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.
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progression.adapters/JsonFiles.cs
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77
progression.adapters/JsonFiles.cs
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using System.Text.Json;
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namespace Mr.BrickAdventures.Progression.Adapters;
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/// <summary>
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/// Reading and writing versioned save files. Shared by the Playthrough and Profile stores, which
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/// differ only in what they hold and where they live.
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/// </summary>
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internal static class JsonFiles
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{
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internal static readonly JsonSerializerOptions Options = new()
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{
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WriteIndented = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
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PropertyNameCaseInsensitive = true,
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};
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/// <summary>
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/// Writes to a temporary file and then renames it over the destination. A crash mid-write leaves
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/// the previous file intact rather than a half-written one — which matters more once there are
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/// several slots to lose.
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/// </summary>
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internal static void WriteAtomic<T>(string path, int version, T data)
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{
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Directory.CreateDirectory(Path.GetDirectoryName(path)!);
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var temp = path + ".tmp";
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File.WriteAllText(temp, JsonSerializer.Serialize(new SaveEnvelope<T>(version, data), Options));
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File.Move(temp, path, overwrite: true);
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}
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/// <summary>
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/// Reads a save file. Absent when there is no file; Corrupt when there is one but it cannot be
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/// turned into <typeparamref name="TAggregate"/> — unreadable JSON, an unknown version, or a
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/// snapshot the domain rejects. Never conflates the two: that conflation is what let a version
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/// bump silently overwrite a player's save.
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/// </summary>
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internal static LoadResult<TAggregate> Read<TSnapshot, TAggregate>(
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string path,
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int currentVersion,
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Func<TSnapshot, TAggregate> restore)
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where TSnapshot : class
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where TAggregate : class
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{
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if (!File.Exists(path)) return LoadResult<TAggregate>.Absent();
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SaveEnvelope<TSnapshot>? envelope;
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try
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{
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envelope = JsonSerializer.Deserialize<SaveEnvelope<TSnapshot>>(File.ReadAllText(path), Options);
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}
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catch (JsonException e)
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{
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return LoadResult<TAggregate>.Corrupt($"unreadable json: {e.Message}");
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}
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if (envelope?.Data is null)
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return LoadResult<TAggregate>.Corrupt("file held no save data");
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if (envelope.Version > currentVersion)
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return LoadResult<TAggregate>.Corrupt(
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$"saved by a newer build (version {envelope.Version}, this build reads {currentVersion})");
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if (envelope.Version < currentVersion)
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return LoadResult<TAggregate>.Corrupt(
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$"version {envelope.Version} has no migration to {currentVersion}");
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try
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{
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return LoadResult<TAggregate>.Loaded(restore(envelope.Data));
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}
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catch (Exception e)
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{
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return LoadResult<TAggregate>.Corrupt($"snapshot rejected by the domain: {e.Message}");
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}
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}
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}
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