minor: New Game Digimon Digi-Battle (#17)

* digimon digi battle added to supported games

* sonarqube update

* readme update

---------

Co-authored-by: sdine <sdine@sdine.com>
This commit is contained in:
Sebastian Dine
2026-07-19 12:06:57 +02:00
committed by GitHub
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@@ -11,13 +11,13 @@ Long-form contributor documentation that lives outside the source tree.
- `dow-doc-build-locally.md` — complete local build/setup reference for Windows and Linux, including dependency management and troubleshooting.
- `intro-to-new-developers.md` — onboarding map for new contributors: architecture, folder responsibilities, guardrails, anti-patterns, and links to deeper docs.
- `testing-and-test-code-of-conduct.md` — testing workflow plus expected standards for writing and maintaining deterministic, hermetic, behavior-focused tests.
- `assets-and-info-apis.md` — reference for the external info APIs (set metadata) and asset APIs (card preview images) used by the Magic, Pokémon, and Yu-Gi-Oh! modules, plus the runtime flow through `SetService` / `CardPreviewService`, shared HTTP defaults (`CprHttpClient`, `Accept: */*`), per-game card-back fallbacks (URLs + bundled `ygo_card_back.png`), and error-surface conventions. The Yu-Gi-Oh! **Info API** section also documents the local **set code** lookup used by the edit dialog (`YuGiOhSetLookup`, no extra HTTP).
- `assets-and-info-apis.md` — reference for the external info APIs (set metadata) and asset APIs (card preview images) used by the Magic, Pokémon, Yu-Gi-Oh!, and Digimon Digi-Battle modules, plus the runtime flow through `SetService` / `CardPreviewService`, shared HTTP defaults (`CprHttpClient`, `Accept: */*`), per-game card-back fallbacks (URLs + bundled `ygo_card_back.png` / `digibattle99_card_back.png`), and error-surface conventions. The Yu-Gi-Oh! **Info API** section also documents the local **set code** lookup used by the edit dialog (`YuGiOhSetLookup`, no extra HTTP).
- `caching.md` — dedicated reference for preview-byte caching tiers (`CardPreviewService` LRU + `LocalPreviewByteCache`), cache keys and eviction, HTTP session reuse via `CprHttpClient`, and explicit non-goals (no error caching).
- `README.md` — index page that clusters docs by area and links to all documents in this directory.
## Subdirectories
- `assets/images/` — static screenshots and other binary assets referenced from the documentation (currently `demo-mtg.png`, `demo-pkm.png`). Keep filenames stable so cross-doc links don't break, and prefer compressed PNG/JPEG over uncompressed formats.
- `assets/images/` — static screenshots and other binary assets referenced from the documentation (currently `demo-mtg.png`, `demo-pkm.png`, `demo-ygo.png`, `demo-digibattle99.png`). Keep filenames stable so cross-doc links don't break, and prefer compressed PNG/JPEG over uncompressed formats.
## Conventions
@@ -28,7 +28,7 @@ Long-form contributor documentation that lives outside the source tree.
## Required follow-ups
- After changing per-game seams in `core/` (e.g. `IGameModule`, `ISetSource`, `ICardPreviewSource`, `CollectionService`, `SetService`, `CardPreviewService`, `ImageService`) you **must** update `adding-a-new-game.md` to keep the canonical procedure in sync. The same applies to the UI seams (`IGameView`, `BaseCardListPanel`, `BaseCardEditDialog`, `BaseSelectedCardPanel`) and the composition-root wiring in `app/main.cpp`.
- After changing any game's set/preview adapters (`MagicSetSource`, `MagicCardPreviewSource`, `PokemonSetSource`, `PokemonCardPreviewSource`, `YuGiOhSetSource`, `YuGiOhCardPreviewSource`) — endpoints, response parsing, name/number normalization, or the info-vs-asset split — you **must** update `assets-and-info-apis.md` so the API reference matches the live behavior.
