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:
@@ -1,4 +1,4 @@
|
||||
<Project Sdk="Godot.NET.Sdk/4.6.2">
|
||||
<Project Sdk="Godot.NET.Sdk/4.7.1">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||
@@ -15,9 +15,11 @@
|
||||
<ItemGroup>
|
||||
<Compile Remove="progression\**" />
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<Compile Remove="progression.tests\**" />
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<Compile Remove="progression.adapters\**" />
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</ItemGroup>
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||||
|
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<ItemGroup>
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||||
<ProjectReference Include="progression\Mr.BrickAdventures.Progression.csproj" />
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<ProjectReference Include="progression.adapters\Mr.BrickAdventures.Progression.Adapters.csproj" />
|
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</ItemGroup>
|
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</Project>
|
||||
@@ -11,6 +11,10 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "progression.tests", "progre
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mr.BrickAdventures.Progression.Tests", "progression.tests\Mr.BrickAdventures.Progression.Tests.csproj", "{A4660883-E42A-4D04-99A3-770F36E9D861}"
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||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "progression.adapters", "progression.adapters", "{9D5C8041-6C54-0A01-82AE-FC7E0DE079DA}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mr.BrickAdventures.Progression.Adapters", "progression.adapters\Mr.BrickAdventures.Progression.Adapters.csproj", "{045D9BF4-8E63-4F14-84F4-F8C55073244C}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@@ -99,6 +103,30 @@ Global
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||||
{A4660883-E42A-4D04-99A3-770F36E9D861}.Release|x64.Build.0 = Release|Any CPU
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||||
{A4660883-E42A-4D04-99A3-770F36E9D861}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{A4660883-E42A-4D04-99A3-770F36E9D861}.Release|x86.Build.0 = Release|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportDebug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportDebug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportDebug|x64.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportDebug|x64.Build.0 = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportDebug|x86.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportDebug|x86.Build.0 = Debug|Any CPU
|
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{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportRelease|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportRelease|Any CPU.Build.0 = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportRelease|x64.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportRelease|x64.Build.0 = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportRelease|x86.ActiveCfg = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.ExportRelease|x86.Build.0 = Debug|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Release|x64.Build.0 = Release|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C}.Release|x86.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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||||
GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@@ -106,5 +134,6 @@ Global
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||||
GlobalSection(NestedProjects) = preSolution
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||||
{4F115C37-24F6-4933-9086-ED5925EE5106} = {73CE8E92-AE0D-34EB-F3CD-A6392CC7A1AA}
|
||||
{A4660883-E42A-4D04-99A3-770F36E9D861} = {B756B2BA-9E41-468E-DBBE-5BA8CC0A1E41}
|
||||
{045D9BF4-8E63-4F14-84F4-F8C55073244C} = {9D5C8041-6C54-0A01-82AE-FC7E0DE079DA}
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EndGlobalSection
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||||
EndGlobal
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||||
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@@ -40,11 +40,15 @@ No tests. Pure setup.
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**Guard rail for the whole phase:**
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```sh
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grep -rn "using Godot" progression progression.tests --include=*.cs # must print nothing
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# must print nothing — anchored to real using-directives
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grep -rnE "^\s*(global\s+)?using\s+Godot" progression progression.adapters progression.tests --include=*.cs
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# stronger, and cannot be fooled by wording: no project may resolve the engine assembly at all
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grep -c GodotSharp progression/obj/project.assets.json progression.adapters/obj/project.assets.json
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```
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That single check is what ADR-0004 buys you. Scope it to `--include=*.cs` — an unscoped `grep -r` also matches
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prose in the `.csproj` comments and reports a false violation.
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That check is what ADR-0004 buys you. Match using-directives **anchored to the start of a line**: a bare
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`grep -r "using Godot"` also hits `.csproj` comments and doc comments that legitimately mention the engine in prose,
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and reports a false violation. The `project.assets.json` check is the one that cannot be fooled by wording.
