Three endpoints + 9 integration tests. Captured-data-is-catalog: viewer's achievement Level starts at MIN(Level) per type from the catalog (not 1), so the assembler always has a row to render against. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
30 lines
1.7 KiB
C#
30 lines
1.7 KiB
C#
using SVSim.Database.Models;
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namespace SVSim.Database.Repositories.Mission;
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public interface IMissionCatalogRepository
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{
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Task<List<MissionCatalogEntry>> GetByLotTypeAsync(int lotType, CancellationToken ct);
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Task<List<MissionCatalogEntry>> GetByIdsAsync(IReadOnlyCollection<int> ids, CancellationToken ct);
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Task<MissionCatalogEntry?> GetByIdAsync(int id, CancellationToken ct);
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Task<List<MissionCatalogEntry>> GetByEventTypesAsync(IReadOnlyCollection<string> eventTypes, CancellationToken ct);
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Task<List<AchievementCatalogEntry>> GetAchievementsByEventTypesAsync(IReadOnlyCollection<string> eventTypes, CancellationToken ct);
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/// <summary>All distinct achievement_type values present in the catalog. Used by /load/index materialization.</summary>
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Task<List<int>> GetAllAchievementTypesAsync(CancellationToken ct);
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/// <summary>MIN(Level) per achievement_type — the "starting tier" for new viewers when the
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/// catalog doesn't contain a level-1 row. With our captured-data-is-catalog model, a fresh
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/// viewer starts at whatever the lowest captured tier is for that type.</summary>
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Task<IReadOnlyDictionary<int, int>> GetMinLevelByAchievementTypeAsync(CancellationToken ct);
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/// <summary>MAX(Level) per achievement_type — cached. Used to compute wire max_level.</summary>
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Task<IReadOnlyDictionary<int, int>> GetMaxLevelByAchievementTypeAsync(CancellationToken ct);
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/// <summary>Catalog row at (type, level), or null if no such tier has been captured.</summary>
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Task<AchievementCatalogEntry?> GetAchievementAsync(int achievementType, int level, CancellationToken ct);
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Task<List<BattlePassMonthlyMissionEntry>> GetMonthlyMissionsAsync(int year, int month, CancellationToken ct);
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}
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