# app/AGENTS.md The `ccm` executable — composition root only. The single place where concrete adapter types are mentioned. Read the root `AGENTS.md` first. ## File pointers - `main.cpp` — the entire app. Defines `CcmApp : public wxApp`, builds the dependency graph in `OnInit()`, then hands an `AppContext` to `MainFrame`. - `CMakeLists.txt` — declares the `ccm` target. Sets `WIN32_EXECUTABLE TRUE` on Windows so no console window appears. Links `ccm_core`, `ccm_ui_wx`, `ccm_warnings`. **`POST_BUILD`**: creates `$/assets/` and copies `ui_wx/assets/ygo_card_back.png`, `ui_wx/assets/digibattle99_card_back.png`, and `ui_wx/assets/pokemon_jp_en_catalog.json` there so Yu-Gi-Oh! / Digi-Battle preview fallbacks and Japanese Pokémon EN names work offline (see `BaseSelectedCardPanel` / `docs/assets-and-info-apis.md`). ## Conventions 1. **Composition root is the only place** that names concrete adapters: `StdFileSystem`, `CprHttpClient`, `JsonCollectionRepository`, `JsonCollectionRepository`, `JsonCollectionRepository`, `JsonCollectionRepository`, `JsonCollectionRepository`, `JsonSetRepository`, `YuGiOhSetCatalogService`, `DigiBattle99SetCatalogService`, `YuGiOhBandaiSetCatalogService`, `PokemonSetCatalogService`, `LocalImageStore`, `LocalPreviewByteCache`, `MagicGameModule`, `PokemonGameModule`, `JapanesePokemonGameModule` (Asia sets/preview backend for unified Pokemon), `YuGiOhGameModule`, `DigiBattle99GameModule`, `YuGiOhBandaiGameModule`, `MagicGameView`, `PokemonGameView`, `YuGiOhGameView`, `DigiBattle99GameView`, `YuGiOhBandaiGameView`, etc. If a concrete adapter type appears anywhere else in the codebase, move the wiring here. 2. **Member declaration order in `CcmApp` matters** — destruction is reverse, so a member that depends on another (e.g. `magicCollSvc_` depends on `magicRepo_` and `imgStore_`; `previewSvc_` depends on `http_` and is consumed by `ctx_`; `magicView_` depends on the typed `magicCollSvc_` and the shared services) must be declared **after** its deps. Do not reorder casually. 3. **Use `std::unique_ptr` for everything owned** by `CcmApp`. The `AppContext` then holds plain references into those owned objects, plus a vector of `IGameView*` raw pointers (the `unique_ptr<>`s for the views are the actual owners; the vector just describes the active set). 4. **Game-to-directory mapping** lives in `dirNameForGame(Game)` (anonymous namespace). When adding a new game, extend this function — it is wired into all three repositories (`JsonCollectionRepository`, `JsonSetRepository`, `LocalImageStore`). Pokemon West (`Game::Pokemon`) and Asia (`Game::JapanesePokemon`) both map to `"pokemon"`; `JsonSetRepository` stores their set caches as `sets-west.json` / `sets-asia.json` in that directory (other games keep `sets.json`). 5. **`config.json` location** is the executable's parent directory, resolved via `wxStandardPaths::Get().GetExecutablePath()`. Do not change this — existing installations rely on that location. 6. **Image format handlers** must be registered via `wxImage::AddHandler(new wxPNGHandler)` and `new wxJPEGHandler` before any image is loaded. They are added in `OnInit()` first thing — keep it that way. 7. **Card preview source ownership** lives inside the `IGameModule`. The composition root never constructs an `CardPreviewSource` directly; it calls `previewSvc_->registerModule(*Mod_)` and the service pulls the module's preview source via `IGameModule::cardPreviewSource()` (returning `nullptr` is silently skipped). 8. **One `CprHttpClient` per app, shared by every consumer.** The single `http_` instance is handed to `SetService`, `CardPreviewService`, and every per-game module. Do **not** construct a second `CprHttpClient` (or pass `cpr::Get(...)` directly) from anywhere — the adapter holds a long-lived `cpr::Session` whose connection cache + TLS keep-alive is what makes repeat lookups fast (game-agnostic; see `core/AGENTS.md` convention 11). The shared instance also gives `CardPreviewService`'s in-memory LRU a single source of truth to cache against. 