Schema: LeaderSkinShopSeries -> Products (owned rewards) + owned SetCompletionRewards on the series; ViewerLeaderSkinSetClaim composite PK (ViewerId, SeriesId) backs the /buy_set_item idempotent-claim check. Importer mirrors SleeveShopImporter: idempotent find-or-create, owned collections rewritten wholesale on rerun. 16 series, 104 products. Controller (extends existing /set with 5 new endpoints): - /products: dict-keyed-by-series_id-string wire shape. is_completed per-viewer, rewards.status from ViewerLeaderSkinSetClaim (0=no set sale, 1=available, 2=claimed) matching client RewardStatus enum. - /buy: single skin, sales_type 1/2 dispatch, 3=>501. - /buy_set: whole series at SetPrice; requires set_sales_status != 0; grants every product's rewards (RewardGrantService idempotent on already-owned cosmetics, so partial-set buys don't double-add). - /buy_set_item: requires viewer owns every skin in series; idempotent on re-claim (returns 200 + empty reward_list, not 400) so client retries don't error. - /ids: flat owned-skin-id list for badge refresh. 496 tests pass (was 486; +10 leader-skin-shop tests). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
19 lines
639 B
C#
19 lines
639 B
C#
using Microsoft.EntityFrameworkCore;
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namespace SVSim.Database.Models;
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/// <summary>
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/// One set-completion bonus item attached to a leader-skin series. Owned by
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/// <see cref="LeaderSkinShopSeriesEntry"/>. Granted by /leader_skin/buy_set_item once the
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/// viewer owns every skin in the series. Wire shape: entries inside
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/// <c>rewards.items[]</c> on the per-series block of /leader_skin/products.
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/// </summary>
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[Owned]
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public class LeaderSkinShopSeriesRewardEntry
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{
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public int OrderIndex { get; set; }
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public int RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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}
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