Files
SVSimServer/SVSim.Bootstrap/Importers/StoryImporter.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

283 lines
14 KiB
C#

using System.Text.Json;
using System.Text.Json.Serialization;
using Microsoft.EntityFrameworkCore;
using SVSim.Database;
using SVSim.Database.Entities.Story;
using SVSim.Database.Enums;
namespace SVSim.Bootstrap.Importers;
/// <summary>
/// Reads worlds.json, sections.json, chapters.json, special-battle-settings.json from a story
/// data directory and upserts the corresponding entities. Idempotent. FK ordering: SBS → Worlds
/// → Sections → Chapters (with owned collections cascading).
/// </summary>
public class StoryImporter
{
private static readonly JsonSerializerOptions JsonOpts = new()
{
PropertyNamingPolicy = JsonNamingPolicy.SnakeCaseLower,
NumberHandling = JsonNumberHandling.AllowReadingFromString,
};
public async Task ImportAsync(SVSimDbContext context, string storyDataDir)
{
string worldsPath = Path.Combine(storyDataDir, "importer-worlds.json");
string sectionsPath = Path.Combine(storyDataDir, "importer-sections.json");
string chaptersPath = Path.Combine(storyDataDir, "importer-chapters.json");
string sbsPath = Path.Combine(storyDataDir, "importer-sbs.json");
// Fallback to production filenames when fixture-prefixed names aren't present.
if (!File.Exists(worldsPath)) worldsPath = Path.Combine(storyDataDir, "worlds.json");
if (!File.Exists(sectionsPath)) sectionsPath = Path.Combine(storyDataDir, "sections.json");
if (!File.Exists(chaptersPath)) chaptersPath = Path.Combine(storyDataDir, "chapters.json");
if (!File.Exists(sbsPath)) sbsPath = Path.Combine(storyDataDir, "special-battle-settings.json");
if (!File.Exists(chaptersPath))
{
Console.Error.WriteLine($"[Story] chapters.json not found at {chaptersPath}; skipping story import.");
return;
}
var inputSbs = await ReadOrEmptyAsync<List<SbsInput>>(sbsPath);
var inputWorlds = await ReadOrEmptyAsync<List<WorldInput>>(worldsPath);
var inputSections = await ReadOrEmptyAsync<List<SectionInput>>(sectionsPath);
var inputChapters = await ReadOrEmptyAsync<List<ChapterInput>>(chaptersPath);
Console.WriteLine($"[Story] Parsed {inputWorlds.Count} worlds, {inputSections.Count} sections, " +
$"{inputChapters.Count} chapters, {inputSbs.Count} sbs payloads.");
int sbsCreated = 0, sbsUpdated = 0;
var existingSbs = await context.SpecialBattleSettings.ToDictionaryAsync(x => x.Id);
foreach (var s in inputSbs)
{
if (existingSbs.TryGetValue(s.Id, out var row))
{
Apply(row, s); sbsUpdated++;
}
else
{
context.SpecialBattleSettings.Add(ToEntity(s)); sbsCreated++;
}
}
int wCreated = 0, wUpdated = 0;
var existingWorlds = await context.StoryWorlds.ToDictionaryAsync(x => x.Id);
foreach (var w in inputWorlds)
{
if (existingWorlds.TryGetValue(w.Id, out var row))
{
row.TitleTextKey = w.TitleTextKey; row.PanelImageName = w.PanelImageName; row.RibbonText = w.RibbonText;
wUpdated++;
}
else
{
context.StoryWorlds.Add(new StoryWorld {
Id = w.Id, TitleTextKey = w.TitleTextKey,
PanelImageName = w.PanelImageName, RibbonText = w.RibbonText });
wCreated++;
}
}
int secCreated = 0, secUpdated = 0;
var existingSections = await context.StorySections.ToDictionaryAsync(x => x.Id);
foreach (var s in inputSections)
{
if (existingSections.TryGetValue(s.Id, out var row)) { Apply(row, s); secUpdated++; }
else { context.StorySections.Add(ToEntity(s)); secCreated++; }
}
int chCreated = 0, chUpdated = 0;
var existingChapters = await context.StoryChapters
.Include(c => c.BattleSettings).Include(c => c.Rewards).Include(c => c.SubChapters)
.ToDictionaryAsync(x => x.StoryId);
foreach (var c in inputChapters)
{
if (existingChapters.TryGetValue(c.StoryId, out var row)) { Apply(row, c); chUpdated++; }