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---
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0
progression.adapters/.gdignore
Normal file
0
progression.adapters/.gdignore
Normal file
77
progression.adapters/JsonFiles.cs
Normal file
77
progression.adapters/JsonFiles.cs
Normal file
@@ -0,0 +1,77 @@
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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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30
progression.adapters/JsonPlaythroughStore.cs
Normal file
30
progression.adapters/JsonPlaythroughStore.cs
Normal file
@@ -0,0 +1,30 @@
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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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20
progression.adapters/JsonProfileStore.cs
Normal file
20
progression.adapters/JsonProfileStore.cs
Normal file
@@ -0,0 +1,20 @@
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namespace Mr.BrickAdventures.Progression.Adapters;
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/// <summary>
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/// Keeps the Profile in its own JSON file, beside the Playthrough files but written independently.
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/// </summary>
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public sealed class JsonProfileStore : IProfileStore
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{
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/// <summary>Versioned separately from Playthroughs — the two shapes drift at their own pace.</summary>
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private const int CurrentVersion = 1;
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private readonly string _path;
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public JsonProfileStore(string directory) => _path = Path.Combine(directory, "profile.json");
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public void Save(Profile profile) =>
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JsonFiles.WriteAtomic(_path, CurrentVersion, profile.Export());
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public LoadResult<Profile> Load() =>
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JsonFiles.Read<ProfileSnapshot, Profile>(_path, CurrentVersion, Profile.Restore);
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}
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@@ -0,0 +1,21 @@
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<Project Sdk="Microsoft.NET.Sdk">
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|
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<ItemGroup>
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<ProjectReference Include="..\progression\Mr.BrickAdventures.Progression.csproj" />
|
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</ItemGroup>
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|
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<RootNamespace>Mr.BrickAdventures.Progression.Adapters</RootNamespace>
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|
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<!-- Required on assemblies referenced by a Godot project. -->
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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|
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<!-- Deliberately no engine reference. These adapters take a plain directory path; Godot resolves
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user:// to an absolute path and passes it in, which is what keeps them testable. -->
|
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|
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|
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</Project>
|
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10
progression.adapters/SaveEnvelope.cs
Normal file
10
progression.adapters/SaveEnvelope.cs
Normal file
@@ -0,0 +1,10 @@
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namespace Mr.BrickAdventures.Progression.Adapters;
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|
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/// <summary>
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/// What actually goes in a save file: a version alongside the snapshot.
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/// </summary>
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/// <remarks>
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/// The version lives here rather than in the snapshot record so the domain only ever knows the
|
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/// current shape. Migration is entirely this layer's problem.
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/// </remarks>
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internal sealed record SaveEnvelope<T>(int Version, T Data);
|
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121
progression.tests/JsonPlaythroughStoreTests.cs
Normal file
121
progression.tests/JsonPlaythroughStoreTests.cs
Normal file
@@ -0,0 +1,121 @@
|
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using Mr.BrickAdventures.Progression.Adapters;
|
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|
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namespace Mr.BrickAdventures.Progression.Tests;
|
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|
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/// <summary>
|
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/// These run against a real directory on disk. The store takes a path rather than using Godot's
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/// FileAccess, which is the whole reason this is testable at all.
