Commit Graph

16 Commits

Author SHA1 Message Date
funman300 e8be289660 feat(consume): durable per-instance contract state + HTTP apply route
CI / Build, lint & test (push) Successful in 3m16s
`consume_item` was a complete, tested, atomic apply transaction with zero
production callers and no route -- it could not be reached over HTTP because
its effect is an in-process `ItemMutation` trait object and the host is a
separate process on a synchronous JSON boundary.

Closes that gap with a CLOSED, Core-validated effect vocabulary rather than a
pass-through: `InstanceEffect::AddContractMatches { amount, cap,
default_when_unset }`. A generic "apply this field/value" escape hatch would
hand economic authority back to the caller and break the architecture.

The read-modify-write runs INSIDE the caller's transaction
(`min(cap, COALESCE(contract_matches, default) + amount)`) so two concurrent
applies cannot lose an update, and the reported `granted` stays the requested
amount even when the cap clamps the total.

Migration 0028 adds `owned_cards.contract_matches` NULLABLE: NULL means "Core
tracks no contract here", which keeps the pack-fresh default (a FIFA-specific
7) out of Core and leaves every existing row unchanged in meaning. ADD COLUMN,
not a rebuild -- a rebuild would drop 0026's transfer trigger.

Two ordering fixes forced by putting this on the live path:
* consume_item moves from DEFERRED `pool.begin()` to `BEGIN IMMEDIATE`, the
  discipline economy.rs documents: three reads precede the first write, which
  is exactly the shape that returns SQLITE_BUSY past the busy handler.
* the replay answer now precedes source validation. With DestroyInstance the
  first apply deletes the source, so the old order answered a retry with 404
  instead of the recorded outcome -- replay semantics were unreachable.
2026-08-22 18:23:05 +00:00
funman300 8b1081019f feat(core): one instance-based ownership model for every kind of owned content
CI / Build, lint & test (push) Successful in 3m21s
Core could only own players. Everything else a FUT club holds — managers, staff,
consumables, kits, badges, balls, stadiums — had no representation, so the only
way to show one to a client was to synthesise it on read. That is the failure
mode this commit exists to make impossible: read authority, write authority and
persistent ownership authority are now the same rows.

MODEL. There is deliberately NO parallel items table. A manager, a consumable, a
kit and a player are all rows in `owned_cards`, differing only by a new
game-INDEPENDENT `content_kind` (player|manager|staff|consumable|kit|badge|ball|
stadium|misc). A game adapter translates its own taxonomy — FIFA 17's
`cardsubtypeid` and resource ranges — into one of those tokens before ownership
reaches Core; no game's numerics land here. Ownership stays INSTANCE-based:
`card_id` is the definition, `id` is the instance, and two copies of one
definition remain two rows.

`quantity` is a nullable per-instance attribute, not a replacement for the
instance. The real profile settles this: its 17 consumables are instance-based
and only SOME carry a wire `amount` (observed 1,2,4,5,10,15), while two copies of
definition 5003068 exist as two distinct instances. So NULL means "not a stack"
and a positive integer is the stack size; collapsing instances into counts is
forbidden by the model.

ACTIVE DESIGNATIONS. Migration 0024's two-slot kit table becomes
`club_active_items` over the five slots that correspond exactly to the client's
recovered equipped-state vocabulary (activeBadge 100, activeHomeKit 101,
activeAwayKit 102, activeBall 103, activeStadium 104). There is no
activeLeagueLogo or activeMisc token, so those kinds correctly get no slot. The
invariants are schema-enforced rather than conventional: PK(club_id, slot) allows
at most one item per role, `owned_card_id UNIQUE` makes "the same card is both
home and away kit" unstorable, and ON DELETE CASCADE means a quick-sold or
consumed item cannot be projected back as active. 0024's trigger is preserved in
semantics — and dropped EXPLICITLY before its table, because it lives ON
`owned_cards`, so DROP TABLE would have orphaned it and broken every later
ownership transfer. It still exists because the market moves ownership by UPDATE,
which no foreign key can observe.

CONSUMABLE ACTIONS. `services/consume.rs` is one transaction primitive —
validate source ownership and kind, validate target, mutate, consume the source
exactly once, commit — guarded by `UNIQUE(profile_id, action_identity)` in
migration 0027, the same discipline as `match_completions`. It supports both
deleting the row and decrementing a stack, chosen by the caller, inside the one
transaction and the one replay guard. It deliberately contains NO category
formulas: an unreversed effect must not be invented, so callers supply the
mutation and category validation stays explicit.

