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:
@@ -1,4 +1,5 @@
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using SVSim.Database.Common;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -14,7 +15,7 @@ public class AchievementCatalogEntry
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public int Level { get; set; }
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public string Name { get; set; } = "";
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public int RequireNumber { get; set; }
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public int RewardType { get; set; }
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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public int OrderNum { get; set; }
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@@ -31,7 +31,7 @@ public class ArenaTwoPickReward
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public int Weight { get; set; } = 1;
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/// <summary><see cref="UserGoodsType"/> on the wire (e.g. Item=4, Rupy=9).</summary>
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public int RewardType { get; set; }
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public UserGoodsType RewardType { get; set; }
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/// <summary>Item id for Item; 0 for currencies.</summary>
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public long RewardId { get; set; }
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@@ -1,5 +1,6 @@
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using System.ComponentModel.DataAnnotations.Schema;
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using SVSim.Database.Common;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -20,7 +21,7 @@ public class BattlePassMonthlyMissionEntry : BaseEntity<int>
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public string Name { get; set; } = "";
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public int RequireNumber { get; set; }
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public int BattlePassPoint { get; set; }
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public int? RewardType { get; set; }
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public UserGoodsType? RewardType { get; set; }
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public long? RewardDetailId { get; set; }
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public int? RewardNumber { get; set; }
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public string? EventType { get; set; }
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@@ -13,7 +13,7 @@ public class BattlePassRewardEntry : BaseEntity<long>
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public int SeasonId { get; set; }
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public BattlePassTrack Track { get; set; }
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public int Level { get; set; }
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public int RewardType { get; set; }
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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public bool IsAppealExclusion { get; set; }
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@@ -1,4 +1,5 @@
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -11,7 +12,7 @@ namespace SVSim.Database.Models;
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public class BuildDeckProductRewardEntry
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{
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public int RewardIndex { get; set; }
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public int RewardType { get; set; } // Wizard.UserGoods.Type
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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public int MessageId { get; set; }
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@@ -1,4 +1,5 @@
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -13,7 +14,7 @@ public class BuildDeckSeriesRewardEntry
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{
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public int TierIndex { get; set; } // 1, 2, 3, ... — unlock threshold
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public int ItemIndex { get; set; } // ordinal within tier
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public int RewardType { get; set; }
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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public int MessageId { get; set; }
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@@ -1,4 +1,5 @@
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -11,7 +12,7 @@ namespace SVSim.Database.Models;
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public class LeaderSkinShopProductRewardEntry
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{
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public int OrderIndex { get; set; }
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public int RewardType { get; set; } // Wizard.UserGoods.Type
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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}
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@@ -1,4 +1,5 @@
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -12,7 +13,7 @@ namespace SVSim.Database.Models;
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public class LeaderSkinShopSeriesRewardEntry
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{
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public int OrderIndex { get; set; }
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public int RewardType { get; set; }
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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}
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@@ -1,4 +1,5 @@
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using SVSim.Database.Common;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -14,7 +15,7 @@ public class MissionCatalogEntry : BaseEntity<int>
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public string Name { get; set; } = "";
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public int LotType { get; set; }
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public int RequireNumber { get; set; }
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public int RewardType { get; set; }
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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public int BattlePassPoint { get; set; }
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@@ -1,4 +1,5 @@
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using SVSim.Database.Common;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -21,7 +22,7 @@ public class PuzzleMissionEntry : BaseEntity<int>
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public int OrderId { get; set; }
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// Reward (single-entry per mission)
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public int RewardType { get; set; } // UserGoodsType
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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@@ -1,4 +1,5 @@
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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@@ -11,7 +12,7 @@ namespace SVSim.Database.Models;
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public class SleeveShopProductRewardEntry
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{
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public int OrderIndex { get; set; }
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public int RewardType { get; set; } // Wizard.UserGoods.Type
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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}
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