squad: transactional replace_squad + a game-rules boundary for evaluation

Driven by a retail FIFA 17 capture: the client sends the WHOLE squad on
every save (~2KB, every slot/item/kit number), and a user swapping two
players produced nine changed slots across two saves. Slot deltas
therefore do not describe intent, so the only honest semantic operation
is "this is the squad now".

replace_squad, and why save_squad no longer has its own write path
------------------------------------------------------------------
save_squad UPDATEd the squad, DELETEd every squad_players row, then
INSERTed the new ones one at a time -- all outside a transaction. A
failure part-way through left a squad with some old players deleted and
only some new ones written: a state nobody asked for and no client can
detect. It also never checked that the cards being placed belonged to the
club, and accepted the same card in two slots.

replace_squad validates BEFORE any write (so a rejection leaves the
stored squad untouched) and performs every write in one transaction:

  - card must exist AND belong to this club
  - a card may occupy at most one slot
  - a slot may hold at most one card
  - slot indices must not be negative
  - the squad being replaced must belong to this club

save_squad is now a thin wrapper over it. That deliberately tightens the
existing Core REST route -- it now validates ownership and rejects
duplicates. Those were bugs, and two write paths with different
guarantees is how the stricter one gets bypassed.

A cross-club card is reported as NotFound, not Forbidden: whether a card
exists in someone else's club is not the caller's business.

Game-rules boundary
-------------------
Core contained calculate_chemistry -- a full FUT-style link-scoring
formula. Chemistry is game-specific and changed between FIFA
generations, so a formula compiled into generic Core quietly makes Core a
FIFA-something server.

It now sits behind SquadRules, with the existing implementation preserved
byte-for-byte in behaviour as DefaultSquadRules ("openfut-default-v2").
Rules take a resolved SquadSnapshot of pure data rather than a pool and a
card database, so they are synchronous, testable without fixtures, and
cannot reach Core's storage. Fifa17SquadRules is deliberately NOT
written: the algorithm is unproven and inventing one is worse than having
none.

Client-reported values
----------------------
FIFA sends its own chemistry/rating/starRating. ClientReportedEvaluation
is a DIFFERENT TYPE from SquadEvaluation, so assigning one where the
other belongs does not compile. Disagreement is reported through
EvaluationComparison and never reconciled in either direction -- the
server's value stands and the mismatch is surfaced for investigation
against the exact squad that produced it.

Evidence
--------
17 unit tests, 113 in the crate, 7/7 mutations killed including
"ownership check removed", "replacement becomes a merge" and
"client-reported chemistry becomes the server value".

Scope note: `cargo fmt` without -p reformatted ~27 unrelated files; those
were reverted so this commit touches only the squad path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-08-11 18:56:33 +00:00
parent 11a811db6a
commit eab522a1eb
5 changed files with 930 additions and 56 deletions
+43
View File
@@ -54,3 +54,46 @@ pub struct SquadPlayerInput {
pub is_captain: bool,
pub is_on_bench: bool,
}
/// A complete squad, as a game client sends it.
///
/// # Why replacement rather than edits
///
/// Retail FIFA 17 sends the WHOLE squad on every save — roughly 2 KB carrying
/// every slot, item id and kit number — and a user swapping two players
/// produced nine changed slots across two saves. Slot deltas therefore do not
/// describe what the user did, and any attempt to derive `swap_players` or
/// `move_player` from them would be inventing intent the wire never carried.
///
/// So the only honest semantic operation is: *this is the squad now*.
///
/// Empty slots are simply absent from `slots`; a client that models an empty
/// slot as a zero item id must drop it at the adapter boundary rather than
/// sending a player Core would have to special-case.
#[derive(Debug, Clone, Default)]
pub struct SquadReplacement {
pub name: Option<String>,
pub formation: Option<String>,
pub slots: Vec<SlotAssignment>,
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct SlotAssignment {
pub owned_card_id: String,
/// Core's slot numbering. The adapter maps the game's numbering onto it.
pub slot: i64,
pub is_captain: bool,
pub is_on_bench: bool,
}
/// Outcome of a replacement.
///
/// Carries the server's own evaluation and, separately, any disagreement with
/// what the client claimed — never a merged value.