- After changing any game's set/preview adapters (`MagicSetSource`, `MagicCardPreviewSource`, `PokemonSetSource`, `PokemonCardPreviewSource`, `YuGiOhSetSource`, `YuGiOhCardPreviewSource`, `DigiBattle99SetSource`, `DigiBattle99CardPreviewSource`) — endpoints, response parsing, name/number normalization, or the info-vs-asset split — you **must** update `assets-and-info-apis.md` so the API reference matches the live behavior.
- After bumping a key dependency (`nlohmann/json`, `cpr`, `wxWidgets`, `doctest`) in a way that changes a public API used in the guide's examples, update those examples.
- After adding a new file under `docs/` (or a new entry under `docs/assets/images/`) you **must** add it to the file list above **and** to `README.md` so the index stays complete.
- Do **not** rename, move, or split this file without first updating every other `AGENTS.md` that points at it (root, `core/`, `ui_wx/`, `app/`, `tests/`).
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@@ -22,7 +22,7 @@ This folder contains contributor documentation for Card Collection Manager 3. St
- [adding-a-new-game.md](adding-a-new-game.md): canonical end-to-end procedure for adding a new game module across `core/`, `ui_wx/`, and `app/`.
- [assets-and-info-apis.md](assets-and-info-apis.md): external info and asset APIs used by Magic, Pokémon, and Yu-Gi-Oh! modules, preview fallback URLs / bundled YGO card-back asset, and shared HTTP behavior (`CprHttpClient`).
- [assets-and-info-apis.md](assets-and-info-apis.md): external info and asset APIs used by Magic, Pokémon, Yu-Gi-Oh!, and Digimon Digi-Battle modules, preview fallback URLs / bundled card-back assets, and shared HTTP behavior (`CprHttpClient`).
## Performance & Caching
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@@ -78,6 +78,43 @@ Used in two situations:
YGOPRODeck publishes rate limits and asks clients to cache responses and avoid abusive hotlinking; treat failures after burst traffic as an upstream policy signal, not an app bug. Yugipedias MediaWiki API is similarly polite — one batched call per preview lookup keeps us well under any normal threshold.
## Digimon Digi-Battle (1999) APIs (digimoncard.io)
English Digi-Battle is wired as `Game::DigiBattle99` (`dirName` `digibattle99`, UI label **Digimon (Digi-Battle)**). Upstream docs: [digimoncard.io Public API](https://digimoncard.io/api-documentation). Always scope requests with `series=Digimon Digi-Battle Card Game` so modern Digimon Card Game rows are never mixed in. Rate limit: **15 requests / 10 seconds / IP** (429 then temporary block on abuse).
### Info API: derived set list from `search.php`
There is **no** dedicated sets endpoint. `DigiBattle99SetSource` calls:
`https://digimoncard.io/api-public/search.php?series=Digimon%20Digi-Battle%20Card%20Game&limit=1000&sort=name&sortdirection=asc`
and collects unique `set_name[]` pack strings. Each pack becomes a `Set` with:
- `Set.name` — exact pack display name (used as `pack=` on search / auto-detect)
- `Set.id` — stable slug (`Series 1 Starter Set``series-1-starter-set`); never rename after ship
- `Set.releaseDate` — curated table in the set source (Series 1 Starter = `1999/06/01` verified; other packs use documented year/month anchors)
Unknown future packs get an empty release date and sort last.
### Asset API: CDN images + `search.php` lookup
Card scans live at:
`https://images.digimoncard.io/images/cards/{id}.jpg`
where `{id}` is the API card number (`ST-01`, `BO-115`, `MO-06`). The CDN also serves `.webp`, but CCM3 uses `.jpg` because `OnInit` only registers `wxPNGHandler` / `wxJPEGHandler` (WebP bytes would surface as “image decode failed”).
`DigiBattle99CardPreviewSource::fetchImageUrl`:
1. If `setNo` is non-empty → normalize alphabetic prefix to uppercase (**no** invented zero-padding) and return the CDN URL with **no** search round-trip.
2. Otherwise search with `n=` + optional `pack=` (display set name) + `series=`, take the first exact name matchs `id`, then build the CDN URL.
**Preview key:** `(name, set.name, setNo)` — middle slot is the pack **display name** (same idea as Yu-Gi-Oh! passing `set.name` for YGOPRODeck `cardset=`), not the slug id.
