Stage 9B of the bootstrap-seed-refactor: add per-domain importer classes that consume the load-index seed split produced in Stage 9A. New importers (each in its own file under SVSim.Bootstrap/Importers/): - RotationConfigImporter: writes Rotation/Challenge/MyRotationSchedule GameConfig sections (atomic UpsertSection<T> pattern, copied private-static from GlobalsImporter so this importer stands alone post-9C). - MyRotationImporter: settings + abilities (extractor pre-joins on rotation_id). - AvatarAbilityImporter: per-leader_skin_id ability rows. - ArenaSeasonImporter: singleton (Id=1) Take Two arena season. - BattlePassImporter: per-level reward blobs. - DailyLoginBonusImporter: per-bonus-id campaign blobs. - PreReleaseInfoImporter: singleton (Id=1) pre-release window. Seed DTOs under SVSim.Bootstrap/Models/Seed/ mirror the seed JSON via [JsonPropertyName] snake_case. Raw-JSON columns (reward_data, format_info, etc.) use JsonElement on the seed and JsonSerializer.Serialize in the importer. Tests: 7 new happy-path tests in LoadIndexImporterTests.cs (idempotency covered by BattlePass spot-check). Full suite: 382/382 passing (375 + 7). NOT modifying in this stage: GlobalsImporter.cs (Stage 9C strips the old methods), Program.cs (Stage 9C wires up all 9 importers), SVSimTestFactory (Stage 9C). Double-writing on bootstrap is expected and OK during 9B.
54 lines
2.4 KiB
C#
54 lines
2.4 KiB
C#
using System.Text.Json;
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using Microsoft.EntityFrameworkCore;
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using SVSim.Bootstrap.Models.Seed;
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using SVSim.Database;
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using SVSim.Database.Models;
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namespace SVSim.Bootstrap.Importers;
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/// <summary>
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/// Idempotent upsert of MyRotation reference data: settings (per rotation_id) +
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/// abilities (per ability_id). Seeds come from <c>seeds/my-rotation-settings.json</c> and
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/// <c>seeds/my-rotation-abilities.json</c>; the extractor pre-joins the original wire's three
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/// dicts (setting, reprinted, restricted) on rotation_id, so the importer just iterates.
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/// </summary>
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public class MyRotationImporter
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{
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public async Task<int> ImportAsync(SVSimDbContext context, string seedDir)
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{
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var settings = SeedLoader.LoadList<MyRotationSettingSeed>(Path.Combine(seedDir, "my-rotation-settings.json"));
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var abilities = SeedLoader.LoadList<MyRotationAbilitySeed>(Path.Combine(seedDir, "my-rotation-abilities.json"));
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if (settings.Count == 0 && abilities.Count == 0) return 0;
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int sCreated = 0, sUpdated = 0;
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var existingSettings = await context.MyRotationSettings.ToDictionaryAsync(e => e.Id);
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foreach (var s in settings)
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{
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if (s.Id == 0) continue;
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var entry = existingSettings.TryGetValue(s.Id, out var ex) ? ex : new MyRotationSettingEntry { Id = s.Id };
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entry.CardSetIdsCsv = s.CardSetIdsCsv;
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entry.AbilitiesCsv = s.AbilitiesCsv;
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entry.ReprintedCardIds = s.ReprintedCardIds;
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entry.RestrictedCardIds = s.RestrictedCardIds;
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if (ex is null) { context.MyRotationSettings.Add(entry); existingSettings[s.Id] = entry; sCreated++; }
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else sUpdated++;
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}
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int aCreated = 0, aUpdated = 0;
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var existingAbilities = await context.MyRotationAbilities.ToDictionaryAsync(e => e.Id);
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foreach (var s in abilities)
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{
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if (s.Id == 0) continue;
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var entry = existingAbilities.TryGetValue(s.Id, out var ex) ? ex : new MyRotationAbilityEntry { Id = s.Id };
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entry.Data = JsonSerializer.Serialize(s.Data);
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if (ex is null) { context.MyRotationAbilities.Add(entry); existingAbilities[s.Id] = entry; aCreated++; }
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else aUpdated++;
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}
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await context.SaveChangesAsync();
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Console.WriteLine($"[MyRotationImporter] settings +{sCreated}/~{sUpdated}, abilities +{aCreated}/~{aUpdated}");
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return sCreated + sUpdated + aCreated + aUpdated;
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}
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}
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