`/club/kits` is replaced by slot-generic `/club/active-items`. `get_collection`
now carries `content_kind` and `quantity`, accepts a `content_kind` filter, and
— importantly — stops dropping an owned card with a missing definition silently:
the envelope reports `owned_rows`, `unresolved_items` and the offending
definition ids. That silent `filter_map` is the documented cause of a club that
looks empty while the rows are all present.

Verified against a REAL populated club, not a fixture: the production snapshot
(migration 19) is copied to a tempdir, migrated to 0024, given two kit
designations on real owned instances, then migrated to head. 1986 owned rows
survive as content_kind='player', both designations land in `club_active_items`,
no row gains a quantity, and the old table is gone. 258 tests pass, clippy clean.
2026-08-21 19:10:54 +00:00
OpenFUT Agent ee2caa0bb0 feat(economy): generic atomic profile-economy authority
Add a game-agnostic economy service that exposes atomic, fail-closed
operations over Core's existing durable tables rather than forking a
parallel persistence stack:

  * currency ledger -> clubs.coins
  * owned inventory -> owned_cards
  * entitlements    -> packs (opaque definition_id, consume-once `opened`)

Compound operations run inside a single SQLite transaction, closing the
atomicity gap in the pool-scoped club::{spend,add}_coins helpers whose
read/modify/write spans multiple round-trips. Public ops:

  balance, purchase_entitlement (debit+grant), redeem_entitlement
  (consume-once + add items, all-or-nothing), sell_item (remove+credit),
  grant_reward (credit).

Deliberately game-neutral: currency names, entitlement/pack ids, and
per-save item-id sequences stay in the per-game adapter that drives these
primitives. 9 unit tests cover debit/credit fail-closed rollback,
consume-once, partial-redeem rollback, and non-negative guards.
2026-08-13 18:44:51 +00:00
funman300 9f3c545c46 feat(import): generic transactional profile-import service + CLI
Core performs a GAME-AGNOSTIC transactional profile import; all FIFA17 semantics
(manifest parse, wire ids, resourceId/nextItemId, squad extension v1,
CardDefinitionId/OwnedItemId choice) stay in openfut-import-fifa17. Core sees
only opaque ids and opaque extension bytes.

services::import::apply_profile_import(pool, card_db, ProfileImportRequest):
- ONE SQLite transaction installs profile + club + all owned cards + canonical
  squad + one opaque game extension; commits together or not at all.
- Definition preflight (pre-tx): every owned card_id MUST resolve in loaded
  production content, so ownership never points at absent content.
- Squad all-or-nothing (pre-tx): every active-squad OwnedItemId MUST be in the
  imported ownership set.
- OwnedItemId uniqueness + generic extension bounds enforced pre-tx.
- Core computes the canonical squad fingerprint itself (never adapter-supplied)
  and persists the extension atomically, exactly as the live squad-write path.

Rerun identity via profiles.import_fingerprint (migration 0018, nullable):
- identical source_fingerprint on an already-imported game -> idempotent no-op;
- differing token -> fail (needs explicit update mode);
- pre-existing non-imported profile -> never clobbered.
So a crash after identity-seeding re-runs cleanly with no cleanup/reminting.

CLI: 'openfut-core import <request.json>' loads production content packs, parses
a generic request, applies. squad_fingerprint made pub(crate) for reuse.

8 import-service tests (happy path, idempotent rerun, fingerprint mismatch,
missing-definition no-write, squad-not-owned, dup OwnedItemId, non-imported
clobber guard, empty-owned). clippy -D warnings clean; full suite 159 green.
2026-08-12 20:01:27 +00:00
funman300 615c5fd7a5 feat(squad): generic game-scoped opaque extension + server fingerprint, atomic in replace_squad tx 2026-08-12 01:39:04 +00:00
funman300 6acae54f80 feat(club): semantic owned-item query + FIFA17 filter/pagination fix
Game-independent owned-inventory query (services::inventory::{OwnedItemQuery,
apply_query} + a Quality tier) that filters (AND) -> orders deterministically
(effective_overall desc, owned_card_id asc) -> paginates, wired into
GET /collection. Fixes the FIFA17 My Squad search: the Python oracle applied
only league+team and ignored level/rare/position/nation/start/count (proven by
response sha256 identity across pages -> the request-amplification bug); Core
now applies all proven filters and paginates. rare=SP left UNKNOWN.

Tests: +9 inventory unit, +14 /collection integration (full matrix incl. the
repeated-first-page regression); 9 mutations killed.

