NEO-149: address code review follow-ups

Update E7.M4 alignment register, add quest-fixture contract reset
API test, align mark-complete deny codes with instance reason codes,
refactor idempotent replay test AAA, strike review findings done.
pull/190/head
VinPropane 2026-06-27 21:51:17 -04:00
parent d1df940084
commit 68ba26724b
5 changed files with 121 additions and 21 deletions

File diff suppressed because one or more lines are too long

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@ -19,11 +19,11 @@ NEO-149 adds `ContractCompletionOperations.TryCompleteOnEncounterClear` — deli
| `docs/plans/NEO-149-implementation-plan.md` | **Matches** — AC checklist complete; shipped reconciliation aligns with diff |
| `docs/plans/E7M4-pre-production-backlog.md` (E7M4-06) | **Matches** — orchestrator + encounter wiring in scope; HTTP Bruno loop deferred to NEO-151 |
| `docs/decomposition/modules/E7_M4_ContractMissionGenerator.md` | **Matches** — NEO-149 completion wiring anchor added |
| `docs/decomposition/modules/documentation_and_implementation_alignment.md` | **Partially matches** — E7.M4 row includes NEO-144NEO-148 but not **E7M4-06 / NEO-149** yet |
| `docs/decomposition/modules/documentation_and_implementation_alignment.md` | **Matches** — E7.M4 row includes **E7M4-06 / NEO-149** (orchestrator + encounter wiring + quest-fixture reset) |
| `server/README.md` | **Matches** — contract completion operations section, wiring order, reason codes, fixture reset |
| Client counterpart (NEO-153, NEO-154) | **N/A** — explicitly out of scope; no prototype-complete claim |
Register/tracking table should be updated for E7.M4 (NEO-149) after merge.
Register/tracking table updated for E7.M4 (NEO-149).
## Blocking issues
@ -31,16 +31,16 @@ None.
## Suggestions
1. **Update implementation alignment register** — Add **E7M4-06 / NEO-149 landed** to the E7.M4 row in `docs/decomposition/modules/documentation_and_implementation_alignment.md` (orchestrator + encounter wiring + quest-fixture reset), consistent with NEO-144NEO-148 entries.
1. ~~**Update implementation alignment register** — Add **E7M4-06 / NEO-149 landed** to the E7.M4 row in `docs/decomposition/modules/documentation_and_implementation_alignment.md` (orchestrator + encounter wiring + quest-fixture reset), consistent with NEO-144NEO-148 entries.~~ **Done.** E7.M4 row + plan link updated.
2. **Quest-fixture test for contract reset**`QuestFixtureOperations` now clears contract instance, delivery, and outcome rows via `resetContractInstanceIds`, but `QuestFixtureApiTests` has no parallel to `PostQuestFixture_ShouldClearRewardDeliveryAndAudit_WhenResetQuestIdsProvided`. A test that issues a contract, completes it, resets via fixture, and asserts stores are empty would lock the NEO-148 follow-on reset path.
2. ~~**Quest-fixture test for contract reset** — `QuestFixtureOperations` now clears contract instance, delivery, and outcome rows via `resetContractInstanceIds`, but `QuestFixtureApiTests` has no parallel to `PostQuestFixture_ShouldClearRewardDeliveryAndAudit_WhenResetQuestIdsProvided`. A test that issues a contract, completes it, resets via fixture, and asserts stores are empty would lock the NEO-148 follow-on reset path.~~ **Done.** `PostQuestFixture_ShouldClearContractStores_WhenResetContractInstanceIdsProvided`.
3. **`TryMarkComplete` failure reason code** — When delivery succeeds but `TryMarkComplete` fails without leaving a completed snapshot, the orchestrator returns `invalid_ids` (line 122 in `ContractCompletionOperations.cs`). `QuestStateOperations.TryMarkComplete` uses richer fallback codes (`NotActive`, `UnknownPlayer`). Consider aligning deny semantics in a follow-on if store-failure paths become testable; not blocking for prototype (same deliver-then-mark stuck-state risk as quest path when mark loses after delivery).
3. ~~**`TryMarkComplete` failure reason code** — When delivery succeeds but `TryMarkComplete` fails without leaving a completed snapshot, the orchestrator returns `invalid_ids` (line 122 in `ContractCompletionOperations.cs`). `QuestStateOperations.TryMarkComplete` uses richer fallback codes (`NotActive`, `UnknownPlayer`). Consider aligning deny semantics in a follow-on if store-failure paths become testable; not blocking for prototype (same deliver-then-mark stuck-state risk as quest path when mark loses after delivery).~~ **Done.** Final deny uses `player_not_writable`, `instance_not_active`, or `instance_not_found` instead of `invalid_ids`.
## Nits
- Nit: Idempotent replay after successful completion returns `no_active_contract` (instance no longer active) rather than hitting the defensive `completed` snapshot branch at lines 5961. Behavior is correct — no double grant — but the reason code differs from the plans “completed replay” wording.
- Nit: `TryCompleteOnEncounterClear_ShouldBeIdempotent_WhenReplayed` performs success assertions on the first completion inside **Arrange**; prefer moving first-call verification to **Assert** after **Act** for strict AAA, or extract a shared setup helper.
- ~~Nit: `TryCompleteOnEncounterClear_ShouldBeIdempotent_WhenReplayed` performs success assertions on the first completion inside **Arrange**; prefer moving first-call verification to **Assert** after **Act** for strict AAA, or extract a shared setup helper.~~ **Done.** `IssueAndCompleteOnce` setup helper; replay test Act/Assert only.
- Nit: Plan lists optional `EncounterCombatWiring` end-to-end issue → cast → contract completed; only compile-fix call-site updates landed. Acceptable given integration + encounter completion tests cover the path.
- Nit: Bruno `Reset contract instance via quest fixture.bru` uses placeholder `ci_000…` id — fine until NEO-151 wires issue → clear → GET; helper `resetContractInstances` in `bruno-dev-fixture-helper.js` is the useful piece for that story.

