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310 changed files with 6712 additions and 418 deletions
377
tools/DbGenerator/Program.cs
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377
tools/DbGenerator/Program.cs
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using Scry.Core.Data;
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using Scry.Core.Imaging;
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using Scry.Core.Models;
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using Scry.Core.Scryfall;
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using SkiaSharp;
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// Generate a card hash database from Scryfall images
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// Usage: dotnet run -- <output-db> [--count N] [--include-test-cards] [--force]
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var outputDb = args.Length > 0 ? args[0] : "card_hashes.db";
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var maxCards = 500;
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var includeTestCards = true;
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var forceRebuild = false;
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// Parse arguments
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for (var i = 0; i < args.Length; i++)
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{
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if (args[i] == "--count" && i + 1 < args.Length && int.TryParse(args[i + 1], out var parsedCount))
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{
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maxCards = parsedCount;
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i++;
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}
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else if (args[i] == "--include-test-cards")
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{
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includeTestCards = true;
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}
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else if (args[i] == "--no-test-cards")
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{
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includeTestCards = false;
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}
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else if (args[i] == "--force")
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{
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forceRebuild = true;
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}
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}
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Console.WriteLine($"Generating hash database with up to {maxCards} cards");
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Console.WriteLine($"Output: {outputDb}");
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Console.WriteLine($"Include test cards: {includeTestCards}");
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Console.WriteLine($"Force rebuild: {forceRebuild}");
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Console.WriteLine();
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// Cards that should be included for testing with preferred sets
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// Key: card name, Value: preferred set codes (first match wins) or empty for any
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var priorityCardsWithSets = new Dictionary<string, string[]>(StringComparer.OrdinalIgnoreCase)
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{
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// From reference_alpha/ - prefer LEA (Alpha) or LEB (Beta) for classic look
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["Ancestral Recall"] = ["lea", "leb"],
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["Badlands"] = ["lea", "leb"],
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["Balance"] = ["lea", "leb"],
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["Bayou"] = ["lea", "leb"],
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["Birds of Paradise"] = ["lea", "leb"],
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["Black Lotus"] = ["lea", "leb"],
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["Channel"] = ["lea", "leb"],
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["Chaos Orb"] = ["lea", "leb"],
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["Clone"] = ["lea", "leb"],
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["Control Magic"] = ["lea", "leb"],
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["Counterspell"] = ["lea", "leb"],
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["Dark Ritual"] = ["lea", "leb"],
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["Demonic Tutor"] = ["lea", "leb"],
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["Disenchant"] = ["lea", "leb"],
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["Fireball"] = ["lea", "leb"],
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["Force of Nature"] = ["lea", "leb"],
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["Fork"] = ["lea", "leb"],
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["Giant Growth"] = ["lea", "leb"],
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["Hypnotic Specter"] = ["lea", "leb"],
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["Lightning Bolt"] = ["lea", "leb"],
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["Llanowar Elves"] = ["lea", "leb"],
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["Mahamoti Djinn"] = ["lea", "leb"],
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["Mind Twist"] = ["lea", "leb"],
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["Mox Emerald"] = ["lea", "leb"],
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["Mox Jet"] = ["lea", "leb"],
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["Mox Pearl"] = ["lea", "leb"],
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["Mox Ruby"] = ["lea", "leb"],
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["Mox Sapphire"] = ["lea", "leb"],
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["Nightmare"] = ["lea", "leb"],
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["Plateau"] = ["lea", "leb"],
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["Regrowth"] = ["lea", "leb"],
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["Rock Hydra"] = ["lea", "leb"],
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["Royal Assassin"] = ["lea", "leb"],
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["Savannah"] = ["lea", "leb"],
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["Scrubland"] = ["lea", "leb"],
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["Serra Angel"] = ["lea", "leb"],
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["Shivan Dragon"] = ["lea", "leb"],
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["Sol Ring"] = ["lea", "leb"],
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["Swords to Plowshares"] = ["lea", "leb"],
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["Taiga"] = ["lea", "leb"],
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["Time Walk"] = ["lea", "leb"],
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["Timetwister"] = ["lea", "leb"],
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["Tropical Island"] = ["lea", "leb"],
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["Tundra"] = ["lea", "leb"],
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["Underground Sea"] = ["lea", "leb"],
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["Wheel of Fortune"] = ["lea", "leb"],
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["Wrath of God"] = ["lea", "leb"],
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// From reference/ - any set is fine
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["Brainstorm"] = [],
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["Force of Will"] = [],
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["Griselbrand"] = [],
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["Lotus Petal"] = [],
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["Ponder"] = [],
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["Show and Tell"] = [],
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["Volcanic Island"] = [],
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["Wasteland"] = [],
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// From single_cards/ - any set is fine
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["Adanto Vanguard"] = [],
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["Angel of Sanctions"] = [],
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["Attunement"] = [],
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["Avaricious Dragon"] = [],
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["Burgeoning"] = [],
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["Jarad, Golgari Lich Lord"] = [],
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["Meletis Charlatan"] = [],
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["Mindstab Thrull"] = [],
