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Card-Collection-Manager-3-s…/core/AGENTS.md
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# core/AGENTS.md
`ccm_core` static library — domain types, ports, services, infra adapters. Hard rule: **no UI dependencies, ever**. Read the root `AGENTS.md` first.
## Layer pointers
- `include/ccm/domain/` — POD value types: `Enums` (includes `PokemonRegion`), `Set`, `MagicCard`, `PokemonCard` (unified West/Asia via `region`), `YuGiOhCard`, `YuGiOhSetCatalog` (Yu-Gi-Oh! pack checklists for set completion), `YuGiOhBandaiCard`, `YuGiOhBandaiSetCatalog` (Bandai pack checklists for set completion), `DigiBattle99Card`, `DigiBattle99SetCatalog` (Digi-Battle pack checklists for set completion), `PokemonSetCatalog` (Pokemon West/Asia pack checklists for set completion), `JapanesePokemonCard` (legacy type retained for tests/serde; app collection uses `PokemonCard`), `Configuration`. Each has `to_json` / `from_json` defined in the matching `src/domain/*.cpp`.
- `include/ccm/ports/` — interfaces (`IHttpClient`, `IFileSystem`, `ICollectionRepository<T>`, `ISetRepository`, `IImageStore`, `ICardPreviewSource`, `IPreviewByteCache`). All seams the services depend on. Add new ports here when adding new external concerns.
- `include/ccm/infra/` — concrete adapters: `CprHttpClient`, `StdFileSystem`, `JsonCollectionRepository<T>` (header-only template), `JsonSetRepository`, `LocalImageStore`, `LocalPreviewByteCache`.
- `include/ccm/services/` — high-level operations: `ConfigService`, `CollectionService<TCard>` (header-only template), `SetService`, `ImageService`, `CardPreviewService`, `CardSorter` (free functions; per-column sort comparators that mirror established table sorting behavior — UI-agnostic so they can be unit-tested directly), `CardFilter` (free functions; case-insensitive substring row matcher restricted to each game's `tableFields` valueKey list), `YuGiOhSetCompletion` / `YuGiOhBandaiSetCompletion` / `DigiBattle99SetCompletion` / `PokemonSetCompletion` (pure set-completion / checklist helpers), `YuGiOhSetCatalogService` (`yugioh/set-catalog.json`), `YuGiOhBandaiSetCatalogService` (`yugiohbandai/set-catalog.json`), `DigiBattle99SetCatalogService` (`digibattle99/set-catalog.json`), `PokemonSetCatalogService` (`pokemon/set-catalog-west.json` / `set-catalog-asia.json`). They depend only on ports / domain.
- `include/ccm/games/``IGameModule` + per-game modules. `IGameModule` consolidates the per-game seams: every module owns an `ISetSource` (required) and may own an `ICardPreviewSource` (optional, default `nullptr`). `magic/`, `pokemon/`, `yugioh/`, `yugiohbandai/`, `digibattle99/`, and `pokemonjp/` are the reference implementations — all expose a fully working set source + card preview source. `YuGiOhSetSource`, `YuGiOhBandaiSetSource`, `DigiBattle99SetSource`, `PokemonSetSource`, and `JapanesePokemonSetSource` also expose `fetchAllWithCatalog` (and related catalog parsers) for set-completion checklists. `pokemonjp/` is the **Asia region backend** for the unified Pokemon UI (set cache at `pokemon/sets-asia.json`, same data dir as West; TCGdex JA previews); it is registered for sets/previews but is not a separate Game menu entry. Japanese Pokémon also loads an optional EN name catalog (`JapanesePokemonEnCatalog`) for display/auto-detect / Asia set-completion gap-fill.
- `include/ccm/util/``Result.hpp` (the sum type), `FsNames.hpp` (filename munging ported from `util/fs.rs`), `YuGiOhPrintingSlot.hpp` / `YuGiOhSetLookup.hpp` (Yu-Gi-Oh! print-slot helpers and cached-set **set code** lookup for the edit dialog; both header-only, unit-tested).
- `src/` mirrors `include/ccm/` for non-template implementations.
## Conventions
1. **No throw across ports.** Return `ccm::Result<T>::ok(...)` / `Result<T>::err("msg")`. The caller propagates with `if (!r) return Result<T>::err(r.error());`.
2. **JSON serde stays byte-for-byte stable.** When the C++ field name differs from the JSON key (`signed_` vs `"signed"`, `releaseDate`, `setNo`, `firstEdition`, `dataStorage`, `defaultGame`), write hand-rolled `to_json` / `from_json` instead of `NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE` so the alias is explicit. Round-trip tests in `tests/domain_json_tests.cpp` enforce this — extend them whenever you touch a domain type.
3. **Filename rule for images** lives in `services/ImageService.hpp` and matches the Rust source exactly:
- new entry -> `"{set}+{name}+{idx}.{ext}"`
- existing -> `"{id}+{set}+{name}+{idx}.{ext}"`
`ImageService::buildTargetName` is the single source of truth. Don't duplicate the rule elsewhere.