**Auto-detect** (`detectPrintVariants`): same search; distinct `id` values become `AutoDetectedPrint::setNo`. Digi-Battle UI is Pokémon-like (no persisted rarity).
Empty search array / `{"error":"..."}``NotFound`; bad JSON / HTTP → `Transient`.
## Runtime Flow In CCM3
The app uses the same flow for every game that registers a module:
@@ -91,15 +128,15 @@ The app uses the same flow for every game that registers a module:
See [caching.md](caching.md) for a dedicated reference on preview cache tiers, internal keys, eviction, clearing, and HTTP session reuse.
Three mechanisms reduce preview latency for **all** games (Magic, Pokemon, Yu-Gi-Oh!). In addition, the shared HTTP session speeds **every** `IHttpClient::get` call (including set-list fetches), not only previews:
Three mechanisms reduce preview latency for **all** games (Magic, Pokemon, Yu-Gi-Oh!, DigiBattle99). In addition, the shared HTTP session speeds **every** `IHttpClient::get` call (including set-list fetches), not only previews:
- **In-memory preview LRU** (`CardPreviewService`). Successful `fetchPreviewBytes` results are cached keyed by `(game, name, setId, setNo)`; successful `fetchImageBytesByUrl` results are cached keyed by URL (used for the per-game card-back fallback). Re-selecting a previously viewed row is decode-only — no HTTP at all. The cache is bounded by `CardPreviewService::kCacheCapacity` (currently 128 entries) and uses a list+map LRU under a mutex (the preview pipeline is invoked from a worker thread in `BaseSelectedCardPanel`). **Source errors are split** by `PreviewLookupError::Kind`: `NotFound` (the upstream answered cleanly that the record has no image) is *negative-cached* in this tier so subsequent selections short-circuit without HTTP, while `Transient` (HTTP/network/parse failures) is **never** cached so a brief outage cannot permanently disable a card's preview.
- **Persistent disk byte cache** (`LocalPreviewByteCache`, port `IPreviewByteCache`). Wraps the in-memory tier with an on-disk store under `<exeDir>/.cache/preview-cache/` — pinned **next to the executable**, in the same scope as `config.json`, **not** under the user-configurable `Configuration.dataStorage` path. The cache stays put when the user reconfigures or relocates their collection data, and it is not part of the user's data directory backups; it is install-scoped, not collection-scoped. Both positive previews and `NotFound` verdicts survive an app restart. Each entry is a mutually-exclusive `<hash>.bin` (positive payload) or `<hash>.neg` (negative marker) plus a `<hash>.idx` sidecar containing the original key — load-time mismatch on the sidecar treats the entry as a miss, so a hash collision degrades to a one-time HTTP refetch instead of serving the wrong card's bytes (or the wrong card's "no image" verdict). Hashing is FNV-1a 64-bit (no crypto dependency). The cache is bounded by total `.bin` payload bytes (default `kDefaultMaxBytes = 64 MiB`) and evicts oldest entries by mtime when a new write would exceed the cap; reading an entry touches its mtime so frequently-viewed cards survive eviction. Negative `.neg` markers are tiny and not counted against the cap — their count is naturally bounded by the user's actively-viewed records. Filesystem mutations route through `IFileSystem`; size and mtime queries (which the port does not expose) use `std::filesystem` directly inside the adapter. The persistent tier is **fire-and-forget on the way down** — every adapter operation swallows I/O errors so a flaky or full disk never breaks the preview path.
- **Persistent HTTP session** (`CprHttpClient`). The adapter owns one long-lived `cpr::Session` (libcurl easy handle) for the lifetime of the app. Per-request configuration is limited to `SetUrl(...)`; headers, timeout, and redirect policy are configured once in the constructor. Default **`Accept: */*`** keeps JSON responses and raw image bodies working on the same session (avoid tying every GET to `application/json`). libcurl's connection pool keeps the TLS connection to each host warm, so repeat calls to `api.scryfall.com`, `api.pokemontcg.io`, `db.ygoprodeck.com`, `yugipedia.com`, and `ms.yugipedia.com` skip the TLS handshake. A `std::mutex` serializes callers — libcurl easy handles are not thread-safe, and the preview pipeline is single-flight per panel anyway.
