Corrects two decisions the previous revision got wrong, both now settled by
the published FIFA 17 training guide -- the same source class and publisher
this project already accepted for the contract matrix, and which
cross-validates 6/6 against fcc_trainingcards on rows we had misclassified.
"You can only boost one attribute or all six... When you apply a new training
card to a player, he loses the improved attributes of previous training
cards. It does not accumulate, it replaces."
So a second card REPLACES rather than being refused, and two slots must never
be boosted at once -- our old composite key permitted exactly that, and
staging demonstrated it by holding a slot-4 and a slot-1 effect together.
Migration 0030 reshapes the table to one row per instance keyed on
owned_card_id alone, with attribute_index nullable for the rare all-six card,
and carries forward the most recent effect where several existed -- the
replaces rule applied retroactively. 0029 is left intact rather than
rewritten: it is already applied to supervised staging, where migration
history matters.
Apply is now delete-then-insert inside the one transaction, so the old effect
cannot survive a failed insert and the two cannot coexist. The outcome
records what it displaced instead of overwriting history silently.
The previous refusal was OUR policy standing in for an unknown, and it was
never evidence about FIFA 17. It is retired now that the behaviour is
recovered, not because the 409 was inconvenient.
FIFA 17 training cards boost ONE attribute of ONE owned player. Core gains
the state to hold that and the vocabulary to be asked for it, without
learning any FIFA rule.
`owned_card_training` (migration 0029) keys on (owned_card_id,
attribute_index), so a second training on a slot that already carries one is
a constraint violation rather than a silent choice between stacking and
replacing. Whether FIFA 17 stacks, replaces, merges or refuses is UNKNOWN --
no shipped table describes it and the client holds no consumable-effect
logic to reverse it from -- so the schema enforces the unknown and the apply
turns it into a refusal that consumes nothing. Relaxing that later is one
line; unpicking accumulated wrong state would not be.
`InstanceEffect::ApplyTraining { attribute_index, amount, max_amount }`
names a SLOT in Core's own six-attribute model, never a FIFA attribute: that
"GK speed is slot 4" is the adapter's reversed knowledge and stays there.
The caller declares its family's authored ceiling and Core holds it to it,
which is what stops a host describing a boost no card could grant through a
vocabulary that exists to prevent exactly that.
The immutable definition is never written. `/collection` gains
`effective_attributes` (base + training, clamped to the 1..=99 domain) and
the raw effects, loaded for the whole club in one query rather than the N+1
this projection has suffered before. The legacy `training_bonus` column --
an overall-rating upgrade written only by a non-transactional route no
adapter calls -- is deliberately not reused.
Tests cover the happy path, same-slot refusal leaving the card intact,
distinct slots coexisting, over-ceiling and out-of-range refusals, loan
refusal, replay, FK cascade, and two 12-round races: apply vs quick-sell on
one card, and two concurrent applies of one card. Both prove exactly one
winner, one effect, one audit row.
`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.
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.
Kits are ownership-backed club items: the owned instance stays in the
generic owned_cards inventory and only the two active roles get their own
table. This mirrors the squad_managers precedent and keeps every
FIFA-specific resourceId/wire concern in the game adapter.
* migration 0024: club_kit_assignments(club_id, slot, owned_card_id) with a
UNIQUE owned_card_id (one instance cannot hold both roles) and
ON DELETE CASCADE from owned_cards so a quick-sell clears the role.
* a BEFORE UPDATE OF club_id trigger clears the designation on a market
transfer, which moves ownership by UPDATE and so is not covered by the
cascade.
* set_active_club_kits replaces BOTH slots in one transaction, rejects
home == away, and validates each instance against current club ownership,
so a half-applied or dangling designation is not representable.
* get_active_club_kits revalidates ownership on read, so a stale row can
never surface another club's item.
* GET/PUT /club/kits expose the pair.
Tests cover restart persistence, replace/clear without duplicates, atomic
rejection of invalid references, and clearing via delete and transfer.
Add a generic, durable squad->manager assignment (migration 0023
squad_managers) so a manager persists across squad save, reload, and
server restart, backed by authoritative Core owned_cards.
- squad_managers(squad_id PK, owned_card_id, updated_at) with ON DELETE
CASCADE on both FKs: quick-selling the manager auto-clears the
assignment (no resurrection); one manager per squad (no duplicates).
- club::{get,set,clear}_squad_manager validate club ownership of both the
squad and the card, and re-check ownership on read (defends against a
stale row left by a market transfer).