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@ -131,12 +131,7 @@ public sealed class ContractCompletionOperationsTests
// Arrange
await using var factory = new InMemoryWebApplicationFactory();
var deps = ResolveDependencies(factory);
var issued = IssuePrototypeContract(deps);
var instanceId = issued.Snapshot!.ContractInstanceId;
var first = CompleteOnEncounterClear(deps, EncounterId);
Assert.True(first.Success);
deps.InventoryStore.TryGetSnapshot(PlayerId, out var afterFirst);
var salvageAfterFirst = deps.SkillProgressionStore.GetXpTotals(PlayerId).GetValueOrDefault("salvage");
var instanceId = IssueAndCompleteOnce(deps);
// Act
var replay = CompleteOnEncounterClear(deps, EncounterId);
@ -144,19 +139,27 @@ public sealed class ContractCompletionOperationsTests
// Assert
Assert.True(replay.Success);
Assert.Equal(ContractCompletionReasonCodes.NoActiveContract, replay.ReasonCode);
deps.InventoryStore.TryGetSnapshot(PlayerId, out var afterReplay);
Assert.Equal(
CountBagItem(afterFirst!, "scrap_metal_bulk"),
CountBagItem(afterReplay!, "scrap_metal_bulk"));
Assert.Equal(
salvageAfterFirst,
deps.SkillProgressionStore.GetXpTotals(PlayerId).GetValueOrDefault("salvage"));
Assert.True(deps.InstanceStore.TryGet(PlayerId, instanceId, out var instance));
Assert.Equal(ContractInstanceStatus.Completed, instance.Status);
Assert.False(deps.InstanceStore.TryGetActiveForPlayer(PlayerId, out _));
Assert.True(
deps.DeliveryStore.TryGet(
PlayerId,
RewardDeliverySourceKinds.ContractCompletion,
instanceId,
out _));
Assert.Single(deps.OutcomeStore.GetOutcomesForInstance(instanceId));
}
private static string IssueAndCompleteOnce(CompletionTestDependencies deps)
{
var issued = IssuePrototypeContract(deps);
var instanceId = issued.Snapshot!.ContractInstanceId;
var first = CompleteOnEncounterClear(deps, EncounterId);
Assert.True(first.Success);
Assert.Null(first.ReasonCode);
Assert.Equal(ContractInstanceStatus.Completed, first.Snapshot!.Status);
return instanceId;
}
private static ContractIssueOperationResult IssuePrototypeContract(CompletionTestDependencies deps) =>