#[derive(Debug, Clone)]
pub struct SquadReplaced {
pub squad: Squad,
pub slots_written: usize,
pub evaluation: crate::services::squad_rules::SquadEvaluation,
pub client_disagreements: Vec<crate::services::squad_rules::EvaluationComparison>,
}
+1 -1
View File
@@ -52,7 +52,7 @@ pub async fn post_squad(
squad_svc::validate_formation(&state.pool, &state.card_db, &req.players).await?;
}
let squad = squad_svc::save_squad(&state.pool, &club.id, &req).await?;
let squad = squad_svc::save_squad(&state.pool, &state.card_db, &club.id, &req).await?;
Ok(Json(json!({ "squad": squad })))
}
+1
View File
@@ -15,5 +15,6 @@ pub mod profile;
pub mod sbc;
pub mod settings;
pub mod squad;
pub mod squad_rules;
pub mod statistics;
pub mod upgrades;
+505 -55
View File
@@ -3,10 +3,19 @@ use crate::{
error::{AppError, AppResult},
models::{
card::{CardDefinition, OwnedCard},
squad::{SaveSquadRequest, Squad, SquadPlayer, SquadPlayerInput},
squad::{
SaveSquadRequest, SlotAssignment, Squad, SquadPlayer, SquadPlayerInput, SquadReplaced,
SquadReplacement,
},
},
services::{
card_db::CardDb,
squad_rules::{
ClientReportedEvaluation, DefaultSquadRules, SquadPlayerCard, SquadRules, SquadSnapshot,
},
},
services::card_db::CardDb,
};
use std::collections::HashSet;
use uuid::Uuid;
pub async fn get_squad(pool: &Pool, club_id: &str) -> AppResult<(Squad, Vec<SquadPlayer>)> {
@@ -191,68 +200,153 @@ pub async fn calculate_chemistry(
}))
}
pub async fn save_squad(pool: &Pool, club_id: &str, req: &SaveSquadRequest) -> AppResult<Squad> {
/// Replace a squad's entire slot assignment, atomically.
///
/// # Why this exists alongside `save_squad`
///
/// `save_squad` wrote outside a transaction: it UPDATEd the squad, DELETEd every
/// row from `squad_players`, then INSERTed the new ones one at a time. A failure
/// part-way through left a squad with some of its old players deleted and only
/// some of its new ones written — a state no client asked for and none can
/// detect. It also never checked that the cards being placed belonged to the
/// club, and happily accepted the same card in two slots.
///
/// Those are acceptable in a single-user REST toy and not acceptable under a
/// real client, so this is the one write path now and `save_squad` delegates to
/// it.
///
/// # Order of work
///
/// Validation happens BEFORE any write, so a rejected replacement leaves the
/// existing squad exactly as it was. Everything that does write happens inside
/// one transaction.
pub async fn replace_squad(
pool: &Pool,
card_db: &CardDb,
rules: &dyn SquadRules,
club_id: &str,
squad_id: Option<&str>,
replacement: &SquadReplacement,
client_reported: &ClientReportedEvaluation,
) -> AppResult<SquadReplaced> {
// ── validate before touching anything ────────────────────────────────
let mut seen: HashSet<&str> = HashSet::new();
let mut slots_seen: HashSet<i64> = HashSet::new();
for s in &replacement.slots {
if s.slot < 0 {
return Err(AppError::BadRequest(format!(
"slot index must not be negative, got {}",
s.slot
)));
}
if !slots_seen.insert(s.slot) {
return Err(AppError::BadRequest(format!(
"slot {} assigned more than once",
s.slot
)));
}
if !seen.insert(s.owned_card_id.as_str()) {
return Err(AppError::BadRequest(format!(
"card {} assigned to more than one slot",
s.owned_card_id
)));
}
}
// Ownership: every card must belong to THIS club. Without this a client
// could place a card it does not own, and the squad would read back as
// though it did.
let mut resolved: Vec<(SlotAssignmentRef, OwnedCard)> = Vec::new();
for s in &replacement.slots {
let owned = sqlx::query_as::<_, OwnedCard>(
"SELECT id, club_id, card_id, is_loan, loan_matches_remaining, acquired_at, chemistry_style, position_override, training_bonus FROM owned_cards WHERE id = ?",
)
.bind(&s.owned_card_id)
.fetch_optional(pool)
.await?
