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>
23 lines
780 B
C#
23 lines
780 B
C#
using SVSim.Database.Common;
|
||
using SVSim.Database.Enums;
|
||
|
||
namespace SVSim.Database.Models;
|
||
|
||
/// <summary>
|
||
/// One reward cell on a battle pass season (track × level). Capture shows at most one
|
||
/// reward per (season, track, level) — enforced by unique index in DbContext.
|
||
/// RewardType integers come from <see cref="UserGoodsType"/>.
|
||
/// </summary>
|
||
public class BattlePassRewardEntry : BaseEntity<long>
|
||
{
|
||
public int SeasonId { get; set; }
|
||
public BattlePassTrack Track { get; set; }
|
||
public int Level { get; set; }
|
||
public UserGoodsType RewardType { get; set; }
|
||
public long RewardDetailId { get; set; }
|
||
public int RewardNumber { get; set; }
|
||
public bool IsAppealExclusion { get; set; }
|
||
|
||
public BattlePassSeasonEntry Season { get; set; } = null!;
|
||
}
|