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/// </summary>
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public sealed class JsonPlaythroughStoreTests : IDisposable
|
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{
|
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private readonly string _directory =
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Path.Combine(Path.GetTempPath(), "ppc-progression-" + Guid.NewGuid().ToString("N"));
|
||||
|
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private static readonly LevelId First = LevelId.Of("village_1");
|
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private static readonly LevelId Second = LevelId.Of("village_2");
|
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|
||||
private static readonly PlaythroughId Id =
|
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PlaythroughId.Of(new Guid("55555555-5555-5555-5555-555555555555"));
|
||||
|
||||
private static Campaign TwoLevels() => Campaign.Of(new[] { First, Second });
|
||||
|
||||
public void Dispose()
|
||||
{
|
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if (Directory.Exists(_directory)) Directory.Delete(_directory, recursive: true);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void A_playthrough_survives_a_round_trip_through_a_real_file()
|
||||
{
|
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var store = new JsonPlaythroughStore(_directory);
|
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var campaign = TwoLevels();
|
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var playthrough = Playthrough.StartNew(Id, campaign, Lives.Of(3));
|
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var attempt = new Attempt(First);
|
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attempt.RecordCoinsFound(Coins.Of(50));
|
||||
attempt.TryRecordPurchase(SkillId.Of("brick_throw"), SkillLevel.Of(2), Coins.Of(30));
|
||||
playthrough.SettleCompletion(attempt, campaign);
|
||||
|
||||
store.Save(playthrough);
|
||||
var result = store.Load(Id);
|
||||
|
||||
Assert.Equal(LoadOutcome.Loaded, result.Outcome);
|
||||
Assert.Equal(Coins.Of(20), result.Value!.Bank);
|
||||
Assert.Equal(Second, result.Value.CurrentLevel);
|
||||
Assert.Equal(SkillLevel.Of(2), result.Value.OwnedSkills[SkillId.Of("brick_throw")]);
|
||||
Assert.True(result.Value.HasCleared(First));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void No_file_means_absent()
|
||||
{
|
||||
Assert.Equal(LoadOutcome.Absent, new JsonPlaythroughStore(_directory).Load(Id).Outcome);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Unreadable_json_is_corrupt_not_absent()
|
||||
{
|
||||
var store = new JsonPlaythroughStore(_directory);
|
||||
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
|
||||
File.WriteAllText(Directory.GetFiles(_directory, "*.json").Single(), "{ this is not json");
|
||||
|
||||
var result = store.Load(Id);
|
||||
|
||||
Assert.Equal(LoadOutcome.Corrupt, result.Outcome);
|
||||
Assert.NotNull(result.Problem);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void A_save_from_a_newer_build_is_corrupt_rather_than_treated_as_no_save()
|
||||
{
|
||||
// The bug this replaces, exactly: SaveSystem compared versions with != and returned false,
|
||||
// ContinueGame read false as "no save", called StartNewGame, and overwrote the file. Here the
|
||||
// caller can tell the difference and say so instead.
|
||||
var store = new JsonPlaythroughStore(_directory);
|
||||
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
|
||||
var file = Directory.GetFiles(_directory, "*.json").Single();
|
||||
File.WriteAllText(file, File.ReadAllText(file).Replace("\"version\": 1", "\"version\": 99"));
|
||||
|
||||
var result = store.Load(Id);
|
||||
|
||||
Assert.Equal(LoadOutcome.Corrupt, result.Outcome);
|
||||
Assert.Contains("newer build", result.Problem);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void A_snapshot_the_domain_rejects_is_corrupt()
|
||||
{
|
||||
var store = new JsonPlaythroughStore(_directory);
|
||||
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
|
||||
var file = Directory.GetFiles(_directory, "*.json").Single();
|
||||
File.WriteAllText(file, File.ReadAllText(file).Replace("\"lives\": 3", "\"lives\": -1"));
|
||||
|
||||
Assert.Equal(LoadOutcome.Corrupt, store.Load(Id).Outcome);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Saving_leaves_no_temporary_file_behind()
|
||||
{
|
||||
var store = new JsonPlaythroughStore(_directory);
|
||||
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
|
||||
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(2)));
|
||||
|
||||
Assert.Empty(Directory.GetFiles(_directory, "*.tmp"));
|
||||
Assert.Single(Directory.GetFiles(_directory, "*.json"));
|
||||
Assert.Equal(2, store.Load(Id).Value!.Lives.Value);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Each_playthrough_gets_its_own_file_so_slots_do_not_disturb_each_other()
|
||||
{
|
||||
// The reason for a flat record per aggregate rather than one combined document.