.ok_or_else(|| AppError::NotFound(format!("owned card {} not found", s.owned_card_id)))?;
if owned.club_id != club_id {
// Deliberately the same message as "not found": whether a card
// exists in someone else's club is not this caller's business.
return Err(AppError::NotFound(format!(
"owned card {} not found",
s.owned_card_id
)));
}
resolved.push((
SlotAssignmentRef {
slot: s.slot,
is_captain: s.is_captain,
is_on_bench: s.is_on_bench,
},
owned,
));
}
// ── one transaction for every write ──────────────────────────────────
let now = chrono::Utc::now().to_rfc3339();
let mut tx = pool.begin().await?;
let squad_id = if let Some(ref id) = req.squad_id {
// Update existing squad — verify ownership
let verified =
sqlx::query_scalar::<_, String>("SELECT id FROM squads WHERE id = ? AND club_id = ?")
.bind(id)
.bind(club_id)
.fetch_optional(pool)
.await?
.ok_or_else(|| AppError::NotFound(format!("squad '{id}' not found")))?;
let squad_id = match squad_id {
Some(id) => {
let verified = sqlx::query_scalar::<_, String>(
"SELECT id FROM squads WHERE id = ? AND club_id = ?",
)
.bind(id)
.bind(club_id)
.fetch_optional(&mut *tx)
.await?
.ok_or_else(|| AppError::NotFound(format!("squad '{id}' not found")))?;
sqlx::query(
"UPDATE squads SET name = COALESCE(?, name), formation = COALESCE(?, formation), updated_at = ? WHERE id = ?",
)
.bind(req.name.as_deref())
.bind(req.formation.as_deref())
.bind(&now)
.bind(&verified)
.execute(pool)
.await?;
sqlx::query("DELETE FROM squad_players WHERE squad_id = ?")
sqlx::query(
"UPDATE squads SET name = COALESCE(?, name), formation = COALESCE(?, formation), updated_at = ? WHERE id = ?",
)
.bind(replacement.name.as_deref())
.bind(replacement.formation.as_deref())
.bind(&now)
.bind(&verified)
.execute(pool)
.execute(&mut *tx)
.await?;
verified
} else {
// Create a new squad
let squad = Squad::new(
club_id,
req.name.as_deref().unwrap_or("My Squad"),
req.formation.as_deref().unwrap_or("4-4-2"),
);
sqlx::query(
"INSERT INTO squads (id, club_id, name, formation, created_at, updated_at) VALUES (?, ?, ?, ?, ?, ?)",
)
.bind(&squad.id)
.bind(&squad.club_id)
.bind(&squad.name)
.bind(&squad.formation)
.bind(&squad.created_at)
.bind(&squad.updated_at)
.execute(pool)
.await?;
squad.id
verified
}
None => {
let squad = Squad::new(
club_id,
replacement.name.as_deref().unwrap_or("My Squad"),
replacement.formation.as_deref().unwrap_or("4-4-2"),
);
sqlx::query(
"INSERT INTO squads (id, club_id, name, formation, created_at, updated_at) VALUES (?, ?, ?, ?, ?, ?)",
)
.bind(&squad.id)
.bind(&squad.club_id)
.bind(&squad.name)
.bind(&squad.formation)
.bind(&squad.created_at)
.bind(&squad.updated_at)
.execute(&mut *tx)
.await?;
squad.id
}
};
for player in &req.players {
let sp_id = Uuid::new_v4().to_string();
sqlx::query("DELETE FROM squad_players WHERE squad_id = ?")
.bind(&squad_id)
.execute(&mut *tx)
.await?;
for (slot, owned) in &resolved {
sqlx::query(
"INSERT INTO squad_players (id, squad_id, owned_card_id, position_index, is_captain, is_on_bench) VALUES (?, ?, ?, ?, ?, ?)",
)
.bind(&sp_id)
.bind(Uuid::new_v4().to_string())
.bind(&squad_id)
.bind(&player.owned_card_id)
.bind(player.position_index)
.bind(player.is_captain)
.bind(player.is_on_bench)
.execute(pool)
.bind(&owned.id)
.bind(slot.slot)
.bind(slot.is_captain)
.bind(slot.is_on_bench)
.execute(&mut *tx)
.await?;
}
@@ -260,10 +354,87 @@ pub async fn save_squad(pool: &Pool, club_id: &str, req: &SaveSquadRequest) -> A
"SELECT id, club_id, name, formation, created_at, updated_at FROM squads WHERE id = ?",
)
.bind(&squad_id)
.fetch_one(pool)
.fetch_one(&mut *tx)
.await?;
Ok(squad)
tx.commit().await?;
// ── evaluate with the game's rules, never with the client's numbers ──
let snapshot = SquadSnapshot {
formation: squad.formation.clone(),
players: resolved
.iter()
.filter_map(|(slot, owned)| {
card_db.get(&owned.card_id).map(|card| SquadPlayerCard {
owned_card_id: owned.id.clone(),
card_id: card.id.clone(),
name: card.name.clone(),
overall: card.overall,
position: card.position.clone(),
nation: card.nation.clone(),
league: card.league.clone(),
club: card.club.clone(),
slot: slot.slot,
on_bench: slot.is_on_bench,
})
})
.collect(),
};
let evaluation = rules.evaluate(&snapshot);
let client_disagreements = client_reported.compare(&evaluation);
Ok(SquadReplaced {
squad,
slots_written: resolved.len(),
evaluation,
client_disagreements,
})
}
struct SlotAssignmentRef {
slot: i64,
is_captain: bool,
is_on_bench: bool,
}
/// Compatibility wrapper over [`replace_squad`].