- **Persistent HTTP session** (`CprHttpClient`). The adapter owns one long-lived `cpr::Session` (libcurl easy handle) for the lifetime of the app. Per-request configuration is limited to `SetUrl(...)`; headers, timeout, and redirect policy are configured once in the constructor. Default **`Accept: */*`** keeps JSON responses and raw image bodies working on the same session (avoid tying every GET to `application/json`). libcurl's connection pool keeps the TLS connection to each host warm, so repeat calls to `api.scryfall.com`, `api.pokemontcg.io`, `db.ygoprodeck.com`, `yugipedia.com`, `ms.yugipedia.com`, `digimoncard.io`, and `images.digimoncard.io` skip the TLS handshake. A `std::mutex` serializes callers — libcurl easy handles are not thread-safe, and the preview pipeline is single-flight per panel anyway.
`CardPreviewService` consults the tiers in order **memory → disk → source/HTTP**. On a disk hit (positive *or* negative) the entry is promoted into the in-memory LRU so the next click on the same row never re-touches the disk cache. On HTTP success the bytes are written through to both tiers in one shot. On a `NotFound` source error the **negative** marker is written through to both tiers; on `Transient` source errors nothing is written, so the next selection retries cleanly.
The combined effect on the preview path: first selection of a previously-unseen card pays one TLS handshake per *new* host this session (typically two hops for Yu-Gi-Oh!: `yugipedia.com` for the API, `ms.yugipedia.com` for the image), each subsequent fresh card on the same host skips the handshake, any re-selection of an already-viewed card is instant, after the first run with the disk cache populated **even a fresh app launch is decode-only for previously-seen cards** until eviction or a manual cache clear, and **records the upstream cleanly has no image for** stay "instant card-back" across restarts instead of re-paying the lookup every launch. Editing a lookup-relevant field of a record (name, set, setNo, or for Yu-Gi-Oh! the rarity / edition packed into setNo) changes the cache key automatically, so a fresh resolution attempt happens on the next click.
The combined effect on the preview path: first selection of a previously-unseen card pays one TLS handshake per *new* host this session (typically two hops for Yu-Gi-Oh!: `yugipedia.com` for the API, `ms.yugipedia.com` for the image; Digi-Battle often hits `images.digimoncard.io` only when `setNo` is already known), each subsequent fresh card on the same host skips the handshake, any re-selection of an already-viewed card is instant, after the first run with the disk cache populated **even a fresh app launch is decode-only for previously-seen cards** until eviction or a manual cache clear, and **records the upstream cleanly has no image for** stay "instant card-back" across restarts instead of re-paying the lookup every launch. Editing a lookup-relevant field of a record (name, set, setNo, or for Yu-Gi-Oh! the rarity / edition packed into setNo) changes the cache key automatically, so a fresh resolution attempt happens on the next click.
To clear the persistent cache (for example to recover from a bad upstream image), delete the `<exeDir>/.cache/preview-cache/` subdirectory or the umbrella `<exeDir>/.cache/` folder. Note: the in-app "Reset" / data-storage-relocation flow does **not** touch this directory — the cache is install-scoped, not collection-scoped, so it is preserved across data-dir moves and only cleared by deleting the directory above explicitly (or by reinstalling / relocating the executable).
@@ -110,6 +147,7 @@ Fallback card-back sources (`BaseSelectedCardPanel`; Magic/Pokémon URLs match C
- Magic: `https://gamepedia.cursecdn.com/mtgsalvation_gamepedia/f/f8/Magic_card_back.jpg`
- Pokémon: `https://archives.bulbagarden.net/media/upload/1/17/Cardback.jpg`
- Yu-Gi-Oh!: Yugipedia English TCG back — try `https://ms.yugipedia.com/thumb/e/e5/Back-EN.png/250px-Back-EN.png`, then `https://ms.yugipedia.com/e/e5/Back-EN.png`; if both fail, load `<exeDir>/assets/ygo_card_back.png` (shipped from `ui_wx/assets/ygo_card_back.png` at link time). `fallbackImageUrlForGame(Game::YuGiOh)` returns the thumbnail URL for helpers that only consult a single string.
