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:
@@ -5,6 +5,7 @@ using Moq;
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using NUnit.Framework;
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using SVSim.Database;
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using SVSim.Database.Entities.Story;
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using SVSim.Database.Enums;
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using SVSim.Database.Models;
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using SVSim.Database.Repositories.Story;
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using SVSim.Database.Services;
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@@ -556,7 +557,7 @@ public class StoryServiceTests
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public async Task FinishAsync_skip_shape_sets_isSkipped_and_grants_nothing()
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{
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var chapter = Ch(100, 1, 2, "1", "2");
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chapter.Rewards.Add(new StoryChapterReward { RewardType = 1, RewardNumber = 20 });
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chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)1, RewardNumber = 20 });
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_master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter);
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_viewer.Setup(v => v.GetProgressForChaptersAsync(7L, It.IsAny<IEnumerable<int>>()))
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.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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@@ -606,7 +607,7 @@ public class StoryServiceTests
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using (scope)
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{
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var chapter = Ch(100, 1, 2, "1", "2");
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chapter.Rewards.Add(new StoryChapterReward { RewardType = 1, RewardDetailId = 0, RewardNumber = 100 });
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chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)1, RewardDetailId = 0, RewardNumber = 100 });
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_master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter);
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_viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny<IEnumerable<int>>()))
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.ReturnsAsync(new Dictionary<int, ViewerStoryProgress>());
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@@ -642,7 +643,7 @@ public class StoryServiceTests
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using (scope)
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{
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var chapter = Ch(100, 1, 2, "1", "2");
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chapter.Rewards.Add(new StoryChapterReward { RewardType = 1, RewardDetailId = 0, RewardNumber = 100 });
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chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)1, RewardDetailId = 0, RewardNumber = 100 });
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_master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter);
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_viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny<IEnumerable<int>>()))
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.ReturnsAsync(new Dictionary<int, ViewerStoryProgress> {
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@@ -669,7 +670,7 @@ public class StoryServiceTests
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using (scope)
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{
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var chapter = Ch(100, 1, 2, "1", "2");
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chapter.Rewards.Add(new StoryChapterReward { RewardType = 1, RewardDetailId = 0, RewardNumber = 100 });
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chapter.Rewards.Add(new StoryChapterReward { RewardType = (UserGoodsType)1, RewardDetailId = 0, RewardNumber = 100 });
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_master.Setup(m => m.GetChapterByIdAsync(100)).ReturnsAsync(chapter);
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// Previously skipped but never finished — should be treated as first clear.
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_viewer.Setup(v => v.GetProgressForChaptersAsync(viewerId, It.IsAny<IEnumerable<int>>()))
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@@ -719,7 +720,7 @@ public class StoryServiceTests
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var chapter = Ch(testStoryId, 1, 2, "1", "2");
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chapter.Rewards.Add(new StoryChapterReward
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{
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RewardType = 5, // UserGoodsType.Card
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RewardType = (UserGoodsType)5, // UserGoodsType.Card
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RewardDetailId = testCardId,
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RewardNumber = 1,
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});
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@@ -791,7 +792,7 @@ public class StoryServiceTests
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var chapter = Ch(testStoryId, 1, 2, "1", "2");
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chapter.Rewards.Add(new StoryChapterReward
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{
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RewardType = 5, // UserGoodsType.Card
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RewardType = (UserGoodsType)5, // UserGoodsType.Card
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RewardDetailId = testCardId,
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RewardNumber = 1,
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});
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