4. **Templates stay header-only** (`CollectionService<T>`, `JsonCollectionRepository<T>`). Don't add `.cpp` files for them; explicit instantiation is not used.
5. **Path strings** that get persisted (e.g. `Configuration::dataStorage`) use `std::filesystem::path::generic_string()`, never `string()` — keeps `/` separators on Windows so JSON round-trips and tests stay portable.
6. **Compiler warnings**: every target in this package links `ccm_warnings` `PRIVATE`. Treat warnings as errors locally during dev (`-Werror` is opt-in but encouraged).
7. **No `wx/...` includes** in headers or sources here. Verify with `rg "wx/" core/` — must be empty.
8. **HTTP query strings must be percent-encoded** before they reach `IHttpClient::get`. `cpr::Url` does **not** encode the URL string we hand it. See `MagicCardPreviewSource::buildSearchUrl` for the canonical pattern (RFC 3986 unreserved-set encoder). `IHttpClient::get` accepts arbitrary bytes back — `Result<std::string>` is a binary buffer, not text, so callers can use it for image payloads directly.
9. **Yu-Gi-Oh! preview uses Yugipedia, not YGOPRODeck.** `YuGiOhCardPreviewSource::fetchImageUrl` queries Yugipedia's MediaWiki API with a batched list of deterministic file names (`<Slug>-<SET>-<REGION>-<RARITY>-<EDITION>.<png|jpg>`) so per-printing reprints with shared passcodes (LOB Blue-Eyes vs SDK Blue-Eyes, …) resolve to genuinely different scans. Region candidates are **always English** (`EN`/`NA`/`EU`/`AU`) regardless of `card.language`; localized scans are not queried. YGOPRODeck remains as a last-resort fallback (see `parseFallbackImageUrl`) for cards Yugipedia hasn't scanned yet, and as the source for `detectFirstPrint` / `detectPrintVariants` (`parsePrintVariants` enumerates distinct printings for the edit dialog). **Do not** restore a YGOPRODeck-only image path: that endpoint's `card_images` array is keyed by art-treatment passcode, not by physical printing, and adding `cardset=` only reorders the same passcode list (alt-art often gets promoted) without ever surfacing the per-printing scan. The YGO source therefore needs the printed edition flag to be plumbed through; `YuGiOhSelectedCardPanel::previewKey()` packs it into the third tuple slot as `<setNo>||<rarity>||<1E|UE>` so the candidate list can prioritize the correct edition without changing the generic `ICardPreviewSource` interface.
10. **Preview byte cache (`CardPreviewService`) is by `(game, name, setId, setNo)` across two tiers, with classified failure caching and a single update mechanic.** Successful `fetchPreviewBytes` results and successful `fetchImageBytesByUrl` results are stored first in a bounded in-memory LRU (`kCacheCapacity` entries, mutex-protected — the panel calls into the service from a worker thread) and then in an optional persistent byte cache (`IPreviewByteCache`, normally `LocalPreviewByteCache` rooted at `<exeDir>/.cache/preview-cache/` — next to the executable, **not** under `dataStorage`, so previews don't follow the user's collection when the data-storage path is reconfigured). **`fetchAndCache` rejects empty response bodies** (returns error, no tier write) so a degenerate HTTP 200 cannot fill the LRU with unusable entries. Lookup order is **memory → disk → source/HTTP**, and a disk hit (positive *or* negative) is promoted into the in-memory tier on its way to the caller so the next selection of the same row stays decode-only. **Failures are split by `PreviewLookupError::Kind`**: `NotFound` is negative-cached in both tiers (memory `CacheEntry::negative=true`, disk `<hash>.neg` marker) so the user gets an instant card-back on every subsequent click for cards whose printing genuinely has no upstream image; `Transient` (HTTP/network/parse failures) is **never** cached so a brief outage cannot permanently disable previews. Per-game `ICardPreviewSource::fetchImageUrl` implementations must classify their errors honestly — `NotFound` only when the upstream answered cleanly with no match / no image variants; anything that could be the network or a schema deviation is `Transient`. **The cache update mechanic is entirely key-driven and has no side-channel API:** (a) the user editing any lookup-relevant field of a card record changes the cache key, so the next selection misses both tiers and re-runs the source — this is how a stale negative entry gets dislodged after the user fixes the record, with no manual invalidation call needed; (b) a same-key resolution that flips between positive and negative outcomes overwrites the existing entry in both tiers (`store` removes any `.neg` for that hash; `storeNegative` removes any `.bin`) so `.bin` and `.neg` for the same hash are never co-resident; (c) eviction handles passive aging (LRU on the in-memory tier; oldest-by-mtime `.bin` files on the disk tier; `.neg` markers don't count against the size cap and are not actively evicted). **Do not add a `clearCache(...)` / `invalidate(...)` method** to `CardPreviewService`: the cache invariants depend on memory and disk staying aligned through the same write paths, and any side-channel API would just be a new way for future code to forget the disk tier. If you add a new lookup disambiguator (for example a future `editionTag` slot), pack it into one of the existing key fields (see `YuGiOhSelectedCardPanel::previewKey()`'s `||`-separated trailing fields) so editing the field continues to invalidate cached entries automatically. The persistent tier is **fire-and-forget**: the adapter swallows I/O errors so a flaky or full disk degrades the experience to a fresh-install warm-up, never to a broken preview path.
