Files
SVSimServer/SVSim.UnitTests/Importers/AchievementCatalogImporterTests.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

90 lines
3.5 KiB
C#

using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.DependencyInjection;
using SVSim.Bootstrap.Importers;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.UnitTests.Infrastructure;
namespace SVSim.UnitTests.Importers;
public class AchievementCatalogImporterTests
{
private static string SeedDir => Path.Combine(AppContext.BaseDirectory, "Data", "seeds");
[Test]
public async Task Imports_captured_achievement_tiers_from_seed()
{
using var factory = new SVSimTestFactory();
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
await new AchievementCatalogImporter().ImportAsync(db, SeedDir);
var swordLevel = await db.AchievementCatalog
.Where(r => r.AchievementType == 12)
.OrderBy(r => r.Level).LastOrDefaultAsync();
Assert.That(swordLevel, Is.Not.Null);
Assert.That(swordLevel!.EventType, Is.EqualTo("class_level_up:swordcraft"));
}
[Test]
public async Task Imports_multiple_levels_for_same_type()
{
using var factory = new SVSimTestFactory();
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
await new AchievementCatalogImporter().ImportAsync(db, SeedDir);
// Hand-add a tier not present in the seed (use a high level the seed won't contain).
db.AchievementCatalog.Add(new SVSim.Database.Models.AchievementCatalogEntry
{
AchievementType = 12, Level = 99,
Name = "Reach level 999 in Swordcraft (synthetic)", RequireNumber = 999,
RewardType = (UserGoodsType)5, RewardDetailId = 100211062, RewardNumber = 3, OrderNum = 10,
EventType = "class_level_up:swordcraft", EventArg = null,
});
await db.SaveChangesAsync();
await new AchievementCatalogImporter().ImportAsync(db, SeedDir);
int swordTiers = await db.AchievementCatalog.CountAsync(r => r.AchievementType == 12);
Assert.That(swordTiers, Is.GreaterThanOrEqualTo(3),
"hand-added tier 99 must coexist with seeded tiers 6 and 7");
}
[Test]
public async Task Is_idempotent_on_rerun()
{
using var factory = new SVSimTestFactory();
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
await new AchievementCatalogImporter().ImportAsync(db, SeedDir);
int before = await db.AchievementCatalog.CountAsync();
await new AchievementCatalogImporter().ImportAsync(db, SeedDir);
int after = await db.AchievementCatalog.CountAsync();
Assert.That(after, Is.EqualTo(before));
}
[Test]
public async Task Empty_seed_is_no_op()
{
using var factory = new SVSimTestFactory();
using var scope = factory.Services.CreateScope();
var db = scope.ServiceProvider.GetRequiredService<SVSimDbContext>();
string tmp = Path.Combine(Path.GetTempPath(), $"seed-{Guid.NewGuid()}");
Directory.CreateDirectory(tmp);
try
{
File.WriteAllText(Path.Combine(tmp, "achievement-catalog.json"), "[]");
await new AchievementCatalogImporter().ImportAsync(db, tmp);
int count = await db.AchievementCatalog.CountAsync();
Assert.That(count, Is.EqualTo(0));
}
finally { Directory.Delete(tmp, true); }
}
}