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>
144 lines
4.8 KiB
C#
144 lines
4.8 KiB
C#
using System.Text.Json;
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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 the basic-puzzle catalog from <c>seeds/puzzle-groups.json</c>,
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/// <c>seeds/puzzles.json</c>, and <c>seeds/puzzle-missions.json</c>. Groups must be imported
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/// before puzzles (FK on <see cref="PuzzleEntry.GroupId"/> -> <see cref="PuzzleGroupEntry.Id"/>).
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/// Rows missing from the seed are LEFT INTACT (consistent with other per-importer seeds).
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/// </summary>
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public class PuzzleImporter
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{
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public async Task<int> ImportGroupsAsync(SVSimDbContext context, string seedDir)
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{
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string path = Path.Combine(seedDir, "puzzle-groups.json");
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var seed = SeedLoader.LoadList<PuzzleGroupSeed>(path);
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if (seed.Count == 0)
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{
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Console.WriteLine("[PuzzleImporter] No group seed rows; skipping.");
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return 0;
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}
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var existing = await context.PuzzleGroups.ToDictionaryAsync(e => e.Id);
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int created = 0, updated = 0;
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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)
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? ex : new PuzzleGroupEntry { Id = s.Id };
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entry.BasicTitleTextId = s.BasicTitleTextId;
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entry.PuzzleCharaId = s.PuzzleCharaId;
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entry.CharaId = s.CharaId;
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entry.SortType = s.SortType;
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entry.DifficultyNameListJson = s.DifficultyNameList.ValueKind == JsonValueKind.Undefined
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? "{}"
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: JsonSerializer.Serialize(s.DifficultyNameList);
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if (ex is null)
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{
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context.PuzzleGroups.Add(entry);
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existing[s.Id] = entry;
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created++;
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}
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else updated++;
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}
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await context.SaveChangesAsync();
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Console.WriteLine($"[PuzzleImporter] Groups +{created}/~{updated}");
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return created + updated;
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}
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public async Task<int> ImportPuzzlesAsync(SVSimDbContext context, string seedDir)
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{
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string path = Path.Combine(seedDir, "puzzles.json");
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var seed = SeedLoader.LoadList<PuzzleSeed>(path);
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if (seed.Count == 0)
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{
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Console.WriteLine("[PuzzleImporter] No puzzle seed rows; skipping.");
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return 0;
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}
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var existing = await context.Puzzles.ToDictionaryAsync(e => e.Id);
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int created = 0, updated = 0;
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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)
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? ex : new PuzzleEntry { Id = s.Id };
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entry.GroupId = s.GroupId;
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entry.PuzzleDifficulty = s.PuzzleDifficulty;
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entry.IsAdditional = s.IsAdditional;
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entry.IsPlayable = s.IsPlayable;
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entry.ReleaseConditionTextId = s.ReleaseConditionTextId;
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if (ex is null)
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{
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context.Puzzles.Add(entry);
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existing[s.Id] = entry;
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created++;
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}
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else updated++;
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}
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await context.SaveChangesAsync();
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Console.WriteLine($"[PuzzleImporter] Puzzles +{created}/~{updated}");
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return created + updated;
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}
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public async Task<int> ImportMissionsAsync(SVSimDbContext context, string seedDir)
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{
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string path = Path.Combine(seedDir, "puzzle-missions.json");
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var seed = SeedLoader.LoadList<PuzzleMissionSeed>(path);
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if (seed.Count == 0)
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{
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Console.WriteLine("[PuzzleImporter] No mission seed rows; skipping.");
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return 0;
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}
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var existing = await context.PuzzleMissions.ToDictionaryAsync(e => e.Id);
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int created = 0, updated = 0;
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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)
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? ex : new PuzzleMissionEntry { Id = s.Id };
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entry.MissionName = s.MissionName;
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entry.AchievedMessage = s.AchievedMessage;
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entry.RequireNumber = s.RequireNumber;
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entry.CampaignCommenceTime = s.CampaignCommenceTime;
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entry.OrderId = s.OrderId;
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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.TargetPuzzleGroupId = s.TargetPuzzleGroupId;
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if (ex is null)
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{
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context.PuzzleMissions.Add(entry);
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existing[s.Id] = entry;
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created++;
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}
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else updated++;
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}
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await context.SaveChangesAsync();
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Console.WriteLine($"[PuzzleImporter] Missions +{created}/~{updated}");
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return created + updated;
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}
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}
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