fifa17 SBC: keep repeatable challenges re-enterable after completion
The FIFA 17 client gates challenge re-entry on timesCompleted, not on the repeatable flag: a nonzero count renders the tile COMPLETED and refuses re-entry even when repeatable=true. So a repeatable challenge now always projects timesCompleted=0 (challenges_body) and its set as challengesCompletedCount=0 (sets_body); a non-repeatable challenge keeps its true count and stays locked once completed. Core keeps the authoritative completion record — economy is unaffected; this is presentation only. Live-proven on the retail client 2026-08-18: a completed repeatable Bronze Upgrade now re-opens for a fresh submit instead of blocking. Regression test repeatable_completed_challenge_stays_enterable added; adapter + full host suite (incl. differential and the concurrency race) green.
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@@ -66,7 +66,7 @@ pub fn sets_body(challenges: &[ChallengeView]) -> Value {
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"description": challenge.description,
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"priority": challenge.identity.priority,
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"challengesCount": 1,
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"challengesCompletedCount": i64::from(challenge.times_completed > 0),
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"challengesCompletedCount": i64::from(!challenge.repeatable && challenge.times_completed > 0),
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"awards": [],
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"hidden": false,
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"endTime": 4_102_444_800_i64
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@@ -89,6 +89,17 @@ pub fn challenges_body(set_id: i64, challenges: &[ChallengeView]) -> Value {
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.iter()
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.filter(|challenge| challenge.identity.set_id == set_id)
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.map(|challenge| {
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// A repeatable challenge is always available to enter again. The FIFA 17
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// client gates challenge re-entry on `timesCompleted` (not on `repeatable`):
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// a nonzero count renders the tile COMPLETED and refuses re-entry. So a
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// repeatable challenge never reports itself as terminally completed here.
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// Core keeps the true completion record (economy authority); this is
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// presentation only. Live-proven on the retail client 2026-08-18.
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let times_completed = if challenge.repeatable {
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0
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} else {
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challenge.times_completed
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};
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json!({
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"challengeId": challenge.identity.challenge_id,
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"setId": challenge.identity.set_id,
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@@ -103,7 +114,7 @@ pub fn challenges_body(set_id: i64, challenges: &[ChallengeView]) -> Value {
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"repeatable": challenge.repeatable,
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"trophyId": 0,
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"status": "OPEN",
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"timesCompleted": challenge.times_completed,
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"timesCompleted": times_completed,
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"awards": [],
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"elgReq": []
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})
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@@ -246,6 +257,52 @@ mod tests {
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assert!(submit["grantedSetAwards"].is_array());
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}
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#[test]
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fn repeatable_completed_challenge_stays_enterable() {
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// The FIFA 17 client refuses challenge re-entry when timesCompleted > 0, so
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// a repeatable challenge must always project as not-yet-completed while a
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// non-repeatable one keeps its true count. Core holds the real record.
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let repeatable = ChallengeView {
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identity: CHALLENGES[0],
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name: "Bronze Upgrade".into(),
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description: "Submit players".into(),
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repeatable: true,
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times_completed: 3,
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};
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let once = ChallengeView {
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identity: CHALLENGES[1],
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name: "Hybrid Nations".into(),
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description: "Submit a hybrid squad".into(),
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repeatable: false,
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times_completed: 1,
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};
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let repeatable_view = challenges_body(CHALLENGES[0].set_id, &[repeatable.clone()]);
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assert_eq!(repeatable_view["challenges"][0]["timesCompleted"], 0);
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assert_eq!(repeatable_view["challenges"][0]["status"], "OPEN");
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let once_view = challenges_body(CHALLENGES[1].set_id, &[once.clone()]);
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assert_eq!(once_view["challenges"][0]["timesCompleted"], 1);
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let sets = sets_body(&[repeatable, once]);
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let sets_arr = sets["categories"][0]["sets"].as_array().unwrap();
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let repeatable_set = sets_arr
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.iter()
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.find(|set| set["setId"] == CHALLENGES[0].set_id)
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.unwrap();
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let once_set = sets_arr
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.iter()
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.find(|set| set["setId"] == CHALLENGES[1].set_id)
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.unwrap();
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assert_eq!(
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repeatable_set["challengesCompletedCount"], 0,
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"a repeatable set never reports itself terminally completed"
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);
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assert_eq!(
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once_set["challengesCompletedCount"], 1,
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"a one-shot set counts its single completion"
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);
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}
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#[test]
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fn parser_accepts_only_known_squad_containers_and_item_ids() {
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let normal = br#"{"players":[{"index":0,"itemData":{"id":100000001}},{"index":1,"itemData":{"id":0}}]}"#;
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