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@ -3,9 +3,13 @@ using System.Net.Http.Json;
using System.Text;
using Microsoft.AspNetCore.Hosting;
using Microsoft.Extensions.DependencyInjection;
using NeonSprawl.Server.Game.Contracts;
using NeonSprawl.Server.Game.Factions;
using NeonSprawl.Server.Game.Items;
using NeonSprawl.Server.Game.Mastery;
using NeonSprawl.Server.Game.Quests;
using NeonSprawl.Server.Game.Rewards;
using NeonSprawl.Server.Game.Skills;
using NeonSprawl.Server.Tests;
using Xunit;
@ -271,4 +275,84 @@ public sealed class QuestFixtureApiTests
Assert.False(deliveryStore.TryGet(DevPlayer, ChainQuestId, out _));
Assert.Empty(auditStore.GetDeltasForPlayer(DevPlayer));
}
[Fact]
public async Task PostQuestFixture_ShouldClearContractStores_WhenResetContractInstanceIdsProvided()
{
// Arrange
await using var factory = new InMemoryWebApplicationFactory();
var client = factory.CreateClient();
var templateRegistry = factory.Services.GetRequiredService<IContractTemplateRegistry>();
var instanceStore = factory.Services.GetRequiredService<IContractInstanceStore>();
var outcomeStore = factory.Services.GetRequiredService<IContractOutcomeStore>();
var deliveryStore = factory.Services.GetRequiredService<IRewardDeliveryStore>();
var standingStore = factory.Services.GetRequiredService<IFactionStandingStore>();
var itemRegistry = factory.Services.GetRequiredService<IItemDefinitionRegistry>();
var inventoryStore = factory.Services.GetRequiredService<IPlayerInventoryStore>();
var skillRegistry = factory.Services.GetRequiredService<ISkillDefinitionRegistry>();
var skillProgressionStore = factory.Services.GetRequiredService<IPlayerSkillProgressionStore>();
var levelCurve = factory.Services.GetRequiredService<ISkillLevelCurve>();
var perkUnlockEngine = factory.Services.GetRequiredService<PerkUnlockEngine>();
var perkStore = factory.Services.GetRequiredService<IPlayerPerkStateStore>();
var auditStore = factory.Services.GetRequiredService<IReputationDeltaStore>();
var timeProvider = factory.Services.GetRequiredService<TimeProvider>();
const string templateId = "prototype_contract_clear_combat_pocket";
const string encounterId = "prototype_combat_pocket";
var issued = ContractGeneratorOperations.TryIssue(
DevPlayer,
templateId,
"2026-06-22",
zoneDifficultyBand: null,
templateRegistry,
instanceStore,
standingStore,
timeProvider);
Assert.True(issued.Success);
var instanceId = issued.Snapshot!.ContractInstanceId;
var completed = ContractCompletionOperations.TryCompleteOnEncounterClear(
DevPlayer,
encounterId,
instanceStore,
outcomeStore,
templateRegistry,
itemRegistry,
inventoryStore,
skillRegistry,
skillProgressionStore,
levelCurve,
perkUnlockEngine,
perkStore,
deliveryStore,
standingStore,
auditStore,
timeProvider);
Assert.True(completed.Success);
Assert.True(
deliveryStore.TryGet(
DevPlayer,
RewardDeliverySourceKinds.ContractCompletion,
instanceId,
out _));
Assert.Single(outcomeStore.GetOutcomesForInstance(instanceId));
// Act
var reset = await client.PostAsJsonAsync(
FixturePath,
new QuestFixtureRequest
{
SchemaVersion = QuestFixtureRequest.CurrentSchemaVersion,
ResetContractInstanceIds = [instanceId],
});
// Assert
Assert.Equal(HttpStatusCode.OK, reset.StatusCode);
Assert.False(instanceStore.TryGet(DevPlayer, instanceId, out _));
Assert.False(
deliveryStore.TryGet(
DevPlayer,
RewardDeliverySourceKinds.ContractCompletion,
instanceId,
out _));
Assert.Empty(outcomeStore.GetOutcomesForInstance(instanceId));
}
}

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@ -119,7 +119,20 @@ public static class ContractCompletionOperations
return Success(afterAttempt, TryGetExistingOutcome(outcomeStore, afterAttempt));
}
return Deny(ContractCompletionReasonCodes.InvalidIds, activeSnapshot);
if (!instanceStore.CanWritePlayer(normalizedPlayerId))
{
return Deny(ContractCompletionReasonCodes.PlayerNotWritable, activeSnapshot);
}
if (instanceStore.TryGet(
normalizedPlayerId,
activeSnapshot.ContractInstanceId,
out var currentAfterFailedMark))
{
return Deny(ContractInstanceReasonCodes.InstanceNotActive, currentAfterFailedMark);
}
return Deny(ContractInstanceReasonCodes.InstanceNotFound, activeSnapshot);
}
private static ContractOutcomeRow? AppendOutcome(