refactor: modularize api server assets and handlers
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@@ -168,8 +168,7 @@ pub fn start_run_with_seed_at_and_item_type_count(
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let profile_id =
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normalize_required_string(profile_id).ok_or(Match3DFieldError::MissingProfileId)?;
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let clear_count =
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normalize_match3d_runtime_clear_count(config.clear_count, config.difficulty);
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let clear_count = normalize_match3d_runtime_clear_count(config.clear_count, config.difficulty);
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let total_item_count = clear_count
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.checked_mul(MATCH3D_ITEMS_PER_CLEAR)
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.ok_or(Match3DFieldError::InvalidClearCount)?;
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@@ -333,7 +332,8 @@ fn build_initial_items(
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) -> Vec<Match3DItemSnapshot> {
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let mut rng = DeterministicRng::new(seed ^ ((clear_count as u64) << 32) ^ difficulty as u64);
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let base_radius = resolve_item_radius(difficulty);
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let item_type_count = resolve_item_type_count(clear_count, difficulty, item_type_count_override);
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let item_type_count =
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resolve_item_type_count(clear_count, difficulty, item_type_count_override);
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let selected_visual_keys = select_visual_keys(&mut rng, theme_text, item_type_count);
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let size_tier_plan = resolve_size_tier_plan(item_type_count);
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let mut items = Vec::with_capacity((clear_count * MATCH3D_ITEMS_PER_CLEAR) as usize);
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