feat(progression): json stores on a real filesystem (slice 8)

new progression.adapters project, no engine reference. Stores take a
directory path; Godot resolves user:// with GlobalizePath and passes it
in, which is what makes them testable at all - originally I'd written
this slice off as untestable.

version lives in a file envelope, not the snapshot, so the domain only
knows the current shape. A newer-build save reports Corrupt with a
reason instead of masquerading as "no save" and getting overwritten.

atomic write via temp + rename. One file per aggregate: saving a run
leaves the profile file byte-identical, asserted.

guard rail fixed - it was matching prose in doc comments, now anchored
to using-directives plus a project.assets.json check. 63 tests.
This commit is contained in:
2026-07-28 19:35:43 +02:00
parent f991bb99fc
commit 7a69292066
13 changed files with 385 additions and 4 deletions

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using System.Text.Json;
namespace Mr.BrickAdventures.Progression.Adapters;
/// <summary>
/// Reading and writing versioned save files. Shared by the Playthrough and Profile stores, which
/// differ only in what they hold and where they live.
/// </summary>
internal static class JsonFiles
{
internal static readonly JsonSerializerOptions Options = new()
{
WriteIndented = true,
PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
PropertyNameCaseInsensitive = true,
};
/// <summary>
/// Writes to a temporary file and then renames it over the destination. A crash mid-write leaves
/// the previous file intact rather than a half-written one — which matters more once there are
/// several slots to lose.
/// </summary>
internal static void WriteAtomic<T>(string path, int version, T data)
{
Directory.CreateDirectory(Path.GetDirectoryName(path)!);
var temp = path + ".tmp";
File.WriteAllText(temp, JsonSerializer.Serialize(new SaveEnvelope<T>(version, data), Options));
File.Move(temp, path, overwrite: true);
}
/// <summary>
/// Reads a save file. Absent when there is no file; Corrupt when there is one but it cannot be
/// turned into <typeparamref name="TAggregate"/> — unreadable JSON, an unknown version, or a
/// snapshot the domain rejects. Never conflates the two: that conflation is what let a version
/// bump silently overwrite a player's save.
/// </summary>
internal static LoadResult<TAggregate> Read<TSnapshot, TAggregate>(
string path,
int currentVersion,
Func<TSnapshot, TAggregate> restore)
where TSnapshot : class
where TAggregate : class
{
if (!File.Exists(path)) return LoadResult<TAggregate>.Absent();
SaveEnvelope<TSnapshot>? envelope;
try
{
envelope = JsonSerializer.Deserialize<SaveEnvelope<TSnapshot>>(File.ReadAllText(path), Options);
}
catch (JsonException e)
{
return LoadResult<TAggregate>.Corrupt($"unreadable json: {e.Message}");
}
if (envelope?.Data is null)
return LoadResult<TAggregate>.Corrupt("file held no save data");
if (envelope.Version > currentVersion)
return LoadResult<TAggregate>.Corrupt(
$"saved by a newer build (version {envelope.Version}, this build reads {currentVersion})");
if (envelope.Version < currentVersion)
return LoadResult<TAggregate>.Corrupt(
$"version {envelope.Version} has no migration to {currentVersion}");
try
{
return LoadResult<TAggregate>.Loaded(restore(envelope.Data));
}
catch (Exception e)
{
return LoadResult<TAggregate>.Corrupt($"snapshot rejected by the domain: {e.Message}");
}
}
}

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namespace Mr.BrickAdventures.Progression.Adapters;
/// <summary>
/// Keeps each Playthrough in its own JSON file inside a directory.
/// </summary>
/// <remarks>
/// Takes a directory path rather than using Godot's FileAccess. Godot resolves <c>user://</c> to an
/// absolute path with <c>ProjectSettings.GlobalizePath</c> and passes it in, so this whole class has
/// no engine dependency and can be tested against a real temp directory.
/// </remarks>
public sealed class JsonPlaythroughStore : IPlaythroughStore
{
/// <summary>Bump only alongside a migration for the version being replaced.</summary>
private const int CurrentVersion = 1;
private readonly string _directory;
public JsonPlaythroughStore(string directory) => _directory = directory;
/// <summary>One file per slot, so saving a run never rewrites the Profile or another slot.</summary>
private string PathFor(PlaythroughId id) =>
Path.Combine(_directory, $"playthrough_{id.Value:N}.json");
public void Save(Playthrough playthrough) =>
JsonFiles.WriteAtomic(PathFor(playthrough.Id), CurrentVersion, playthrough.Export());
public LoadResult<Playthrough> Load(PlaythroughId id) =>
JsonFiles.Read<PlaythroughSnapshot, Playthrough>(
PathFor(id), CurrentVersion, Playthrough.Restore);
}

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namespace Mr.BrickAdventures.Progression.Adapters;
/// <summary>
/// Keeps the Profile in its own JSON file, beside the Playthrough files but written independently.
/// </summary>
public sealed class JsonProfileStore : IProfileStore
{
/// <summary>Versioned separately from Playthroughs — the two shapes drift at their own pace.</summary>
private const int CurrentVersion = 1;
private readonly string _path;
public JsonProfileStore(string directory) => _path = Path.Combine(directory, "profile.json");
public void Save(Profile profile) =>
JsonFiles.WriteAtomic(_path, CurrentVersion, profile.Export());
public LoadResult<Profile> Load() =>
JsonFiles.Read<ProfileSnapshot, Profile>(_path, CurrentVersion, Profile.Restore);
}

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<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<ProjectReference Include="..\progression\Mr.BrickAdventures.Progression.csproj" />
</ItemGroup>
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>Mr.BrickAdventures.Progression.Adapters</RootNamespace>
<!-- Required on assemblies referenced by a Godot project. -->
<EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup>
<!-- Deliberately no engine reference. These adapters take a plain directory path; Godot resolves
user:// to an absolute path and passes it in, which is what keeps them testable. -->
</Project>

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namespace Mr.BrickAdventures.Progression.Adapters;
/// <summary>
/// What actually goes in a save file: a version alongside the snapshot.
/// </summary>
/// <remarks>
/// The version lives here rather than in the snapshot record so the domain only ever knows the
/// current shape. Migration is entirely this layer's problem.
/// </remarks>
internal sealed record SaveEnvelope<T>(int Version, T Data);