///
/// Kept so the existing Core REST route keeps working, but it no longer has its
/// own write path. That means this route now also validates ownership and
/// rejects duplicate cards — a deliberate tightening, not an accident: those
/// were bugs, and having two write paths with different guarantees is how the
/// stricter one gets bypassed.
pub async fn save_squad(
pool: &Pool,
card_db: &CardDb,
club_id: &str,
req: &SaveSquadRequest,
) -> AppResult<Squad> {
let replacement = SquadReplacement {
name: req.name.clone(),
formation: req.formation.clone(),
slots: req
.players
.iter()
.map(|p| SlotAssignment {
owned_card_id: p.owned_card_id.clone(),
slot: p.position_index,
is_captain: p.is_captain,
is_on_bench: p.is_on_bench,
})
.collect(),
};
let out = replace_squad(
pool,
card_db,
&DefaultSquadRules,
club_id,
req.squad_id.as_deref(),
&replacement,
&ClientReportedEvaluation::default(),
)
.await?;
Ok(out.squad)
}
pub async fn delete_squad(pool: &Pool, club_id: &str, squad_id: &str) -> AppResult<()> {
@@ -278,3 +449,282 @@ pub async fn delete_squad(pool: &Pool, club_id: &str, squad_id: &str) -> AppResu
}
Ok(())
}
#[cfg(test)]
mod tests {
use super::*;
use crate::models::squad::SlotAssignment;
/// A pool with the real schema, plus two clubs that own one card each.
///
/// Two clubs specifically: the guarantee under test is that a card
/// belonging to somebody else cannot be placed, and that cannot be
/// expressed with one club.
const TS: &str = "2026-01-01T00:00:00Z";
async fn fixture() -> (Pool, CardDb) {
let pool = sqlx::sqlite::SqlitePoolOptions::new()
.connect("sqlite::memory:")
.await
.expect("in-memory sqlite");
sqlx::migrate!("./migrations")
.run(&pool)
.await
.expect("migrations");
for (profile, club) in [("prof-a", "club-a"), ("prof-b", "club-b")] {
sqlx::query(
"INSERT INTO profiles (id, username, created_at, updated_at) VALUES (?, ?, ?, ?)",
)
.bind(profile)
.bind(profile)
.bind(TS)
.bind(TS)
.execute(&pool)
.await
.expect("profile");
sqlx::query("INSERT INTO clubs (id, profile_id, name, coins, created_at, updated_at) VALUES (?, ?, ?, ?, ?, ?)")
.bind(club).bind(profile).bind(club).bind(1000i64).bind(TS).bind(TS)
.execute(&pool).await.expect("club");
}
// club-a owns card-1 and card-2; club-b owns card-foreign.
for (id, club) in [
("card-1", "club-a"),
("card-2", "club-a"),
("card-foreign", "club-b"),
] {
sqlx::query("INSERT INTO owned_cards (id, club_id, card_id, is_loan, acquired_at) VALUES (?, ?, ?, 0, ?)")
.bind(id).bind(club).bind("def-1").bind(TS)
.execute(&pool).await.expect("owned card");
}
// An empty card database is enough: none of these guarantees consult it.
