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:
19
progression/PlaythroughSnapshot.cs
Normal file
19
progression/PlaythroughSnapshot.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
namespace Mr.BrickAdventures.Progression;
|
||||
|
||||
/// <summary>
|
||||
/// A Playthrough's state as plain data, for crossing the persistence seam.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Deliberately primitives rather than value objects. A serialiser constructing <see cref="LevelId"/>
|
||||
/// or <see cref="Coins"/> directly would bypass their factories and every guard in them, so instead
|
||||
/// <see cref="Playthrough.Restore"/> re-runs those factories and a corrupt file fails at the domain
|
||||
/// edge. Carries no version field — versioning and migration belong to the store adapter, so the
|
||||
/// domain only ever knows the current shape.
|
||||
/// </remarks>
|
||||
public sealed record PlaythroughSnapshot(
|
||||
Guid Id,
|
||||
int Lives,
|
||||
int Bank,
|
||||
string CurrentLevel,
|
||||
IReadOnlyDictionary<string, int> OwnedSkills,
|
||||
IReadOnlyList<string> ClearedLevels);
|
||||
Reference in New Issue
Block a user