refactor: type reward_type columns as UserGoodsType enum

Replace bare `int RewardType` on 12 catalog/reward entities and GrantedReward
with the existing UserGoodsType enum. Verified against the decompiled client:
every wire reward_type decodes through the single Wizard.UserGoods.Type enum, so
one enum is correct across all endpoint families (item_type is a separate
Item.Type axis, left untouched). EF stores the enum as the same int column, so
there is no migration.

- Importers cast seed int -> UserGoodsType at the ingest boundary.
- New GrantedReward.ToRewardList() extension replaces 8 copy-pasted
  GrantedReward -> RewardListEntry projections.
- Fix 3 .ToString() sites that would otherwise emit enum names ("Crystal")
  instead of the int wire value ("2").
- Wire DTOs keep int; the enum is widened to int at the wire boundary only.

Build green; 962/962 tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 07:50:49 -04:00
parent fb1e91cdf1
commit 05d8169012
60 changed files with 179 additions and 154 deletions

View File

@@ -1,9 +1,11 @@
using SVSim.Database.Enums;
namespace SVSim.Database.Entities.Story;
[Microsoft.EntityFrameworkCore.Owned]
public class StoryChapterReward
{
public int RewardType { get; set; }
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
}

View File

@@ -1,4 +1,5 @@
using SVSim.Database.Common;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -14,7 +15,7 @@ public class AchievementCatalogEntry
public int Level { get; set; }
public string Name { get; set; } = "";
public int RequireNumber { get; set; }
public int RewardType { get; set; }
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
public int OrderNum { get; set; }

View File

@@ -31,7 +31,7 @@ public class ArenaTwoPickReward
public int Weight { get; set; } = 1;
/// <summary><see cref="UserGoodsType"/> on the wire (e.g. Item=4, Rupy=9).</summary>
public int RewardType { get; set; }
public UserGoodsType RewardType { get; set; }
/// <summary>Item id for Item; 0 for currencies.</summary>
public long RewardId { get; set; }

View File

@@ -1,5 +1,6 @@
using System.ComponentModel.DataAnnotations.Schema;
using SVSim.Database.Common;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -20,7 +21,7 @@ public class BattlePassMonthlyMissionEntry : BaseEntity<int>
public string Name { get; set; } = "";
public int RequireNumber { get; set; }
public int BattlePassPoint { get; set; }
public int? RewardType { get; set; }
public UserGoodsType? RewardType { get; set; }
public long? RewardDetailId { get; set; }
public int? RewardNumber { get; set; }
public string? EventType { get; set; }

View File

@@ -13,7 +13,7 @@ public class BattlePassRewardEntry : BaseEntity<long>
public int SeasonId { get; set; }
public BattlePassTrack Track { get; set; }
public int Level { get; set; }
public int RewardType { get; set; }
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
public bool IsAppealExclusion { get; set; }

View File

@@ -1,4 +1,5 @@
using Microsoft.EntityFrameworkCore;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -11,7 +12,7 @@ namespace SVSim.Database.Models;
public class BuildDeckProductRewardEntry
{
public int RewardIndex { get; set; }
public int RewardType { get; set; } // Wizard.UserGoods.Type
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
public int MessageId { get; set; }

View File

@@ -1,4 +1,5 @@
using Microsoft.EntityFrameworkCore;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -13,7 +14,7 @@ public class BuildDeckSeriesRewardEntry
{
public int TierIndex { get; set; } // 1, 2, 3, ... — unlock threshold
public int ItemIndex { get; set; } // ordinal within tier
public int RewardType { get; set; }
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
public int MessageId { get; set; }

View File

@@ -1,4 +1,5 @@
using Microsoft.EntityFrameworkCore;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -11,7 +12,7 @@ namespace SVSim.Database.Models;
public class LeaderSkinShopProductRewardEntry
{
public int OrderIndex { get; set; }
public int RewardType { get; set; } // Wizard.UserGoods.Type
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
}

View File

@@ -1,4 +1,5 @@
using Microsoft.EntityFrameworkCore;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -12,7 +13,7 @@ namespace SVSim.Database.Models;
public class LeaderSkinShopSeriesRewardEntry
{
public int OrderIndex { get; set; }
public int RewardType { get; set; }
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
}