(
pool,
CardDb::load("/nonexistent-card-dir").expect("empty card db"),
)
}
fn slot(card: &str, n: i64) -> SlotAssignment {
SlotAssignment {
owned_card_id: card.into(),
slot: n,
is_captain: false,
is_on_bench: false,
}
}
async fn replace(
pool: &Pool,
db: &CardDb,
club: &str,
id: Option<&str>,
slots: Vec<SlotAssignment>,
) -> AppResult<SquadReplaced> {
replace_squad(
pool,
db,
&DefaultSquadRules,
club,
id,
&SquadReplacement {
name: Some("S".into()),
formation: Some("4-4-2".into()),
slots,
},
&ClientReportedEvaluation::default(),
)
.await
}
async fn slots_of(pool: &Pool, squad_id: &str) -> Vec<(String, i64)> {
sqlx::query_as::<_, (String, i64)>(
"SELECT owned_card_id, position_index FROM squad_players WHERE squad_id = ? ORDER BY position_index",
).bind(squad_id).fetch_all(pool).await.unwrap()
}
#[tokio::test]
async fn a_card_owned_by_another_club_cannot_be_placed() {
let (pool, db) = fixture().await;
let err = replace(&pool, &db, "club-a", None, vec![slot("card-foreign", 0)])
.await
.unwrap_err();
// Same message as a missing card: whether it exists elsewhere is not
// this caller's business.
assert!(
matches!(err, AppError::NotFound(ref m) if m.contains("card-foreign")),
"{err:?}"
);
}
#[tokio::test]
async fn the_same_card_cannot_occupy_two_slots() {
let (pool, db) = fixture().await;
let err = replace(
&pool,
&db,
"club-a",
None,
vec![slot("card-1", 0), slot("card-1", 1)],
)
.await
.unwrap_err();
assert!(
matches!(err, AppError::BadRequest(ref m) if m.contains("more than one slot")),
"{err:?}"
);
}
#[tokio::test]
async fn two_cards_cannot_occupy_the_same_slot() {
let (pool, db) = fixture().await;
let err = replace(
&pool,
&db,
"club-a",
None,
vec![slot("card-1", 3), slot("card-2", 3)],
)
.await
.unwrap_err();
assert!(
matches!(err, AppError::BadRequest(ref m) if m.contains("slot 3")),
"{err:?}"
);
}
#[tokio::test]
async fn a_negative_slot_is_refused() {
let (pool, db) = fixture().await;
let err = replace(&pool, &db, "club-a", None, vec![slot("card-1", -1)])
.await
.unwrap_err();
assert!(
matches!(err, AppError::BadRequest(ref m) if m.contains("negative")),
"{err:?}"
);
}
/// The atomicity guarantee, and the reason this operation exists.
///
/// The old implementation deleted every squad player before inserting the
/// new ones, outside a transaction. A replacement rejected part-way through
/// therefore destroyed the squad it failed to replace.
#[tokio::test]
async fn a_rejected_replacement_leaves_the_previous_squad_untouched() {
let (pool, db) = fixture().await;
let first = replace(
&pool,
&db,
"club-a",
None,
vec![slot("card-1", 0), slot("card-2", 1)],
)
.await
.expect("first save");
let before = slots_of(&pool, &first.squad.id).await;
assert_eq!(before.len(), 2);
// Valid card in slot 0, then one owned by another club.
let err = replace(
&pool,
&db,
"club-a",
Some(&first.squad.id),
vec![slot("card-1", 0), slot("card-foreign", 1)],
)
.await
.unwrap_err();
assert!(matches!(err, AppError::NotFound(_)), "{err:?}");
assert_eq!(
slots_of(&pool, &first.squad.id).await,
before,
"a rejected replacement must not disturb the stored squad"
);
}
/// Replacement means replacement: slots present before and absent from the
/// new assignment must be gone, not merged.
#[tokio::test]
async fn replacement_removes_slots_absent_from_the_new_assignment() {
let (pool, db) = fixture().await;
let first = replace(
&pool,
&db,
"club-a",
None,
vec![slot("card-1", 0), slot("card-2", 1)],
)
.await
.expect("first");
let second = replace(
&pool,
&db,
"club-a",
Some(&first.squad.id),
vec![slot("card-2", 5)],
)
.await
.expect("second");
assert_eq!(second.slots_written, 1);
assert_eq!(
slots_of(&pool, &first.squad.id).await,
vec![("card-2".to_string(), 5)]
);
}
#[tokio::test]
async fn a_squad_belonging_to_another_club_cannot_be_replaced() {
let (pool, db) = fixture().await;
let mine = replace(&pool, &db, "club-a", None, vec![slot("card-1", 0)])
.await
.expect("mine");
let err = replace(&pool, &db, "club-b", Some(&mine.squad.id), vec![])
.await
.unwrap_err();
assert!(matches!(err, AppError::NotFound(_)), "{err:?}");
assert_eq!(slots_of(&pool, &mine.squad.id).await.len(), 1);
}
/// The client's numbers must never become the server's.
