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