Isolated from an unrelated dirty working tree via a clean worktree at eab522a;
touches only the 5 slice files, no unrelated reformatting.
2026-08-11 21:38:16 +00:00
funman300 aecbff0de8 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>
2026-08-11 21:33:05 +00:00
funman300 956bfe7a73 Phase 24: daily check-in system + club milestones endpoint
CI / Build, lint & test (push) Failing after 28s
- migrations/0012_daily_checkin.sql: daily_checkins table tracking streak,
  coins awarded, pack granted, timestamp per profile
- services/checkin.rs: get_status() (available, streak_day, next reward),
  claim() (idempotent same-day guard, streak logic: continue if yesterday
  or today, else reset; 7-day cycle with STREAK_COINS array, day-7 pack)
- routes/club.rs: GET /club/checkin, POST /club/checkin, GET /club/milestones
  (computed from statistics, season_history, owned_cards, sbc_submissions,
  daily_checkins tables; no new DB tables needed)
- 4 new integration tests: checkin available initially, claim awards coins,
  idempotent same-day, milestones endpoint structure (93 → 93+4=97 tests)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 19:05:52 -07:00
funman300 679f147c6a Phase 20: achievement system
CI / Build, lint & test (push) Failing after 1m19s
18 data-driven achievements (achievements.json) across 8 trigger categories:
matches_played, matches_won, goals_scored, packs_opened, sbcs_completed,
cards_owned, level, objectives_completed, drafts_completed. Rarities span
common → epic. Coin rewards range from 500 (first_match) to 6000 (win_50).

check_and_unlock() queries the relevant metric from existing tables, skips
already-earned achievements via INSERT OR IGNORE, grants coin rewards, and
fires a persistent notification per unlock. Trigger values are cached per
call to avoid redundant DB round-trips for same-trigger achievements.

Checks run automatically after every match result (all triggers), every
pack open (packs_opened), and every successful SBC submission (sbcs_completed).

GET /achievements returns all definitions annotated with unlocked/unlocked_at,
plus earned and total counts. POST /matches/result response gains an
achievements_unlocked array (empty when nothing new unlocked).

AppState gains achievement_defs (Arc<Vec<AchievementDefinition>>) loaded
from data/achievements/**/*.json at startup — same pattern as obj_defs.

5 new tests: list endpoint, first_match unlock, first_win unlock, no-dup
guard, coin reward verification. Core now at 82 tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 18:03:54 -07:00
funman300 f0dbabc409 Phase 19: persistent notifications system
CI / Build, lint & test (push) Failing after 58s
New notifications table (migration 0009) stores event-driven alerts
alongside the existing dynamic state notifications (unclaimed objectives,
expiring loans, season ending soon).

Persistent notifications are created automatically during match
processing: one per level gained, one per expired loan card, one per
objective newly completed, and one when a season ends (with
promotion/relegation result and rewards in the body).

GET /notifications now returns a merged list — persistent entries
(newest-first, limit 50) followed by dynamic entries — plus an
unread_count for the badge. Each item carries type, title, body,
is_read, and (for persistent) id and created_at.

PATCH /notifications/:id/read marks a single persistent notification
read. POST /notifications/read-all marks all persistent ones read.

Four new tests: unread_count field, level-up notification creation,
mark-all-read, single-read PATCH. Core now at 77 tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 17:57:24 -07:00
funman300 26b8e9efef Phase 11: FUT Champions mode and Division Rivals weekly rewards
CI / Build, lint & test (push) Failing after 1m33s
FUT Champions (Weekend League):
- POST /fut-champs/start — open a new 30-match week (one active session at a time)
- GET /fut-champs — current session status with matches_remaining
- POST /fut-champs/:id/result — record a match; auto-completes and computes tier at 30
- POST /fut-champs/:id/claim — claim coins + pack reward (idempotent guard)
- GET /fut-champs/history — past sessions newest-first
- 11 reward tiers: Elite (27+ wins, 50k coins + icon pack) down to Bronze 1 (0 wins, 250 coins)

Division Rivals:
- POST /rivals/claim-weekly — claim weekly reward scaled by current division
- Week counter is monotonic (offline-safe, no real-time calendar dependency)
- Division 1-3 get a bonus pack alongside coins

Migration 0008 adds fut_champs_sessions table and two columns to seasons.
12 new integration tests — all 67 pass, clippy clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 17:06:18 -07:00
funman300 19c7b9989d Phase 10: card upgrade system (chemistry styles, position change, training)
CI / Build, lint & test (push) Failing after 1m37s
- GET /chemistry-styles — lists 18 FUT-style chemistry styles with stat boost breakdowns
- POST /collection/:id/chemistry-style — apply a style (Shadow, Hunter, Anchor, etc.)
- POST /collection/:id/position — override a player's position for 500 coins
- POST /collection/:id/training — add +1/+2/+3 OVR training bonus (max +3 total)
- GET /collection now includes chemistry_style, position_override, training_bonus,
  effective_overall and effective_position fields per owned card
- Migration 0007 adds three columns to owned_cards with safe defaults
- 10 new integration tests — all 55 pass, clippy clean