View File

@@ -1,4 +1,5 @@
using SVSim.Database.Common;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -14,7 +15,7 @@ public class MissionCatalogEntry : BaseEntity<int>
public string Name { get; set; } = "";
public int LotType { get; set; }
public int RequireNumber { get; set; }
public int RewardType { get; set; }
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
public int BattlePassPoint { get; set; }

View File

@@ -1,4 +1,5 @@
using SVSim.Database.Common;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -21,7 +22,7 @@ public class PuzzleMissionEntry : BaseEntity<int>
public int OrderId { get; set; }
// Reward (single-entry per mission)
public int RewardType { get; set; } // UserGoodsType
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }

View File

@@ -1,4 +1,5 @@
using Microsoft.EntityFrameworkCore;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
@@ -11,7 +12,7 @@ namespace SVSim.Database.Models;
public class SleeveShopProductRewardEntry
{
public int OrderIndex { get; set; }
public int RewardType { get; set; } // Wizard.UserGoods.Type
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
}

View File

@@ -11,7 +11,7 @@ namespace SVSim.Database.Services;
/// <c>/story/*/finish</c>. reward_num is a POST-STATE TOTAL for currencies and a count for
/// collection grants — see <see cref="Models.RewardListEntry"/>.
/// </summary>
public sealed record GrantedReward(int RewardType, long RewardId, int RewardNum);
public sealed record GrantedReward(UserGoodsType RewardType, long RewardId, int RewardNum);
/// <summary>
/// Cosmetic projection bundle for /load/index. The four id-lists are "what the viewer owns"

View File

@@ -309,7 +309,7 @@ internal sealed class InventoryTransaction : IInventoryTransaction
var output = new List<GrantedReward>();
foreach (var type in orderedTouches)
{
output.Add(new GrantedReward((int)type, 0, lastCurrencyPost[type]));
output.Add(new GrantedReward(type, 0, lastCurrencyPost[type]));
}
// Pass 2 — non-currency grants: one entry per (type, id) using LAST post-state for items
@@ -326,7 +326,7 @@ internal sealed class InventoryTransaction : IInventoryTransaction
}
foreach (var (type, id) in nonCurrencyOrder)
{
output.Add(new GrantedReward((int)type, id, nonCurrencyKey[(type, id)]));
output.Add(new GrantedReward(type, id, nonCurrencyKey[(type, id)]));
}
return output;
}
@@ -334,7 +334,7 @@ internal sealed class InventoryTransaction : IInventoryTransaction
private IReadOnlyList<GrantedReward> BuildDeltas()
=> _ops.OfType<GrantOp>()
.Where(o => !o.IsCascade)
.Select(o => new GrantedReward((int)o.Type, o.DetailId, o.Num))
.Select(o => new GrantedReward(o.Type, o.DetailId, o.Num))
.ToList();
private static bool IsCurrency(UserGoodsType t) =>
@@ -353,7 +353,7 @@ internal sealed class InventoryTransaction : IInventoryTransaction
};
private static IReadOnlyList<GrantedReward> Single(UserGoodsType type, long id, int num)
=> new[] { new GrantedReward((int)type, id, num) };
=> new[] { new GrantedReward(type, id, num) };
private void ThrowIfCommitted()
{
@@ -381,7 +381,7 @@ internal sealed class InventoryTransaction : IInventoryTransaction
var results = new List<GrantedReward>
{
new((int)UserGoodsType.Card, cardId, postCount),
new(UserGoodsType.Card, cardId, postCount),
};
_ops.Add(new GrantOp(UserGoodsType.Card, cardId, num, postCount, false));
@@ -394,8 +394,8 @@ internal sealed class InventoryTransaction : IInventoryTransaction
{
if (TryAddCascadeCosmetic(reward, lookupId))
{
results.Add(new GrantedReward((int)reward.Type, reward.CosmeticId, 1));
_ops.Add(new GrantOp((UserGoodsType)(int)reward.Type, reward.CosmeticId, 1, 1, true));
results.Add(new GrantedReward((UserGoodsType)reward.Type, reward.CosmeticId, 1));
_ops.Add(new GrantOp((UserGoodsType)reward.Type, reward.CosmeticId, 1, 1, true));
}
}