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.
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34
progression.tests/InMemoryPlaythroughStore.cs
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34
progression.tests/InMemoryPlaythroughStore.cs
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namespace Mr.BrickAdventures.Progression.Tests;
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/// <summary>
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/// The test-side adapter for <see cref="IPlaythroughStore"/>. Its existence alongside the JSON store
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/// is what makes the port a real seam rather than a hypothetical one.
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/// </summary>
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internal sealed class InMemoryPlaythroughStore : IPlaythroughStore
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{
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private readonly Dictionary<Guid, PlaythroughSnapshot> _saved = new();
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private readonly HashSet<Guid> _corrupt = new();
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public void Save(Playthrough playthrough) => _saved[playthrough.Id.Value] = playthrough.Export();
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/// <summary>Simulates a file that exists but cannot be read back into a valid snapshot.</summary>
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public void Corrupt(PlaythroughId id) => _corrupt.Add(id.Value);
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public LoadResult<Playthrough> Load(PlaythroughId id)
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{
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if (_corrupt.Contains(id.Value))
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return LoadResult<Playthrough>.Corrupt("snapshot could not be read");
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if (!_saved.TryGetValue(id.Value, out var snapshot))
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return LoadResult<Playthrough>.Absent();
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try
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{
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return LoadResult<Playthrough>.Loaded(Playthrough.Restore(snapshot));
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}
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catch (Exception e)
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{
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return LoadResult<Playthrough>.Corrupt(e.Message);
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}
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}
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}
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