|
||||
var other = PlaythroughId.Of(new Guid("66666666-6666-6666-6666-666666666666"));
|
||||
var store = new JsonPlaythroughStore(_directory);
|
||||
|
||||
store.Save(Playthrough.StartNew(Id, TwoLevels(), Lives.Of(3)));
|
||||
store.Save(Playthrough.StartNew(other, TwoLevels(), Lives.Of(1)));
|
||||
|
||||
Assert.Equal(2, Directory.GetFiles(_directory, "*.json").Length);
|
||||
Assert.Equal(3, store.Load(Id).Value!.Lives.Value);
|
||||
Assert.Equal(1, store.Load(other).Value!.Lives.Value);
|
||||
}
|
||||
}
|
||||
65
progression.tests/JsonProfileStoreTests.cs
Normal file
65
progression.tests/JsonProfileStoreTests.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using Mr.BrickAdventures.Progression.Adapters;
|
||||
|
||||
namespace Mr.BrickAdventures.Progression.Tests;
|
||||
|
||||
public sealed class JsonProfileStoreTests : IDisposable
|
||||
{
|
||||
private readonly string _directory =
|
||||
Path.Combine(Path.GetTempPath(), "ppc-progression-" + Guid.NewGuid().ToString("N"));
|
||||
|
||||
private static readonly LevelId Level = LevelId.Of("village_1");
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (Directory.Exists(_directory)) Directory.Delete(_directory, recursive: true);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void A_profile_survives_a_round_trip_through_a_real_file()
|
||||
{
|
||||
var store = new JsonProfileStore(_directory);
|
||||
var profile = Profile.Empty();
|
||||
profile.RecordTime(Level, LevelTime.Of(31.25));
|
||||
profile.UnlockAchievement(AchievementId.Of("rescue_ten_kids"));
|
||||
profile.Record(StatName.Deaths, 7);
|
||||
|
||||
store.Save(profile);
|
||||
var result = store.Load();
|
||||
|
||||
Assert.Equal(LoadOutcome.Loaded, result.Outcome);
|
||||
Assert.Equal(LevelTime.Of(31.25), result.Value!.BestTimeFor(Level));
|
||||
Assert.True(result.Value.HasAchievement(AchievementId.Of("rescue_ten_kids")));
|
||||
Assert.Equal(7, result.Value.ReadStat(StatName.Deaths));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void On_a_first_run_there_is_no_profile_file_and_that_is_absent()
|
||||
{
|
||||
Assert.Equal(LoadOutcome.Absent, new JsonProfileStore(_directory).Load().Outcome);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Saving_a_playthrough_does_not_touch_the_profile_file()
|
||||
{
|
||||
// The point of one file per aggregate. A run being saved on every level completion must not
|
||||
// rewrite achievements and best times, and a corrupt slot must not cost them.
|
||||
var profiles = new JsonProfileStore(_directory);
|
||||
var playthroughs = new JsonPlaythroughStore(_directory);
|
||||
var profile = Profile.Empty();
|
||||
profile.RecordTime(Level, LevelTime.Of(31.25));
|
||||
profiles.Save(profile);
|
||||
|
||||
var profilePath = Directory.GetFiles(_directory, "profile*.json").Single();
|
||||
var before = File.GetLastWriteTimeUtc(profilePath);
|
||||
var contentBefore = File.ReadAllText(profilePath);
|
||||
|
||||
playthroughs.Save(Playthrough.StartNew(
|
||||
PlaythroughId.Of(Guid.NewGuid()),
|
||||
Campaign.Of(new[] { Level }),
|
||||
Lives.Of(3)));
|
||||
|
||||
Assert.Equal(before, File.GetLastWriteTimeUtc(profilePath));
|
||||
Assert.Equal(contentBefore, File.ReadAllText(profilePath));
|
||||
Assert.Equal(2, Directory.GetFiles(_directory, "*.json").Length);
|
||||
}
|
||||
}
|
||||
@@ -12,6 +12,7 @@
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\progression\Mr.BrickAdventures.Progression.csproj" />
|
||||
<ProjectReference Include="..\progression.adapters\Mr.BrickAdventures.Progression.Adapters.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
1
scripts/Resources/LevelCatalogue.cs.uid
Normal file
1
scripts/Resources/LevelCatalogue.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cxryfiktqs7s1
|
||||
Reference in New Issue
Block a user