9. **One `LocalPreviewByteCache` per app**, rooted at `/.cache/preview-cache/` — i.e. **next to the executable**, in the same scope as `config.json`. **Do not** root the cache at `config_->current().dataStorage`: the user's data-storage path is user-configurable at runtime and is meant for the user's collection (cards, scans, set lists). Previews are downloaded-from-network artifacts that (a) must not move when the user relocates their collection, (b) must not be uploaded/synced together with the user's data dir, and (c) must not survive a fresh install elsewhere on disk. Pinning the cache to `exeDir` is what gives those properties without writing extra plumbing for each data-storage flow. The umbrella `.cache/` directory is reserved for any future computed-from-network caches (set-list snapshots, etc.); the leading dot keeps it out of the way for users poking around the install folder. Cache updates flow entirely through cache keys: `CardPreviewService` invalidates entries automatically when the cache key changes (record edits) and rewrites them when a same-key resolution flips between positive and negative — there is no `clearCache(...)` API. To wipe the cache manually, delete `/.cache/`; reinstalling / moving the executable also resets the cache by design. Construct the cache after `ConfigService` (so the dependency graph is the same as before; the cache itself only needs `*fs_` and the resolved `exeDir`) and before `CardPreviewService` (so the service can hold a stable raw pointer); declare the member after `config_`/`fs_` and before `previewSvc_` to keep destruction order correct. See `core/AGENTS.md` convention 10 and `docs/caching.md` ("Updating cached entries") for the full cache shape, policy, and update mechanic. ## Required follow-ups - The **`POST_BUILD` copy of `ygo_card_back.png` / `digibattle99_card_back.png` / `pokemon_jp_en_catalog.json`** must stay in sync with `ui_wx/assets/`; if you relocate install layout or add more bundled assets, mirror the pattern (`make_directory` + `copy_if_different`) and document under `docs/assets-and-info-apis.md` / `ui_wx/AGENTS.md`. - On MinGW-w64 Windows, POST_BUILD also copies `libstdc++-6.dll` / `libgcc_s_seh-1.dll` / `libwinpthread-1.dll` from the compiler directory into `$` so the exe does not load a mismatched runtime from `PATH`. - After adding a new game module you **must**: (1) add a `unique_ptr<GameModule>` member in declaration-order-correct position, (2) construct it in `OnInit()`, (3) call `setSvc_->registerModule(Mod_.get())`, (4) call `previewSvc_->registerModule(*Mod_)` (no-op when the module has no preview source), (5) extend `dirNameForGame`, (6) add a typed `JsonCollectionRepository<Card>` + `CollectionService<Card>` if the game has a custom card type, (7) construct a `GameView` and append its raw pointer to the `AppContext::gameViews` vector, (8) make sure the view's `unique_ptr<>` member sits **after** all its deps (typed services + `IGameModule`). - After adding a new core service you **must** add a `unique_ptr<...>` member, construct it in `OnInit()` after its deps, and add a reference field to `AppContext`. - After adding a new dependency edge you **must** verify destruction order is still correct: deps **before** dependents in the member list. - After changing the IGameView contract or the AppContext shape, update `docs/adding-a-new-game.md` so the canonical procedure stays in sync. ## Anti-patterns - Don't add business logic here. If something is more than `std::make_unique` and a `register/Bind` call, it belongs in `core/`. - Don't construct services on the stack inside `OnInit()` — they must outlive the `MainFrame`, so they live as `CcmApp` members. ## Commands - Build the binary: `cmake --build build --target ccm` - Run on Windows / MinGW-w64: `.\build\bin\ccm3.exe`. The cpr/curl/zlib DLLs are placed next to the exe automatically; the MSYS2 UCRT64 runtime (`libgcc_s_seh-1.dll`, `libstdc++-6.dll`) needs to be on `PATH` (e.g. `P:\msys2\msys64\ucrt64\bin`). On verified runs the exe loads under window title "Card Collection Manager 3".