Files
SVSimServer/SVSim.Bootstrap/Importers/SleeveShopImporter.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

91 lines
3.4 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 the sleeve-shop catalog from <c>seeds/sleeve-shop.json</c>.
/// Source is the wire <c>/sleeve/info</c> response, extracted via
/// <c>data_dumps/scripts/extract-sleeve-shop.py</c>. Mirror of the BuildDeck importer pattern.
/// Rows missing from the seed are LEFT INTACT (so manual test fixtures survive re-runs).
/// </summary>
public class SleeveShopImporter
{
public async Task<int> ImportAsync(SVSimDbContext context, string seedDir)
{
string path = Path.Combine(seedDir, "sleeve-shop.json");
var seed = SeedLoader.LoadList<SleeveShopSeriesSeed>(path);
if (seed.Count == 0)
{
Console.WriteLine("[SleeveShopImporter] No seed rows; skipping.");
return 0;
}
var existingSeries = await context.SleeveShopSeries
.Include(s => s.Products).ThenInclude(p => p.Rewards)
.ToDictionaryAsync(s => s.Id);
int createdSeries = 0, updatedSeries = 0, createdProducts = 0, updatedProducts = 0;
foreach (var s in seed)
{
if (s.SeriesId == 0) continue;
if (!existingSeries.TryGetValue(s.SeriesId, out var series))
{
series = new SleeveShopSeriesEntry { Id = s.SeriesId };
context.SleeveShopSeries.Add(series);
existingSeries[s.SeriesId] = series;
createdSeries++;
}
else updatedSeries++;
series.IsNew = s.IsNew;
series.IsEnabled = true;
var existingProducts = series.Products.ToDictionary(p => p.Id);
foreach (var p in s.Products)
{
if (p.ProductId == 0) continue;
if (!existingProducts.TryGetValue(p.ProductId, out var product))
{
product = new SleeveShopProductEntry { Id = p.ProductId };
series.Products.Add(product);
createdProducts++;
}
else updatedProducts++;
product.SeriesId = s.SeriesId;
product.NameKey = p.NameKey;
product.PriceCrystal = p.PriceCrystal;
product.PriceRupy = p.PriceRupy;
product.IsEnabled = true;
// Rewards: replace wholesale (owned collection — EF will issue DELETE+INSERT
// anyway, and the wire shape is canonical per re-extract).
product.Rewards.Clear();
foreach (var r in p.Rewards.OrderBy(r => r.OrderIndex))
{
product.Rewards.Add(new SleeveShopProductRewardEntry
{
OrderIndex = r.OrderIndex,
RewardType = (UserGoodsType)r.RewardType,
RewardDetailId = r.RewardDetailId,
RewardNumber = r.RewardNumber,
});
}
}
}
await context.SaveChangesAsync();
Console.WriteLine(
$"[SleeveShopImporter] series +{createdSeries}/~{updatedSeries}, " +
$"products +{createdProducts}/~{updatedProducts}");
return createdSeries + updatedSeries;
}
}