11. **`CprHttpClient` keeps one persistent `cpr::Session` for the app's lifetime.** All callers (set sources, preview sources, fallback URL fetch, auto-detect) share the same libcurl easy handle so connections to repeat hosts (`api.scryfall.com`, `api.tcgdex.net`, `assets.tcgdex.net`, `product-images.tcgplayer.com`, `db.ygoprodeck.com`, `yugipedia.com`, `ms.yugipedia.com`, `digimoncard.io`, `images.digimoncard.io`) are reused with TLS keep-alive. Default request headers use **`Accept: */*`** so JSON endpoints and binary image downloads share one session without pinning every GET to `application/json`. The session is not thread-safe — every `get(...)` is serialized through an internal mutex. **Do not** construct a new `cpr::Session` (or `cpr::Get(...)`) per call: that throws away the connection cache and re-pays the TLS handshake every time. If you need richer behavior on the port (POST, headers per call, …) extend `IHttpClient` and the adapter while keeping the single-session ownership intact.
## Adding a new game
The end-to-end procedure (core + UI + composition root + docs) lives in `docs/adding-a-new-game.md`. The core-side checklist is:
1. Add `Game::<Name>` plus `to_string` / `<Name>FromString` / `allGames()` entries in `include/ccm/domain/Enums.hpp` and `src/domain/Enums.cpp`.
2. Create `include/ccm/games/<name>/<Name>SetSource.hpp` + `.cpp` implementing `ISetSource`. Mirror `MagicSetSource` / `PokemonSetSource`: expose a static `parseResponse(std::string)` helper so it's unit-testable without HTTP.
3. (Optional) Create `include/ccm/games/<name>/<Name>CardPreviewSource.hpp` + `.cpp` implementing `ICardPreviewSource`. Mirror `MagicCardPreviewSource` / `PokemonCardPreviewSource`: expose static `buildSearchUrl` + `parseResponse` helpers for unit testing without HTTP.
4. Create `include/ccm/games/<name>/<Name>GameModule.hpp` + `.cpp` implementing `IGameModule`. Pick a stable lowercase `dirName()` — it becomes the on-disk subdirectory and must never change. The module **owns** its set source and (optionally) its card preview source: override `cardPreviewSource()` to return `&previewSource_` when present (default returns `nullptr`).
5. If the game has a card type with different fields, add a `<Name>Card` domain type with hand-rolled JSON aliases. Otherwise reuse an existing one.
6. Add the new `.cpp` files to `core/CMakeLists.txt` (no glob).
7. Add tests under `tests/<name>_set_source_tests.cpp` and `tests/<name>_card_preview_source_tests.cpp` modeled on the Magic / Pokemon versions.
8. The composition root in `app/main.cpp` and the directory mapping in `app/main.cpp::dirNameForGame` must be updated too — see `app/AGENTS.md`. `CardPreviewService::registerModule(*module)` is the single registration call; modules whose `cardPreviewSource()` returns `nullptr` are silently skipped.
## Adding / changing a card-table column
When you add or rename a `tableFields` entry on a list panel (Magic or Pokemon), keep `core/`'s sort/filter helpers and their tests in lockstep:
1. Extend `MagicSortColumn` / `PokemonSortColumn` and add a `case` branch in `sortMagicCards` / `sortPokemonCards` (`core/include/ccm/services/CardSorter.hpp` + `.cpp`).
2. Add the new value-key column to the matching `matchesMagicFilter` / `matchesPokemonFilter` (`core/include/ccm/services/CardFilter.hpp` + `.cpp`) — boolean-flag columns are *excluded* (the filtering rule only checks values equivalent to JS `typeof === "string" | "number"`).
3. Add tests under `tests/card_sorter_tests.cpp` and `tests/card_filter_tests.cpp`.
## Adding a new port
1. Add the interface header under `include/ccm/ports/` with `virtual ~IFoo() = default;`.
2. Implement the adapter under `include/ccm/infra/` + `src/infra/`. Mark it `final`.
3. Update `core/CMakeLists.txt`. Wire it into the relevant service's constructor.
4. Add a fake under `tests/fakes/` modeled on `InMemoryFileSystem` and write service-level tests against it.
## Commands
Build core only: `cmake --build build --target ccm_core`