using SVSim.Database.Common;
namespace SVSim.Database.Models;
///
/// One row of the Steam/PC storefront item list from /payment_pc/item_list data. Singleton per
/// product. Id is the wire's record_id (prod's auto-increment, genuinely stable across
/// captures — same upsert-by-wire-id pattern as MasterPointRankingPeriodEntry, not the synthetic-
/// ordinal Banner pattern).
///
/// All numeric fields land in typed columns; the controller stringifies them on the way out to
/// match prod's PHP-stringified wire convention.
///
public class PaymentItemEntry : BaseEntity
{
/// Internal product id (different from store_product_id). Used by the client at
/// PaymentItemListTask.cs:50,58,64,67 as a per-tier discriminator.
public int ProductId { get; set; }
/// User-visible SKU (e.g. 10011 for "60-crystal set"). Wire dict key.
public long StoreProductId { get; set; }
public string Name { get; set; } = string.Empty;
public string Text { get; set; } = string.Empty;
public decimal Price { get; set; }
public int ChargeCrystalNum { get; set; }
public int FreeCrystalNum { get; set; }
public int PurchaseLimit { get; set; }
/// 0/1 — special_shop_flag on the wire (stringified).
public int SpecialShopFlag { get; set; }
public string ImageName { get; set; } = string.Empty;
public DateTime StartTime { get; set; }
public DateTime EndTime { get; set; }
public int RemainingTime { get; set; }
/// 0/1 — is_resale_product on the wire (stringified).
public int IsResaleProduct { get; set; }
/// Nullable — prod sends empty string when unset; we store null and emit "".
public DateTime? ResaleStartDate { get; set; }
}