8b1081019f
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.
226 lines
8.6 KiB
Rust
226 lines
8.6 KiB
Rust
use crate::extractors::GameId;
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use crate::{
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app::AppState,
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error::{AppError, AppResult},
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models::{card::ActiveSlot, club::Club},
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services::{
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checkin as checkin_svc, club as club_svc, profile as profile_svc, statistics as stats_svc,
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},
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};
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use axum::{extract::State, Json};
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use serde::Deserialize;
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use serde_json::{json, Value};
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use std::str::FromStr;
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pub async fn get_club(State(state): State<AppState>, game: GameId) -> AppResult<Json<Club>> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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Ok(Json(club))
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}
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#[derive(Deserialize)]
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pub struct UpdateClubRequest {
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pub name: Option<String>,
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pub manager_name: Option<String>,
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}
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pub async fn put_club(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<UpdateClubRequest>,
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) -> AppResult<Json<Value>> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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let updated = club_svc::update_club(
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&state.pool,
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&club.id,
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req.name.as_deref(),
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req.manager_name.as_deref(),
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)
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.await?;
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Ok(Json(json!({ "club": updated })))
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}
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pub async fn get_checkin_status(
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State(state): State<AppState>,
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game: GameId,
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) -> AppResult<Json<Value>> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let status = checkin_svc::get_status(&state.pool, &profile.id).await?;
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Ok(Json(json!({
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"available": status.available,
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"streak_day": status.streak_day,
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"next_reward_coins": status.next_reward_coins,
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"next_reward_pack": status.next_reward_pack,
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"last_checked_in": status.last_checked_in,
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})))
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}
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pub async fn post_checkin(State(state): State<AppState>, game: GameId) -> AppResult<Json<Value>> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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let r = checkin_svc::claim(&state.pool, &profile.id, &club.id).await?;
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Ok(Json(json!({
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"coins_awarded": r.coins_awarded,
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"pack_awarded": r.pack_awarded,
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"new_streak": r.new_streak,
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"already_claimed": r.already_claimed,
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})))
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}
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pub async fn get_milestones(State(state): State<AppState>, game: GameId) -> AppResult<Json<Value>> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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let stats = stats_svc::get_or_create(&state.pool, &profile.id).await?;
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let seasons_completed: i64 =
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sqlx::query_scalar("SELECT COUNT(*) FROM season_history WHERE profile_id = ?")
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.bind(&profile.id)
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.fetch_one(&state.pool)
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.await
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.unwrap_or(0);
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let highest_division: i64 = sqlx::query_scalar(
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"SELECT COALESCE(MIN(new_division), 10) FROM season_history WHERE profile_id = ?",
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)
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.bind(&profile.id)
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.fetch_one(&state.pool)
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.await
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.unwrap_or(10);
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let cards_owned: i64 = sqlx::query_scalar("SELECT COUNT(*) FROM owned_cards WHERE club_id = ?")
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.bind(&club.id)
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.fetch_one(&state.pool)
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.await
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.unwrap_or(0);
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let sbcs_completed: i64 =
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sqlx::query_scalar("SELECT COUNT(*) FROM sbc_submissions WHERE club_id = ? AND passed = 1")
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.bind(&club.id)
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.fetch_one(&state.pool)
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.await
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.unwrap_or(0);
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let total_checkins: i64 =
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sqlx::query_scalar("SELECT COUNT(*) FROM daily_checkins WHERE profile_id = ?")
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.bind(&profile.id)
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.fetch_one(&state.pool)
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.await
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.unwrap_or(0);
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Ok(Json(json!({
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"total_wins": stats.matches_won,
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"total_draws": stats.matches_drawn,
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"total_losses": stats.matches_lost,
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"total_matches": stats.matches_played,
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"total_goals_scored": stats.goals_scored,
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"total_goals_conceded": stats.goals_conceded,
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"best_win_streak": stats.best_win_streak,
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"total_packs_opened": stats.packs_opened,
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"seasons_completed": seasons_completed,
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"highest_division_reached": highest_division,
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"cards_owned": cards_owned,
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"sbcs_completed": sbcs_completed,
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"total_checkins": total_checkins,
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"club_level": club.level,
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})))
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}
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/// The owned card assigned as the active squad's manager, or `null`. Generic:
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/// Core returns the ownership-backed assignment; the FIFA 17 adapter shapes the
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/// manager wire item from it (itemType/contract/chemistry are adapter concerns).
