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