Brings in the database layer of upstream OpenMU PRs #754 and #860 without
touching AdaMu's working Castle Siege gameplay. This is purely additive: the
existing 5-phase implementation still runs exactly as before.
What is included:
- DataModel: CastleSiegeState (the original Season 6 values 0-9, which are
exactly what the game client's CASTLESIEGE_STATE enum expects),
CastleSiegeJoinSide, and the zone/NPC/upgrade definition types.
- Entities: CastleSiegeData, CastleSiegeGuildRegistration, CastleSiegeNpcState.
These identify a guild by its persistent Guid rather than by name.
- Generated persistence: 8 BasicModel + 8 EntityFramework model classes,
CastleSiegeExtensions, and the regenerated ExtendedTypeContext,
MapsterConfigurator and GameConfiguration partials.
- Migrations: 20260730194321_AddCastleSiege and
20260801162427_ConfigureCastleSiegePersistence, plus the model snapshot.
- EntityDataContext gains the two DbSets and the five model registrations.
- EntityFrameworkContextBase only publishes configuration changes for entities
in the configuration schema, so siege state writes are no longer broadcast as
configuration changes.
AdaMu-specific adaptations:
- UpdateVersion.AddCastleSiegeData is 105, not upstream's 100. AdaMu already
ships 95-104, and the applied-update bookkeeping is keyed on this value, so a
collision would skip or re-run updates on live databases.
- CastleSiegeInitializer does not seed a weekly StateSchedule. Upstream drives
the cycle from a fixed Saturday schedule; AdaMu drives it manually from
CastleSiegeEventPlugIn and the AdminPanel, so the schedule is left empty and
nothing reads it.
The seeded NPC definitions match AdaMu's existing hard-coded coordinates
exactly (6 gates, the two crown switches and the crown), and additionally
provide 4 guardian statues, 6 guardsmen and real gate/statue hit point tables
that the current implementation does not have yet.
Two pre-existing migrations were restyled by upstream (copyright header, using
placement, trailing comma). No functional change.
Verified: full server build succeeds with 0 errors.