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["Pacifism"] = [],
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["Platinum Angel"] = [],
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["Queen Marchesa"] = [],
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["Spellseeker"] = [],
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["Tarmogoyf"] = [],
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["Thought Reflection"] = [],
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["Unsummon"] = [],
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// From varying_quality - prefer older sets
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["Dragon Whelp"] = ["lea", "leb"],
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["Evil Eye of Orms-by-Gore"] = [],
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["Instill Energy"] = ["lea", "leb"],
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// Popular cards for general testing
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["Lightning Helix"] = [],
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["Path to Exile"] = [],
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["Thoughtseize"] = [],
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["Fatal Push"] = [],
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["Snapcaster Mage"] = [],
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["Jace, the Mind Sculptor"] = [],
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["Liliana of the Veil"] = [],
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["Noble Hierarch"] = [],
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["Goblin Guide"] = [],
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["Eidolon of the Great Revel"] = [],
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};
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var priorityCards = new HashSet<string>(priorityCardsWithSets.Keys, StringComparer.OrdinalIgnoreCase);
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// Force rebuild if requested
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if (forceRebuild && File.Exists(outputDb))
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{
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Console.WriteLine("Force rebuild requested, removing existing database...");
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File.Delete(outputDb);
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}
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using var httpClient = new HttpClient();
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httpClient.DefaultRequestHeaders.UserAgent.ParseAdd("Scry/1.0 (MTG Card Scanner - Database Generator)");
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using var scryfallClient = new ScryfallClient(httpClient);
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using var db = new CardHashDatabase(outputDb);
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// Check existing database state
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var existingCardIds = await db.GetExistingCardIdsAsync();
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var existingCardNames = await db.GetExistingCardNamesAsync();
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var existingCount = await db.GetHashCountAsync();
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var storedScryfallDate = await db.GetMetadataAsync("scryfall_updated_at");
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Console.WriteLine($"Existing database has {existingCount} cards");
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Console.WriteLine("Fetching bulk data info from Scryfall...");
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var bulkInfo = await scryfallClient.GetBulkDataInfoAsync("unique_artwork");
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if (bulkInfo?.DownloadUri == null)
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{
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Console.WriteLine("Failed to get bulk data info from Scryfall");
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return 1;
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}
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Console.WriteLine($"Scryfall data last updated: {bulkInfo.UpdatedAt}");
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// Check if we need to update at all
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var scryfallDateStr = bulkInfo.UpdatedAt?.ToString("O") ?? "";
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var needsUpdate = existingCount == 0 ||
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storedScryfallDate != scryfallDateStr ||
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existingCount < maxCards;
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// Also check if all priority cards exist
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var missingPriorityCards = includeTestCards
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? priorityCards.Where(c => !existingCardNames.Contains(c)).ToList()
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: new List<string>();
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if (missingPriorityCards.Count > 0)
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{
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Console.WriteLine($"Missing {missingPriorityCards.Count} priority cards");
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needsUpdate = true;
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}
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if (!needsUpdate)
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{
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Console.WriteLine("Database is up-to-date, no changes needed");
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return 0;
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}
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Console.WriteLine($"Downloading card data from: {bulkInfo.DownloadUri}");
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Console.WriteLine();
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var newHashes = new List<CardHash>();
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var processed = 0;
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var errors = 0;
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var skipped = 0;
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var priorityFound = 0;
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var priorityNeeded = includeTestCards ? priorityCards.Count : 0;
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// Track which priority cards we've already found with their set
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// Key: card name, Value: set code
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var foundPriorityWithSet = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
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// Track deferred priority cards that might get a better set later
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// Key: card name, Value: list of (cardHash, setCode) candidates
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var deferredPriority = new Dictionary<string, List<(CardHash hash, string set)>>(StringComparer.OrdinalIgnoreCase);
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// Helper to check if a set is preferred for a priority card
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bool IsPreferredSet(string cardName, string setCode)
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{
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if (!priorityCardsWithSets.TryGetValue(cardName, out var preferredSets))
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return false;
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return preferredSets.Length == 0 || preferredSets.Contains(setCode, StringComparer.OrdinalIgnoreCase);
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}
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await foreach (var card in scryfallClient.StreamBulkDataAsync(bulkInfo.DownloadUri))
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{
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// Skip non-English cards
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if (card.Lang != "en")
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continue;
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var imageUri = card.GetImageUri("normal");
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if (string.IsNullOrEmpty(imageUri))
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continue;
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var cardId = card.Id ?? Guid.NewGuid().ToString();
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var cardName = card.Name ?? "Unknown";
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var setCode = card.Set ?? "???";
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// Check if this card already exists in the database
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if (existingCardIds.Contains(cardId))
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{
