feat(progression): snapshots, ports, in-memory adapters (slice 5)

flat snapshot record per aggregate - separate files mean saving a run
doesn't rewrite the Profile, deleting a slot is deleting a file, and a
corrupt slot doesn't cost achievements or best times.

snapshots hold primitives so Restore re-runs the value-object factories;
a serialiser building LevelId directly would bypass every guard.

LoadResult has three outcomes: Absent != Corrupt. Collapsing them is the
bug where a version bump made ContinueGame overwrite the save.

Profile.Restore writes collections directly - replaying UnlockAchievement
would re-fire popups and Steam pushes on every load. 44 tests.
This commit is contained in:
2026-07-28 19:02:41 +02:00
parent 05149bb4a9
commit 003ec4b010
13 changed files with 378 additions and 0 deletions

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namespace Mr.BrickAdventures.Progression;
/// <summary>
/// Where Playthroughs are kept. One per slot; the JSON adapter writes one file each, so saving a run
/// never rewrites the Profile and deleting a slot is deleting a file.
/// </summary>
public interface IPlaythroughStore
{
void Save(Playthrough playthrough);
LoadResult<Playthrough> Load(PlaythroughId id);
}