else { context.StoryChapters.Add(ToEntity(c)); chCreated++; }
}
Console.WriteLine($"[Story] Saving: worlds +{wCreated}/~{wUpdated}, sections +{secCreated}/~{secUpdated}, " +
$"chapters +{chCreated}/~{chUpdated}, sbs +{sbsCreated}/~{sbsUpdated}...");
await context.SaveChangesAsync();
Console.WriteLine("[Story] Done.");
}
private static async Task<T> ReadOrEmptyAsync<T>(string path) where T : new()
{
if (!File.Exists(path)) return new T();
await using var fs = File.OpenRead(path);
return await JsonSerializer.DeserializeAsync<T>(fs, JsonOpts) ?? new T();
}
// --- mapping helpers ---
private static SpecialBattleSetting ToEntity(SbsInput s) => Apply(new SpecialBattleSetting { Id = s.Id }, s);
private static SpecialBattleSetting Apply(SpecialBattleSetting row, SbsInput s)
{
row.PlayerFirstTurn = s.PlayerFirstTurn;
row.PlayerStartPp = s.PlayerStartPp; row.EnemyStartPp = s.EnemyStartPp;
row.PlayerStartLife = s.PlayerStartLife; row.EnemyStartLife = s.EnemyStartLife;
row.PlayerAttachSkill = s.PlayerAttachSkill ?? ""; row.EnemyAttachSkill = s.EnemyAttachSkill ?? "";
row.IdOverrideInBattleLog = s.IdOverrideInBattleLog ?? "";
row.BanishEffectOverride = s.BanishEffectOverride ?? "";
row.TokenDrawEffectOverride = s.TokenDrawEffectOverride ?? "";
row.SpecialTokenDrawEffectOverride = s.SpecialTokenDrawEffectOverride ?? "";
row.ResultSkip = s.ResultSkip;
row.VsEffectOverride = s.VsEffectOverride;
row.ClassDestroyEffectOverride = s.ClassDestroyEffectOverride;
row.Note = s.Note;
return row;
}
private static StorySection ToEntity(SectionInput s) => Apply(new StorySection { Id = s.Id }, s);
private static StorySection Apply(StorySection row, SectionInput s)
{
row.WorldId = s.WorldId;
row.StoryApiType = Enum.Parse<StoryApiType>(s.StoryApiType ?? "Main");
row.OrderId = s.OrderId; row.AllStoryOrderId = s.AllStoryOrderId;
row.NameTextKey = s.NameTextKey ?? ""; row.ImageName = s.ImageName ?? "";
row.IsLeaderSelect = s.IsLeaderSelect; row.BackGroundId = s.BackGroundId;
row.ChapterSelectType = s.ChapterSelectType; row.StoryTypeOverwrite = s.StoryTypeOverwrite;
row.IsUnderMaintenance = s.IsUnderMaintenance;
row.IsPlayAnotherEndAppearanceAnimation = s.IsPlayAnotherEndAppearanceAnimation;
row.IsSpoiler = s.IsSpoiler;
row.SpoilerMessage = s.SpoilerMessage ?? string.Empty;
return row;
}
private static StoryChapter ToEntity(ChapterInput c) => Apply(new StoryChapter { StoryId = c.StoryId }, c);
private static StoryChapter Apply(StoryChapter row, ChapterInput c)
{
row.SectionId = c.SectionId; row.CharaId = c.CharaId;
row.ChapterId = c.ChapterId ?? ""; row.NextChapterId = c.NextChapterId ?? "";
row.RequiredChapterId = c.RequiredChapterId;
row.SelectionDisplayPosition = c.SelectionDisplayPosition;
row.SelectionTextId = c.SelectionTextId;
row.ShowCoordinate = c.ShowCoordinate;
row.XCoordinate = (decimal)c.XCoordinate; row.YCoordinate = (decimal)c.YCoordinate;
row.IsCameraMovable = c.IsCameraMovable; row.ShowSubtitles = c.ShowSubtitles;
row.BattleExists = c.BattleExists;
row.EnemyCharaId = c.EnemyCharaId; row.EnemyClass = c.EnemyClass; row.EnemyAiId = c.EnemyAiId;
row.BgFileName = c.BgFileName ?? "";
row.ChapterEffectPath = c.ChapterEffectPath; row.ChapterClearTextId = c.ChapterClearTextId;
row.Battle3dFieldId = c.Battle3dFieldId; row.BgmId = c.BgmId ?? "";
row.SpecialBattleSettingId = c.SpecialBattleSettingId;
row.ReleasePoint = c.ReleasePoint; row.UnlockText = c.UnlockText; row.IsMaintenanceChapter = c.IsMaintenanceChapter;
row.IsPlayAnotherEndAppearanceAnimation = c.IsPlayAnotherEndAppearanceAnimation;
row.IsReleasedAnotherEnd = c.IsReleasedAnotherEnd;
row.IsSkipEnabled = c.IsSkipEnabled;
// Owned collections: clear + replace, EF tracks the deletes.
