feat random bullshit GO!
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LctMonolith/Infrastructure/Data/AppDbContext.cs
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95
LctMonolith/Infrastructure/Data/AppDbContext.cs
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using LctMonolith.Domain.Entities;
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using Microsoft.AspNetCore.Identity;
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using Microsoft.AspNetCore.Identity.EntityFrameworkCore;
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using Microsoft.EntityFrameworkCore;
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namespace LctMonolith.Infrastructure.Data;
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/// <summary>
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/// Main EF Core database context for gamification module (PostgreSQL provider expected).
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/// </summary>
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public class AppDbContext : IdentityDbContext<AppUser, IdentityRole<Guid>, Guid>
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{
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public AppDbContext(DbContextOptions<AppDbContext> options) : base(options) { }
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public DbSet<Rank> Ranks => Set<Rank>();
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public DbSet<RankRequiredMission> RankRequiredMissions => Set<RankRequiredMission>();
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public DbSet<RankRequiredCompetency> RankRequiredCompetencies => Set<RankRequiredCompetency>();
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public DbSet<Mission> Missions => Set<Mission>();
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public DbSet<UserMission> UserMissions => Set<UserMission>();
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public DbSet<MissionCompetencyReward> MissionCompetencyRewards => Set<MissionCompetencyReward>();
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public DbSet<MissionArtifactReward> MissionArtifactRewards => Set<MissionArtifactReward>();
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public DbSet<Competency> Competencies => Set<Competency>();
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public DbSet<UserCompetency> UserCompetencies => Set<UserCompetency>();
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public DbSet<Artifact> Artifacts => Set<Artifact>();
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public DbSet<UserArtifact> UserArtifacts => Set<UserArtifact>();
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public DbSet<StoreItem> StoreItems => Set<StoreItem>();
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public DbSet<UserInventoryItem> UserInventoryItems => Set<UserInventoryItem>();
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public DbSet<Transaction> Transactions => Set<Transaction>();
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public DbSet<EventLog> EventLogs => Set<EventLog>();
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public DbSet<RefreshToken> RefreshTokens => Set<RefreshToken>();
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public DbSet<Notification> Notifications => Set<Notification>();
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protected override void OnModelCreating(ModelBuilder b)
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{
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base.OnModelCreating(b);
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// Rank required mission composite key
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b.Entity<RankRequiredMission>().HasKey(x => new { x.RankId, x.MissionId });
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b.Entity<RankRequiredMission>()
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.HasOne(x => x.Rank).WithMany(r => r.RequiredMissions).HasForeignKey(x => x.RankId);
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b.Entity<RankRequiredMission>()
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.HasOne(x => x.Mission).WithMany(m => m.RanksRequiring).HasForeignKey(x => x.MissionId);
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// Rank required competency composite key
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b.Entity<RankRequiredCompetency>().HasKey(x => new { x.RankId, x.CompetencyId });
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b.Entity<RankRequiredCompetency>()
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.HasOne(x => x.Rank).WithMany(r => r.RequiredCompetencies).HasForeignKey(x => x.RankId);
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b.Entity<RankRequiredCompetency>()
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.HasOne(x => x.Competency).WithMany(c => c.RankRequirements).HasForeignKey(x => x.CompetencyId);
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// UserMission composite key
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b.Entity<UserMission>().HasKey(x => new { x.UserId, x.MissionId });
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b.Entity<UserMission>()
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.HasOne(x => x.User).WithMany(u => u.Missions).HasForeignKey(x => x.UserId);
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b.Entity<UserMission>()
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.HasOne(x => x.Mission).WithMany(m => m.UserMissions).HasForeignKey(x => x.MissionId);
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// UserCompetency composite key
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b.Entity<UserCompetency>().HasKey(x => new { x.UserId, x.CompetencyId });
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b.Entity<UserCompetency>()
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.HasOne(x => x.User).WithMany(u => u.Competencies).HasForeignKey(x => x.UserId);
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b.Entity<UserCompetency>()
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.HasOne(x => x.Competency).WithMany(c => c.UserCompetencies).HasForeignKey(x => x.CompetencyId);
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// Mission competency reward composite key
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b.Entity<MissionCompetencyReward>().HasKey(x => new { x.MissionId, x.CompetencyId });
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// Mission artifact reward composite key
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b.Entity<MissionArtifactReward>().HasKey(x => new { x.MissionId, x.ArtifactId });
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// UserArtifact composite key
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b.Entity<UserArtifact>().HasKey(x => new { x.UserId, x.ArtifactId });
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// UserInventory composite key
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b.Entity<UserInventoryItem>().HasKey(x => new { x.UserId, x.StoreItemId });
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// Refresh token index unique
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b.Entity<RefreshToken>().HasIndex(x => x.Token).IsUnique();
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// ---------- Added performance indexes ----------
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b.Entity<AppUser>().HasIndex(u => u.RankId);
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b.Entity<Mission>().HasIndex(m => m.MinRankId);
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b.Entity<UserMission>().HasIndex(um => new { um.UserId, um.Status });
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b.Entity<UserCompetency>().HasIndex(uc => uc.CompetencyId); // for querying all users by competency
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b.Entity<EventLog>().HasIndex(e => new { e.UserId, e.Type, e.CreatedAt });
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b.Entity<StoreItem>().HasIndex(i => i.IsActive);
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b.Entity<Transaction>().HasIndex(t => new { t.UserId, t.CreatedAt });
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b.Entity<Notification>().HasIndex(n => new { n.UserId, n.IsRead, n.CreatedAt });
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}
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}
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48
LctMonolith/Infrastructure/Data/DbSeeder.cs
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48
LctMonolith/Infrastructure/Data/DbSeeder.cs
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@@ -0,0 +1,48 @@
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using LctMonolith.Domain.Entities;
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using Microsoft.EntityFrameworkCore;
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using Serilog;
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using System.Collections.Generic;
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namespace LctMonolith.Infrastructure.Data;
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/// <summary>
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/// Development database seeder for initial ranks, competencies, sample store items.
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/// Idempotent: checks existence before inserting.
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/// </summary>
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public static class DbSeeder
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{
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public static async Task SeedAsync(AppDbContext db, CancellationToken ct = default)
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{
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await db.Database.EnsureCreatedAsync(ct);
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if (!await db.Ranks.AnyAsync(ct))
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{
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var ranks = new List<Rank>
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{
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new() { Name = "Искатель", Order = 0, RequiredExperience = 0 },
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new() { Name = "Пилот-кандидат", Order = 1, RequiredExperience = 500 },
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new() { Name = "Принятый в экипаж", Order = 2, RequiredExperience = 1500 }
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};
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db.Ranks.AddRange(ranks);
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Log.Information("Seeded {Count} ranks", ranks.Count);
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}
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if (!await db.Competencies.AnyAsync(ct))
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{
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var comps = new[]
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{
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"Вера в дело","Стремление к большему","Общение","Аналитика","Командование","Юриспруденция","Трёхмерное мышление","Базовая экономика","Основы аэронавигации"
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}.Select(n => new Competency { Name = n });
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db.Competencies.AddRange(comps);
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Log.Information("Seeded competencies");
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}
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if (!await db.StoreItems.AnyAsync(ct))
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{
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db.StoreItems.AddRange(new StoreItem { Name = "Футболка Алабуга", Price = 100 }, new StoreItem { Name = "Брелок Буран", Price = 50 });
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Log.Information("Seeded store items");
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}
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await db.SaveChangesAsync(ct);
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}
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}
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