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.
25 lines
1.0 KiB
XML
25 lines
1.0 KiB
XML
<Project Sdk="Godot.NET.Sdk/4.7.1">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>Mr.BrickAdventures</RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Facepunch.Steamworks" Version="2.3.3" />
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<PackageReference Include="Facepunch.Steamworks.Dlls" Version="2.3.2" />
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<PackageReference Include="Facepunch.Steamworks.Library" Version="2.3.3" />
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</ItemGroup>
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<!-- Godot.NET.Sdk globs **/*.cs, which would compile the progression projects into this
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assembly as well as their own. They are separate projects; exclude them here. -->
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<ItemGroup>
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<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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<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> |