row.BattleSettings.Clear();
foreach (var b in c.BattleSettings ?? new())
row.BattleSettings.Add(new StoryChapterBattleSetting
{
DeckClassId = b.DeckClassId,
PlayerEmotionOverride = b.PlayerEmotionOverride,
EnemyEmotionOverride = b.EnemyEmotionOverride,
SkinIdOverride = b.SkinIdOverride,
Battle3dFieldIdOverride = b.Battle3dFieldIdOverride,
BgmIdOverride = b.BgmIdOverride,
DeckSkinIdOverride = b.DeckSkinIdOverride,
});
row.Rewards.Clear();
foreach (var r in c.StoryReward ?? new())
row.Rewards.Add(new StoryChapterReward
{
RewardType = (UserGoodsType)r.RewardType,
RewardDetailId = r.RewardDetailId,
RewardNumber = r.RewardNumber,
});
row.SubChapters.Clear();
foreach (var sc in c.SubChapters ?? new())
row.SubChapters.Add(new StorySubChapter
{
SubChapterId = sc.SubChapterId,
SubChapterStoryId = sc.SubChapterStoryId,
IsMaintenanceChapter = sc.IsMaintenanceChapter,
});
return row;
}
// --- input shapes (snake_case via JsonOpts) ---
private class SbsInput
{
public int Id { get; set; }
public int PlayerFirstTurn { get; set; }
public int PlayerStartPp { get; set; } public int EnemyStartPp { get; set; }
public int PlayerStartLife { get; set; } public int EnemyStartLife { get; set; }
public string? PlayerAttachSkill { get; set; } public string? EnemyAttachSkill { get; set; }
public string? IdOverrideInBattleLog { get; set; }
public string? BanishEffectOverride { get; set; }
public string? TokenDrawEffectOverride { get; set; }
public string? SpecialTokenDrawEffectOverride { get; set; }
public int ResultSkip { get; set; } public int VsEffectOverride { get; set; }
public int ClassDestroyEffectOverride { get; set; }
public string? Note { get; set; }
}
private class WorldInput
{
public int Id { get; set; }
public string TitleTextKey { get; set; } = "";
public string PanelImageName { get; set; } = "";
public string RibbonText { get; set; } = "";
}
private class SectionInput
{
public int Id { get; set; } public int? WorldId { get; set; }
public string? StoryApiType { get; set; }
public int OrderId { get; set; } public int AllStoryOrderId { get; set; }
public string? NameTextKey { get; set; } public string? ImageName { get; set; }
public bool IsLeaderSelect { get; set; } public int BackGroundId { get; set; }
public int ChapterSelectType { get; set; } public int StoryTypeOverwrite { get; set; }
public bool IsUnderMaintenance { get; set; }
public bool IsPlayAnotherEndAppearanceAnimation { get; set; }
public int IsSpoiler { get; set; }
public string? SpoilerMessage { get; set; }
}
private class ChapterInput
{
public int StoryId { get; set; } public int SectionId { get; set; } public int CharaId { get; set; }
public string? ChapterId { get; set; } public string? NextChapterId { get; set; }
public string? RequiredChapterId { get; set; }
public string? SelectionDisplayPosition { get; set; } public string? SelectionTextId { get; set; }
public int ShowCoordinate { get; set; }
public double XCoordinate { get; set; } public double YCoordinate { get; set; }
public int IsCameraMovable { get; set; } public int ShowSubtitles { get; set; }
public bool BattleExists { get; set; } public int EnemyCharaId { get; set; }
public int EnemyClass { get; set; } public int EnemyAiId { get; set; }
public string? BgFileName { get; set; } public string? ChapterEffectPath { get; set; }
public string? ChapterClearTextId { get; set; }
[JsonPropertyName("battle3dfield_id")]
public int Battle3dFieldId { get; set; }
public string? BgmId { get; set; }
public int? SpecialBattleSettingId { get; set; }
public int ReleasePoint { get; set; } public string? UnlockText { get; set; }
public bool IsMaintenanceChapter { get; set; }
public bool IsPlayAnotherEndAppearanceAnimation { get; set; }
public bool IsReleasedAnotherEnd { get; set; } public bool IsSkipEnabled { get; set; }
public List<BattleSettingInput>? BattleSettings { get; set; }
public List<RewardInput>? StoryReward { get; set; }
public List<SubChapterInput>? SubChapters { get; set; }
}
private class BattleSettingInput {
public int DeckClassId { get; set; }
public int PlayerEmotionOverride { get; set; } public int EnemyEmotionOverride { get; set; }
public int SkinIdOverride { get; set; }
[JsonPropertyName("battle3dfield_id_override")]
public int Battle3dFieldIdOverride { get; set; }
public int BgmIdOverride { get; set; } public int DeckSkinIdOverride { get; set; }
}
private class RewardInput {
public int RewardType { get; set; } public long RewardDetailId { get; set; } public int RewardNumber { get; set; }
}
private class SubChapterInput {
public int SubChapterId { get; set; } public int SubChapterStoryId { get; set; }
public bool IsMaintenanceChapter { get; set; }
}
}