO(post-merge): type this properly once replay subsystem shape is captured.
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/// </summary>
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[JsonPropertyName("replay_info"), Key("replay_info")]
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public JsonElement? ReplayInfo { get; set; }
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}
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