#[tokio::test]
async fn client_reported_values_are_reported_as_disagreement_not_stored() {
let (pool, db) = fixture().await;
let out = replace_squad(
&pool,
&db,
&DefaultSquadRules,
"club-a",
None,
&SquadReplacement {
name: Some("S".into()),
formation: Some("4-4-2".into()),
slots: vec![slot("card-1", 0)],
},
&ClientReportedEvaluation {
client_reported_chemistry: Some(52),
client_reported_rating: Some(99),
client_reported_star_rating: None,
},
)
.await
.expect("save");
// The card db is empty, so the server derives nothing: 0.
assert_eq!(out.evaluation.chemistry, 0);
assert_eq!(out.evaluation.rating, 0);
// And the disagreement is surfaced rather than reconciled.
let fields: Vec<&str> = out
.client_disagreements
.iter()
.map(|d| d.field.as_str())
.collect();
assert_eq!(
fields,
vec!["chemistry", "rating"],
"{:?}",
out.client_disagreements
);
assert_eq!(out.evaluation.rules, "openfut-default-v2");
}
}
+380
View File
@@ -0,0 +1,380 @@
//! Squad evaluation, behind a game-rules boundary.
//!
//! # Why this is a trait and not a function in `squad.rs`
//!
//! Chemistry, rating and star rating are **game-specific**. FUT chemistry
//! changed substantially between FIFA generations, so a single formula
//! compiled into generic Core would quietly make Core a FIFA-something server.
//! Core is allowed to understand that a squad *has* an evaluation; it is not
//! allowed to know how any particular game computes one.
//!
//! ```text
//! Core owns the squad, slots, items, persistence
//! | and the SEMANTIC concept of an evaluation
//! v
//! SquadRules how a specific game computes it
//! |
//! +-- DefaultSquadRules OpenFUT's own rules (the implementation that
//! | already existed in Core)
//! +-- Fifa17SquadRules NOT YET WRITTEN. The FIFA 17 algorithm is not
//! proven, and inventing one would be worse than
//! having none.
//! ```
//!
//! # Pure data in, evaluation out
//!
//! Rules take a [`SquadSnapshot`] — already resolved by Core from the database
//! — rather than a pool and a card database. That keeps every rules
//! implementation synchronous, dependency-free and testable without fixtures,
//! and it stops a game's rules from reaching into Core's storage.
//!
//! # Client-reported values are not evaluations
//!
//! FIFA 17 sends its own `chemistry`, `rating` and `starRating` on every squad
//! save. Those are observations about what the client believes, captured for
//! shadow validation, and they are deliberately a *different type* from
//! [`SquadEvaluation`] so no later code can pass one where the other belongs.
use serde::{Deserialize, Serialize};
/// One player in a squad, reduced to the attributes rules are allowed to see.
///
/// Deliberately not `OwnedCard` + `CardDefinition`: rules should not be able to
/// reach storage identifiers, loan state or acquisition history.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct SquadPlayerCard {
/// Core's owned-card id. Present so an evaluation can attribute per-player
/// results; rules must not interpret its contents.
pub owned_card_id: String,
pub card_id: String,
pub name: String,
pub overall: u8,
pub position: String,
pub nation: String,
pub league: String,
pub club: String,
/// Slot this player occupies, in Core's numbering.
pub slot: i64,
pub on_bench: bool,
}
/// Everything a rules implementation may consider.
#[derive(Debug, Clone, Default)]
pub struct SquadSnapshot {
pub formation: String,
pub players: Vec<SquadPlayerCard>,
}
impl SquadSnapshot {
pub fn starters(&self) -> impl Iterator<Item = &SquadPlayerCard> {
self.players.iter().filter(|p| !p.on_bench)
}
}
/// The semantic result Core understands.
///
/// `chemistry` has no fixed scale here on purpose — `chemistry_max` travels
/// with it, because a later game may not use 100.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct SquadEvaluation {
pub chemistry: i64,
pub chemistry_max: i64,
pub rating: i64,
pub star_rating: i64,
/// Per-player detail, for UIs and for diagnosing a rules mismatch.
pub players: Vec<PlayerEvaluation>,
/// Which rules produced this, so a stored or logged evaluation is never
/// ambiguous about its own provenance.
pub rules: String,
}
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct PlayerEvaluation {
pub owned_card_id: String,
pub chemistry: i64,
pub detail: Vec<(String, i64)>,
}
/// What a game client claimed about a squad it sent.