- Digimon (Digi-Battle): no stable public back URL; load `<exeDir>/assets/digibattle99_card_back.png` (shipped from `ui_wx/assets/digibattle99_card_back.png` at link time).
If a game module does not provide a preview source (`cardPreviewSource() == nullptr`), preview registration is skipped and the UI behaves as "no remote preview API available."
@@ -120,6 +158,6 @@ All source types return `Result<T, std::string>` errors so failures cross bounda
- info API failures (bad set payload, schema mismatch, endpoint/network failure), and
- asset API failures (query mismatch, no matching card, missing image fields, image download failure).
When previews fail, verify request construction first (name sanitization, number normalization, percent encoding), then verify response shape assumptions: Scryfall (`data`, `image_uris`), Pokemon (`data`, `images.large`/`images.small`; auto-detect also needs `name`, `number`, `rarity`, and `set.id` on each matching row), Yu-Gi-Oh! Yugipedia (`query.pages.<id>.imageinfo[0].url` per filename, missing files tagged `"missing": ""`), Yu-Gi-Oh! YGOPRODeck fallback (`data`, `name`, `card_images`). If the UI fallback path succeeds (network card-back and/or bundled PNG), the panel shows the card-back image and the inline label `(image preview unavailable)`; only if every fallback fails does the preview stay empty with status text.
When previews fail, verify request construction first (name sanitization, number normalization, percent encoding), then verify response shape assumptions: Scryfall (`data`, `image_uris`), Pokemon (`data`, `images.large`/`images.small`; auto-detect also needs `name`, `number`, `rarity`, and `set.id` on each matching row), Yu-Gi-Oh! Yugipedia (`query.pages.<id>.imageinfo[0].url` per filename, missing files tagged `"missing": ""`), Yu-Gi-Oh! YGOPRODeck fallback (`data`, `name`, `card_images`), Digi-Battle digimoncard.io (top-level array with `name`/`id`/`set_name`; CDN `images.digimoncard.io/images/cards/{id}.jpg`). If the UI fallback path succeeds (network card-back and/or bundled PNG), the panel shows the card-back image and the inline label `(image preview unavailable)`; only if every fallback fails does the preview stay empty with status text.
For Yu-Gi-Oh! specifically, when a printing shows the wrong art compared with Yugipedias gallery, debug in this order: (1) verify the candidate list via `YuGiOhCardPreviewSource::buildCandidateFilenames(...)` against the actual file names on Yugipedias `Card_Gallery:<Card>` page; (2) confirm the dialog rarity name maps to the expected short code in `ygoRarityShortCode(...)` / `rarityCodeFor(...)` (extend the mapping when a new rarity surfaces); (3) confirm the `firstEdition` flag matches the printed edition stamp — the candidate ordering puts the printed edition first.
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@@ -68,7 +68,7 @@ There is no explicit "refresh" or "invalidate" API on `CardPreviewService` — b
### 1. Edit-driven invalidation (record changed → fresh lookup, automatic)
The cache key for the preview path is `(game, name, setId, setNo)`. For Yu-Gi-Oh! the third slot also encodes rarity and edition, packed by `YuGiOhSelectedCardPanel::previewKey()` as `<setNo>||<rarity>||<1E|UE>`. The user editing **any** lookup-relevant field of a card record produces a **different cache key** for the resulting selection, which means:
The cache key for the preview path is `(game, name, setId, setNo)`. For Yu-Gi-Oh! the third slot also encodes rarity and edition, packed by `YuGiOhSelectedCardPanel::previewKey()` as `<setNo>||<rarity>||<1E|UE>`. For Digimon Digi-Battle the middle slot is the pack **display name** (`Set.name`), not the slug id, so `pack=` search and the CDN path stay aligned. The user editing **any** lookup-relevant field of a card record produces a **different cache key** for the resulting selection, which means:
- Memory and disk lookups for the new key **miss** the old entry (positive or negative).
- A fresh `ICardPreviewSource::fetchImageUrl` call runs.