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>
NUnit's default FixtureLifeCycle is SingleInstance — every test in a
class shares one fixture instance, so [SetUp]-initialised fields like
_master / _viewer / _service are reset on every test against the same
object. Under serial execution that's fine; under parallel execution
concurrent SetUps wipe each other's Mock setups and the service code
NREs trying to dereference unconfigured stubs.
Compounding it, NewInMemoryDb was being called with nameof(SetUp) which
is the literal string "SetUp", so every test in the fixture also shared
the same EF InMemory database (the provider keys stores by name).
Two fixes:
- [FixtureLifeCycle(LifeCycle.InstancePerTestCase)] on StoryServiceTests
so each test gets its own instance with its own Mocks.
- Suffix the InMemoryDb name with a Guid so concurrent callers never
share a store.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Replace RewardGrantService with IInventoryService tx. Per-reward GrantAsync
calls inside try/catch preserve the NotSupportedException skip; CommitAsync
returns result.RewardList (post-state totals) and accumulated delta list feeds
story_reward_list. Update StoryServiceTests to inject IInventoryService.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Mirror of the outer-repo data_dumps/ reorganization (commit e1e595d in
the SVSim outer repo): updates all data_dumps/extract/ → data_dumps/scripts/,
data_dumps/client_master_csv → data_dumps/client-assets, data_dumps/traffic
→ data_dumps/captures/traffic in XML doc-comments and inline comments
across importers, controllers, middlewares, DTOs, and tests. Doc-only;
no logic changes; build green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wire IBuildDeckRepository into StoryService; GetDeckListAsync now looks
up the chapter's CharaId, fetches class-specific prebuilt/trial decks via
GetStoryDecksByClass, and loads all DefaultDecks for default_deck_list.
Class guard (1-8) leaves build/trial empty for non-class chapters, matching
prod behaviour.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Section 0 (prologue) has no chapter rows server-side — the prologue is
hardcoded client-side in Wizard/Prologue.cs — so the chapter-completion
rollup always emitted is_finished=false. The client uses that flag to
derive IsTutorialReplay; with it false, AreaSelectUI.OnTouchChapterListTutorial
blocks every chapter switch and the default focus (last visible chapter)
becomes the only confirmable one, matching the reported "all 3 greyed out,
only the 3rd playable" symptom on replay.
Override sectionFinished for id=0 with viewer.MissionData.TutorialState >= 100,
matching prod traffic_prod_626_story.ndjson btn_story_tutorial.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>