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skipped++;
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continue;
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}
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// Check if this is a priority card we might need
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var isPriorityCard = includeTestCards && priorityCards.Contains(cardName);
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var isPreferred = isPriorityCard && IsPreferredSet(cardName, setCode);
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// If this priority card already found with preferred set, skip
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if (isPriorityCard && foundPriorityWithSet.TryGetValue(cardName, out var existingSet))
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{
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if (IsPreferredSet(cardName, existingSet))
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{
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// Already have preferred version
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continue;
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}
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// We have a non-preferred version; if this is preferred, we'll replace
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if (!isPreferred)
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{
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continue;
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}
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}
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// Calculate how many slots we have left
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var totalCards = existingCount + newHashes.Count;
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var priorityRemaining = priorityNeeded - foundPriorityWithSet.Count;
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var slotsForNonPriority = maxCards - priorityRemaining;
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// Skip if we have enough non-priority cards and this isn't priority
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if (!isPriorityCard && totalCards >= slotsForNonPriority)
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continue;
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// Download and process image
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try
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{
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Console.Write($"[{processed + 1}] {cardName}... ");
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var imageBytes = await httpClient.GetByteArrayAsync(imageUri);
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using var bitmap = SKBitmap.Decode(imageBytes);
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if (bitmap == null)
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{
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Console.WriteLine("decode failed");
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errors++;
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continue;
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}
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// Apply CLAHE preprocessing and compute hash
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using var preprocessed = ImagePreprocessor.ApplyClahe(bitmap);
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var hash = PerceptualHash.ComputeColorHash(preprocessed);
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var cardHash = new CardHash
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{
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CardId = cardId,
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Name = cardName,
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SetCode = setCode,
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CollectorNumber = card.CollectorNumber,
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Hash = hash,
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ImageUri = imageUri
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};
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newHashes.Add(cardHash);
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if (isPriorityCard)
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{
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foundPriorityWithSet[cardName] = setCode;
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priorityFound++;
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Console.WriteLine($"OK (priority, {setCode})");
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}
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else
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{
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Console.WriteLine($"OK ({setCode})");
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}
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processed++;
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// Check if we have enough cards
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var foundAllPriority = foundPriorityWithSet.Count >= priorityNeeded;
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if (existingCount + newHashes.Count >= maxCards && foundAllPriority)
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{
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Console.WriteLine($"\nReached {maxCards} cards limit with all priority cards");
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break;
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}
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// Rate limit to be nice to Scryfall
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await Task.Delay(50);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"error: {ex.Message}");
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errors++;
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}
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}
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Console.WriteLine();
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Console.WriteLine($"Skipped (already in DB): {skipped}");
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Console.WriteLine($"Newly processed: {processed} cards");
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Console.WriteLine($"New priority cards found: {priorityFound}");
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Console.WriteLine($"Total priority cards: {foundPriorityWithSet.Count}/{priorityNeeded}");
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Console.WriteLine($"Errors: {errors}");
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Console.WriteLine();
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if (newHashes.Count > 0)
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{
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Console.WriteLine($"Inserting {newHashes.Count} new hashes into database...");
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await db.InsertHashBatchAsync(newHashes);
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}
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await db.SetMetadataAsync("generated_at", DateTime.UtcNow.ToString("O"));
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await db.SetMetadataAsync("scryfall_updated_at", scryfallDateStr);
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var finalCount = await db.GetHashCountAsync();
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await db.SetMetadataAsync("card_count", finalCount.ToString());
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Console.WriteLine($"Database now has {finalCount} cards: {outputDb}");
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// Report missing priority cards
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if (includeTestCards)
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{
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var missing = priorityCards.Where(c => !foundPriorityWithSet.ContainsKey(c)).ToList();
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if (missing.Count > 0)
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{
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Console.WriteLine();
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Console.WriteLine($"Missing priority cards ({missing.Count}):");
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foreach (var name in missing.Take(20))
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{
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Console.WriteLine($" - {name}");
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}
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if (missing.Count > 20)
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{
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Console.WriteLine($" ... and {missing.Count - 20} more");
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}
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}
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}
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return 0;
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