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pub async fn get_squad_manager(
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State(state): State<AppState>,
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game: GameId,
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) -> AppResult<Json<Value>> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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let manager = club_svc::get_squad_manager(&state.pool, &club.id).await?;
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Ok(Json(json!({ "manager": manager })))
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}
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#[derive(Deserialize)]
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pub struct SetManagerRequest {
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/// The owned card to assign as manager, or `null`/absent to clear it.
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pub owned_card_id: Option<String>,
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}
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/// Assign (or, with a null/absent `owned_card_id`, clear) the active squad's
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/// manager. Fail-closed: the card must be owned by this club and the club must
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/// have a squad. Returns the resulting assignment.
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pub async fn put_squad_manager(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<SetManagerRequest>,
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) -> AppResult<Json<Value>> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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match req.owned_card_id {
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Some(owned_card_id) => {
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club_svc::set_squad_manager(&state.pool, &club.id, &owned_card_id).await?
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}
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None => club_svc::clear_squad_manager(&state.pool, &club.id).await?,
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}
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let manager = club_svc::get_squad_manager(&state.pool, &club.id).await?;
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Ok(Json(json!({ "manager": manager })))
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}
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/// Every active club-item designation, slot-keyed and EXPLICIT: all five slots
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/// are always present, an empty slot being `null`. A caller therefore never has
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/// to guess whether a missing key means "no item" or "unsupported slot".
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fn active_items_body(items: &club_svc::ActiveClubItems) -> AppResult<Value> {
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let mut body = serde_json::Map::new();
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for slot in ActiveSlot::ALL {
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body.insert(
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slot.as_str().to_string(),
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serde_json::to_value(items.get(slot))?,
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);
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}
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Ok(Value::Object(body))
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}
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/// Return the club's ownership-backed active item designations.
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pub async fn get_active_items(
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State(state): State<AppState>,
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game: GameId,
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) -> AppResult<Json<Value>> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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let items = club_svc::get_active_club_items(&state.pool, &club.id).await?;
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Ok(Json(json!({ "active_items": active_items_body(&items)? })))
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}
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#[derive(Deserialize)]
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pub struct SetActiveItemRequest {
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/// Which club role to write: home_kit | away_kit | badge | ball | stadium.
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///
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/// Taken as a string and parsed here so an unknown slot comes back as this
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/// crate's `400 {"error": …}` envelope, like every other bad request, rather
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/// than axum's plain-text deserialization rejection.
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pub slot: String,
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/// The owned instance to designate, or `null`/absent to clear the slot.
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#[serde(default)]
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pub owned_card_id: Option<String>,
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}
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/// Write ONE active club-item designation. Core enforces ownership and that the
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/// slot admits the item's `content_kind`; game adapters own their own mapping
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/// from a wire item onto that generic kind.
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pub async fn put_active_item(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<SetActiveItemRequest>,
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) -> AppResult<Json<Value>> {
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let slot = ActiveSlot::from_str(&req.slot).map_err(AppError::BadRequest)?;
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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match req.owned_card_id {
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Some(owned_card_id) => {
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club_svc::set_active_club_item(&state.pool, &club.id, slot, &owned_card_id).await?
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}
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None => club_svc::clear_active_club_item(&state.pool, &club.id, slot).await?,
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}
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let items = club_svc::get_active_club_items(&state.pool, &club.id).await?;
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Ok(Json(json!({ "active_items": active_items_body(&items)? })))
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}
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