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- Refactor handler dispatch to use a parsed GameModel instead of raw model strings (Handler.cs, HandlerService.cs, new GameModel.cs) - Add a Unity asset-extraction subsystem (Abstractions/Extractors/Unity) - Add WriteEventLogHandler, XrpcDouble serialization type - Rename EaCoin*Handler -> *EaCoinHandler for naming consistency - Add PIN/username update and forgot/reset password flows, with a console-logging IEmailSender until real email is wired up - Add a settings page and a theming pass (theme tokens, tailwind config) - Add plugin nav/route/UI-manifest frontend types
16 lines
794 B
C#
16 lines
794 B
C#
namespace Abstractions.Entities;
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// Existence-range tracking for master data synced from successive game client dumps. A row's
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// Id is its only primary key, so this is a single record per Id, not a per-client-version
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// content snapshot - items only ever get added or dropped between versions, never revived, and
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// their fields never change once inserted. Plugins that sync versioned master data (music,
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// gacha, events, ...) should derive their entities from this and query them through
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// IQueryable<T>.ForVersion(version) (see VersionedDataExtensions) rather than filtering
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// MinVersion/MaxVersion by hand at each call site.
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public class VersionedData
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{
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public long InsertedVersion { get; set; }
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public long? MinVersion { get; set; }
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public long? MaxVersion { get; set; }
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}
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