///
/// **Never canonical.** A separate type from [`SquadEvaluation`] specifically so
/// that assigning one to the other does not compile. A modified client can put
/// anything here; OpenFUT has no independent knowledge of what it means until
/// its own rules run.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize, Default)]
pub struct ClientReportedEvaluation {
pub client_reported_chemistry: Option<i64>,
pub client_reported_rating: Option<i64>,
pub client_reported_star_rating: Option<i64>,
}
/// Result of comparing what the client claimed against what the server derived.
///
/// A mismatch is **not** silently reconciled in either direction: the server's
/// value stands as canonical and the disagreement is reported so the rules
/// model can be investigated against the exact squad that produced it.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct EvaluationComparison {
pub field: String,
pub client: i64,
pub server: i64,
}
impl ClientReportedEvaluation {
/// Fields where the client and the server disagree. Empty means agreement
/// on every field the client actually sent.
pub fn compare(&self, server: &SquadEvaluation) -> Vec<EvaluationComparison> {
let mut out = Vec::new();
let mut check = |field: &str, client: Option<i64>, srv: i64| {
if let Some(c) = client {
if c != srv {
out.push(EvaluationComparison {
field: field.to_string(),
client: c,
server: srv,
});
}
}
};
check(
"chemistry",
self.client_reported_chemistry,
server.chemistry,
);
check("rating", self.client_reported_rating, server.rating);
check(
"star_rating",
self.client_reported_star_rating,
server.star_rating,
);
out
}
}
/// How a specific game evaluates a squad.
pub trait SquadRules: Send + Sync {
/// Stable identifier recorded in [`SquadEvaluation::rules`].
fn name(&self) -> &'static str;
fn evaluate(&self, snapshot: &SquadSnapshot) -> SquadEvaluation;
}
/// OpenFUT's own rules — the implementation that already lived in Core.
///
/// Moved here unchanged in behaviour rather than rewritten: it is the default
/// for clients that have no game-specific rules, and changing its numbers while
/// relocating it would have made the move unreviewable.
///
/// Link scoring: club +3 each (max 6), league +1 each (max 4), nation +1 each
/// (max 3), per player capped at 10, team total capped at 100.
pub struct DefaultSquadRules;
impl SquadRules for DefaultSquadRules {
fn name(&self) -> &'static str {
"openfut-default-v2"
}
fn evaluate(&self, snapshot: &SquadSnapshot) -> SquadEvaluation {
let starters: Vec<&SquadPlayerCard> = snapshot.starters().collect();
let mut players = Vec::with_capacity(starters.len());
let mut total: i64 = 0;
for (i, p) in starters.iter().enumerate() {
let count = |f: fn(&SquadPlayerCard) -> &String, v: &String| {
starters
.iter()
.enumerate()
.filter(|(j, o)| *j != i && f(o) == v)
.count() as i64
};
let club_links = count(|c| &c.club, &p.club);
let league_links = count(|c| &c.league, &p.league);
let nation_links = count(|c| &c.nation, &p.nation);
let club_pts = (club_links * 3).min(6);
let league_pts = league_links.min(4);
let nation_pts = nation_links.min(3);
let chem = (club_pts + league_pts + nation_pts).min(10);
total += chem;
players.push(PlayerEvaluation {
owned_card_id: p.owned_card_id.clone(),
chemistry: chem,
detail: vec![
("club_links".into(), club_links),
("league_links".into(), league_links),
("nation_links".into(), nation_links),
("club_pts".into(), club_pts),
("league_pts".into(), league_pts),
("nation_pts".into(), nation_pts),
],
});
}
// Mean overall of the starters, rounded down. Empty squad rates 0
// rather than dividing by zero.
let rating = if starters.is_empty() {
0
} else {
starters.iter().map(|p| p.overall as i64).sum::<i64>() / starters.len() as i64
};
SquadEvaluation {
chemistry: total.min(100),
chemistry_max: 100,
rating,
// 0-5 from the rating band. Coarse on purpose: this is OpenFUT's
// own presentation value, not a reconstruction of any game's.
