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