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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progression/LoadResult.cs Normal file
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namespace Mr.BrickAdventures.Progression;
public enum LoadOutcome
{
Loaded,
Absent,
Corrupt,
}
/// <summary>
/// The result of loading something from a store: it was there, it was never there, or it was there
/// and unreadable.
/// </summary>
/// <remarks>
/// Three outcomes rather than two, deliberately. The system being replaced collapsed "no save file"
/// and "version mismatch" into a single <c>false</c> from <c>LoadGame</c>, which <c>ContinueGame</c>
/// then read as "no save" — so it started a new game and overwrote the player's file. Absent means
/// offer a new game; Corrupt means tell the player something went wrong.
/// </remarks>
public sealed record LoadResult<T>(LoadOutcome Outcome, T? Value, string? Problem)
where T : class
{
public static LoadResult<T> Loaded(T value) => new(LoadOutcome.Loaded, value, null);
public static LoadResult<T> Absent() => new(LoadOutcome.Absent, null, null);
public static LoadResult<T> Corrupt(string problem) => new(LoadOutcome.Corrupt, null, problem);
}