Files
SVSimServer/SVSim.Bootstrap/Importers/MyRotationImporter.cs
gamer147 87d0001569 refactor(bootstrap): add 7 load-index importers (excluding card lists)
Stage 9B of the bootstrap-seed-refactor: add per-domain importer classes
that consume the load-index seed split produced in Stage 9A.

New importers (each in its own file under SVSim.Bootstrap/Importers/):
- RotationConfigImporter: writes Rotation/Challenge/MyRotationSchedule
  GameConfig sections (atomic UpsertSection<T> pattern, copied private-static
  from GlobalsImporter so this importer stands alone post-9C).
- MyRotationImporter: settings + abilities (extractor pre-joins on rotation_id).
- AvatarAbilityImporter: per-leader_skin_id ability rows.
- ArenaSeasonImporter: singleton (Id=1) Take Two arena season.
- BattlePassImporter: per-level reward blobs.
- DailyLoginBonusImporter: per-bonus-id campaign blobs.
- PreReleaseInfoImporter: singleton (Id=1) pre-release window.

Seed DTOs under SVSim.Bootstrap/Models/Seed/ mirror the seed JSON via
[JsonPropertyName] snake_case. Raw-JSON columns (reward_data, format_info,
etc.) use JsonElement on the seed and JsonSerializer.Serialize in the
importer.

Tests: 7 new happy-path tests in LoadIndexImporterTests.cs (idempotency
covered by BattlePass spot-check). Full suite: 382/382 passing (375 + 7).

NOT modifying in this stage: GlobalsImporter.cs (Stage 9C strips the old
methods), Program.cs (Stage 9C wires up all 9 importers), SVSimTestFactory
(Stage 9C). Double-writing on bootstrap is expected and OK during 9B.
2026-05-26 15:29:57 -04:00

54 lines
2.4 KiB
C#

using System.Text.Json;
using Microsoft.EntityFrameworkCore;
using SVSim.Bootstrap.Models.Seed;
using SVSim.Database;
using SVSim.Database.Models;
namespace SVSim.Bootstrap.Importers;
/// <summary>
/// Idempotent upsert of MyRotation reference data: settings (per rotation_id) +
/// abilities (per ability_id). Seeds come from <c>seeds/my-rotation-settings.json</c> and
/// <c>seeds/my-rotation-abilities.json</c>; the extractor pre-joins the original wire's three
/// dicts (setting, reprinted, restricted) on rotation_id, so the importer just iterates.
/// </summary>
public class MyRotationImporter
{
public async Task<int> ImportAsync(SVSimDbContext context, string seedDir)
{
var settings = SeedLoader.LoadList<MyRotationSettingSeed>(Path.Combine(seedDir, "my-rotation-settings.json"));
var abilities = SeedLoader.LoadList<MyRotationAbilitySeed>(Path.Combine(seedDir, "my-rotation-abilities.json"));
if (settings.Count == 0 && abilities.Count == 0) return 0;
int sCreated = 0, sUpdated = 0;
var existingSettings = await context.MyRotationSettings.ToDictionaryAsync(e => e.Id);
foreach (var s in settings)
{
if (s.Id == 0) continue;
var entry = existingSettings.TryGetValue(s.Id, out var ex) ? ex : new MyRotationSettingEntry { Id = s.Id };
entry.CardSetIdsCsv = s.CardSetIdsCsv;
entry.AbilitiesCsv = s.AbilitiesCsv;
entry.ReprintedCardIds = s.ReprintedCardIds;
entry.RestrictedCardIds = s.RestrictedCardIds;
if (ex is null) { context.MyRotationSettings.Add(entry); existingSettings[s.Id] = entry; sCreated++; }
else sUpdated++;
}
int aCreated = 0, aUpdated = 0;
var existingAbilities = await context.MyRotationAbilities.ToDictionaryAsync(e => e.Id);
foreach (var s in abilities)
{
if (s.Id == 0) continue;
var entry = existingAbilities.TryGetValue(s.Id, out var ex) ? ex : new MyRotationAbilityEntry { Id = s.Id };
entry.Data = JsonSerializer.Serialize(s.Data);
if (ex is null) { context.MyRotationAbilities.Add(entry); existingAbilities[s.Id] = entry; aCreated++; }
else aUpdated++;
}
await context.SaveChangesAsync();
Console.WriteLine($"[MyRotationImporter] settings +{sCreated}/~{sUpdated}, abilities +{aCreated}/~{aUpdated}");
return sCreated + sUpdated + aCreated + aUpdated;
}
}