star_rating: match rating {
0 => 0,
1..=64 => 1,
65..=74 => 2,
75..=81 => 3,
82..=87 => 4,
_ => 5,
},
players,
rules: self.name().to_string(),
}
}
}
#[cfg(test)]
mod tests {
use super::*;
fn p(slot: i64, club: &str, league: &str, nation: &str, overall: u8) -> SquadPlayerCard {
SquadPlayerCard {
owned_card_id: format!("owned-{slot}"),
card_id: format!("card-{slot}"),
name: format!("P{slot}"),
overall,
position: "ST".into(),
nation: nation.into(),
league: league.into(),
club: club.into(),
slot,
on_bench: false,
}
}
#[test]
fn an_empty_squad_evaluates_without_dividing_by_zero() {
let e = DefaultSquadRules.evaluate(&SquadSnapshot::default());
assert_eq!(e.chemistry, 0);
assert_eq!(e.rating, 0);
assert_eq!(e.star_rating, 0);
assert!(e.players.is_empty());
}
#[test]
fn bench_players_do_not_contribute() {
let mut snap = SquadSnapshot {
formation: "4-4-2".into(),
players: vec![p(0, "A", "L", "N", 80), p(1, "A", "L", "N", 80)],
};
let with_both = DefaultSquadRules.evaluate(&snap);
snap.players[1].on_bench = true;
let with_bench = DefaultSquadRules.evaluate(&snap);
assert!(
with_bench.chemistry < with_both.chemistry,
"a benched team-mate must not create links: {with_bench:?}"
);
assert_eq!(with_bench.players.len(), 1);
}
#[test]
fn links_are_capped_per_category_and_per_player() {
// Eleven identical players: club links alone would be 30 pts uncapped.
let players: Vec<_> = (0..11).map(|i| p(i, "A", "L", "N", 90)).collect();
let e = DefaultSquadRules.evaluate(&SquadSnapshot {
formation: "4-4-2".into(),
players,
});
for pe in &e.players {
assert_eq!(pe.chemistry, 10, "per-player cap is 10: {pe:?}");
}
assert_eq!(e.chemistry, 100);
assert_eq!(e.chemistry_max, 100);
}
#[test]
fn team_chemistry_is_capped_at_the_maximum() {
// 15 starters would total 150 uncapped.
let players: Vec<_> = (0..15).map(|i| p(i, "A", "L", "N", 90)).collect();
let e = DefaultSquadRules.evaluate(&SquadSnapshot {
formation: "x".into(),
players,
});
assert_eq!(e.chemistry, 100);
}
#[test]
fn unrelated_players_earn_no_chemistry() {
let players = vec![
p(0, "A", "L1", "N1", 80),
p(1, "B", "L2", "N2", 80),
p(2, "C", "L3", "N3", 80),
];
let e = DefaultSquadRules.evaluate(&SquadSnapshot {
formation: "x".into(),
players,
});
assert_eq!(e.chemistry, 0);
assert_eq!(e.rating, 80);
}
#[test]
fn the_evaluation_names_the_rules_that_produced_it() {
let e = DefaultSquadRules.evaluate(&SquadSnapshot::default());
assert_eq!(e.rules, "openfut-default-v2");
assert_eq!(DefaultSquadRules.name(), "openfut-default-v2");
}
/// The comparison must report disagreement rather than reconcile it.
#[test]
fn a_client_that_disagrees_is_reported_not_reconciled() {
let server = DefaultSquadRules.evaluate(&SquadSnapshot {
formation: "x".into(),
players: vec![p(0, "A", "L", "N", 80)],
});
let claimed = ClientReportedEvaluation {
client_reported_chemistry: Some(52),
client_reported_rating: Some(server.rating),
client_reported_star_rating: None,
};
let diff = claimed.compare(&server);
assert_eq!(diff.len(), 1, "{diff:?}");
assert_eq!(diff[0].field, "chemistry");
assert_eq!(diff[0].client, 52);
assert_eq!(diff[0].server, server.chemistry);
// And the server's own value is untouched by the comparison.
assert_eq!(server.chemistry, 0);
}
/// A field the client did not send cannot disagree.
#[test]
fn absent_client_fields_are_not_treated_as_zero() {
let server = DefaultSquadRules.evaluate(&SquadSnapshot {
formation: "x".into(),
players: vec![p(0, "A", "L", "N", 80)],
});
assert!(ClientReportedEvaluation::default()
.compare(&server)
.is_empty());
}
#[test]
fn agreement_reports_nothing() {
let server = DefaultSquadRules.evaluate(&SquadSnapshot {
formation: "x".into(),
players: vec![p(0, "A", "L", "N", 80)],
});
let claimed = ClientReportedEvaluation {
client_reported_chemistry: Some(server.chemistry),
client_reported_rating: Some(server.rating),
client_reported_star_rating: Some(server.star_rating),
};
assert!(claimed.compare(&server).is_empty());
}
}