- GET/PUT /club/manager routes expose the assignment; FIFA wire meaning
stays in the adapter.
Tests: persistence across reload+restart (headline), reassignment
replace/no-duplicate, clear/no-resurrection, cascade on quick-sell,
foreign-card rejection.
Add complete_match: one BEGIN/COMMIT that validates identity + result,
enforces a durable (profile_id, match_identity) uniqueness guard
(migration 0022 match_completions), persists match history, and grants
coins + XP/level-ups + W/D/L/DNF statistics + objectives + achievements
exactly once. Any failure rolls the whole match back (no compensating
cleanup). Handles sequential/restart/concurrent replay, conflicting
re-report (first result canonical), DNF (loss economics, own stat
bucket) and no-contest (zero economic effect).
Adds tx-scoped variants: statistics::record_match_tx/
record_position_goals_tx, objective::increment_metric_tx,
achievement::check_and_unlock_tx. New MatchResultKind/CompleteMatchRequest/
MatchCompletionResult models + POST /matches/complete route.
Correctness fixes from docs/CORE_CORRECTNESS_ISSUES.md:
- Issue 3 (HIGH, exploit): submit_sbc dedups owned_card_ids (HashSet) and
bounds the list (MAX_SBC_CARDS=30) before resolution. A repeated id resolved
the same card N times, passed validation, and granted the reward while only
one card was consumed -> any SBC satisfiable with one duplicated card = free
reward. Now rejected with BadRequest. Regression test added.
- Issue 2 (HIGH): TOCTOU economy mutations closed with single-statement
compare-and-swap (no transaction plumbing): club::spend_coins conditional
debit (WHERE coins >= ?) + rows_affected, also rejects negative amounts;
pack::open_pack claims the pack before minting; market::buy_listing claims
the listing before charging and releases on debit failure; market::sell_card
guards the DELETE with owner + rows_affected; checkin::claim uses a
conditional INSERT ... WHERE NOT EXISTS (today) before paying out.
- Issue 4 (LOW): season.rs .expect() on missing rows -> graceful AppError;
checkin index (streak-1) % 7 -> .rem_euclid(7) (guards negative index panic).
- Issue 1 (LOW): migration 0019 adds sbc_submissions.club_id + backfill;
submit_sbc binds it so the MY CLUB milestone query stops silently reading 0.
Core suite 179 green + clippy clean.
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.
- Market: record buy/sell history in market_history table; expose via
GET /market/trade-history (last 30 events, newest first)
- Division: GET /division/leaderboard returns 10-club table with 9 seeded
NPC entries + player row, sorted by pts; stable within a season
- rand feature small_rng enabled in Cargo.toml for SmallRng use
- 3 new integration tests (leaderboard count, sort order, empty trade history)
- Core: 96 tests passing
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- migrations/0011_season_history.sql: persist one row per completed season
- models/season.rs: SeasonHistoryEntry struct; public SEASON_LENGTH /
PROMOTION_PTS / RELEGATION_PTS consts; pts_above_safe, can_be_relegated,
promotion_achievable helpers
- services/season.rs: write history entry on season rollover; get_history()
returns last 20 seasons newest-first
- routes/division.rs: GET /division now includes promotion_pts, relegation_pts,
season_length, pts_above_safe, promotion_achievable, can_be_relegated;
new GET /division/history endpoint
- 3 new integration tests: history empty, history records after promotion,
division response has zone fields
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
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>
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>
- 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>
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>
Chemistry & squads:
- Chemistry calculation on GET /squad (club/league/nation links, max 100)
- Formation validation on POST /squad (exactly 11 starters, exactly 1 GK)
Objectives:
- Weekly objectives JSON (4 objectives: warrior, goals, dedicated, SBC)
- Daily objectives auto-reset at midnight UTC (background task)
SBC validation expanded:
- max_overall per-player enforcement
- required_clubs validation
- min_players_from_same_nation validation
- min_players_from_same_club validation
Market:
- GET /market?min_overall=X&position=Y filtering
- Expiry cleanup runs before every NPC refresh
- NPC market auto-refresh every 24h (background task, runs at startup)
Matches:
- GET /matches/opponent?difficulty=beginner|professional|world_class|legendary
generates a random AI opponent squad from the card pool
Statistics:
- win_streak and best_win_streak tracking (migration 0002)
- GET /statistics/history?limit=N — last N matches with summary stats
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>