Files
SVSimServer/SVSim.Bootstrap/Importers/MissionCatalogImporter.cs
gamer147 05d8169012 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>
2026-06-03 07:50:49 -04:00

59 lines
2.3 KiB
C#

using Microsoft.EntityFrameworkCore;
using SVSim.Bootstrap.Models.Seed;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.Database.Models;
namespace SVSim.Bootstrap.Importers;
/// <summary>
/// Idempotent upsert of mission catalog rows from <c>seeds/mission-catalog.json</c>.
/// Rows missing from the seed are LEFT INTACT (so hand-added catalog rows survive).
/// </summary>
public class MissionCatalogImporter
{
public async Task<int> ImportAsync(SVSimDbContext context, string seedDir)
{
var seed = SeedLoader.LoadList<MissionCatalogSeed>(Path.Combine(seedDir, "mission-catalog.json"));
if (seed.Count == 0)
{
Console.WriteLine("[MissionCatalogImporter] No seed rows; skipping.");
return 0;
}
var existing = await context.MissionCatalog.ToDictionaryAsync(e => e.Id);
int created = 0, updated = 0;
var unmapped = new List<int>();
foreach (var s in seed)
{
if (s.Id == 0) continue;
var entry = existing.TryGetValue(s.Id, out var ex) ? ex : new MissionCatalogEntry { Id = s.Id };
entry.Name = s.Name;
entry.LotType = s.LotType;
entry.RequireNumber = s.RequireNumber;
entry.RewardType = (UserGoodsType)s.RewardType;
entry.RewardDetailId = s.RewardDetailId;
entry.RewardNumber = s.RewardNumber;
entry.BattlePassPoint = s.BattlePassPoint;
entry.DefaultFlag = s.DefaultFlag;
entry.EventType = s.EventType;
entry.EventArg = s.EventArg;
entry.StartTime = s.StartTime;
entry.EndTime = s.EndTime;
if (ex is null) { context.MissionCatalog.Add(entry); existing[s.Id] = entry; created++; }
else updated++;
if (s.EventType is null) unmapped.Add(s.Id);
}
await context.SaveChangesAsync();
Console.WriteLine($"[MissionCatalogImporter] +{created}/~{updated}");
if (unmapped.Count > 0)
{
Console.WriteLine($"[MissionCatalogImporter] WARN: {unmapped.Count} mission_ids with " +
$"no event_type: [{string.Join(", ", unmapped)}] — add to MISSION_EVENT_MAP " +
"in data_dumps/scripts/extract-missions.py and re-run the extractor");
}
return created + updated;
}
}