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 17:02:44 -07:00
funman300 bfd6de6896 Phase 8 (Core): stateful draft, quick-sell, objectives by ID, market listings
CI / Build, lint & test (push) Failing after 1m21s
Draft v2 — stateful FUT-style pick sessions:
  - POST /draft/start?difficulty=<> — creates session, returns 5
    candidates for GK slot (position order: GK RB CB CB LB CDM CM CAM RW ST LW)
  - POST /draft/sessions/:id/pick { card_id } — validates candidate,
    advances to next position; on last pick grants coins+pack reward
    (avg OVR ≥84 → gold pack + 2000 coins, ≥78 → silver + 1000, else 400)
  - GET /draft/sessions/:id — session state with per-pick cards
  - POST /draft/sessions/:id/abandon — cancel without reward
  - Migration 0005_draft_sessions.sql

Quick-sell:
  - DELETE /collection/:owned_card_id — removes card, credits coins based
    on overall (85+ → 1500, 80-84 → 900, 75-79 → 600, 65-74 → 300, <65 → 150)

Objectives:
  - GET /objectives/:id — single objective with progress
  - POST /objectives/:id/claim — claim reward by URL param (complement to
    existing POST /objectives/claim body-param endpoint)

Market:
  - GET /market/my-listings — active listings posted by current club
  - DELETE /market/listings/:id — cancel a listing, returns card to collection

Tests: 9 new integration tests (37 total, all passing)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 16:41:55 -07:00
funman300 1ef2c436ab feat: Phase 5 — events system complete
CI / Build, lint & test (push) Successful in 2m5s
Adds a data-driven event system (#47 schema, #48 activation, #49 TOTW):

- EventDefinition JSON schema (event_type, effects, date range, is_manual)
- data/events/totw_week1.json — TOTW event active by date range (2024–2030),
  injects 5 TOTW cards into the market as [EVENT] listings
- data/events/seasonal_events.json — Spring Festival and Icon Weekend,
  manual-activation-only example events
- migrations/0004_events.sql — events override table (NULL/1/0 per event)
- services/event — load_event_definitions, compute_is_active (date range +
  manual override), get_active_events, get_all_with_status, activate/deactivate
- routes/events — GET /events, GET /events/:id, POST .../activate, .../deactivate
- services/market::refresh_npc_listings now accepts event_defs, injects bonus
  market cards from active events at 2× premium price
- 5 new integration tests (events list, single, activate/deactivate cycle,
  404 on unknown, market injection verification); 19/19 passing

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 16:02:45 -07:00
funman300 4ae1081aa9 feat: Phase 3 — polish & settings complete
Card pool:
- TOTW cards (5): overall 88-92, rarity "totw"
- Hero cards (5): overall 85-88, rarity "hero"
- Icon cards (5): overall 93-95, rarity "icon" (permanent, non-loan)

Packs:
- TOTW Pack (30,000 coins): 5 TOTW cards guaranteed
- Icon Pack (50,000 coins): 3 icon cards guaranteed
- Hero Pack (20,000 coins): 5 hero cards guaranteed

Objectives:
- Milestone objectives (6): win 10/50, score 100/500 goals, 10 SBCs, 25 packs

Formations:
- GET /formations returns 12 valid formation strings

Multiple named squads (#20):
- POST /squad with no squad_id always creates a new squad
- POST /squad with squad_id updates that specific squad
- GET /squads: list all squads for the club (metadata only)
- GET /squads/🆔 squad with players + chemistry
- DELETE /squads/🆔 remove a squad

Per-position goal stats (#41):
- Migration 0003: position_goals table
- POST /matches/result accepts optional goal_positions: ["ST","CAM",...]
- GET /statistics now includes position_goals map

Settings (#44-46):
- GET /settings: { difficulty, preferred_formation } with defaults
- PUT /settings: upsert any key-value combination

Draft mode skeleton (#38):
- GET /draft/squad?difficulty=... returns a randomly generated 11-player squad

Integration tests:
- 9 new tests covering: formations, pack buy/open, SBC submit, settings R/W,
  multiple squads, draft endpoint, goal position tracking, win streak

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 15:46:20 -07:00
funman300 1ffe0ffa9f Initial commit: OpenFUT Core
Offline Ultimate Team backend — game-independent REST API.

- 19 API endpoints: auth, profiles, clubs, cards, packs, squads,
  objectives, SBCs, match rewards, NPC market, statistics
- Axum + SQLite + SQLx with full migrations
- Weighted pack generator, SBC validation engine
- JSON-driven mod data (cards, packs, objectives, SBCs)
- 5 integration tests passing

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 14:54:51 -07:00