Aetheria/Assets/Scripts/ServerShared/PlayerSettings.cs

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Move the ServerShared data model onto CultLib's CultCache Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also checks the Caching project exists. Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject] and integer [Key]s on the Q7 concrete types (the eight ItemData leaves, Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout). SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName]. ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose [MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout moves into ServerShared so AetheriaStores can route it. References: Guid and DatabaseLink<T> members become CultRecordRef<T>; Guid-keyed maps become ref-keyed with [CultReference(..., many: true)]; ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits, bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey. Identity is the record key: ID comparisons become reference or key comparisons. StatModifierData.RequireBehavior is a simple type name. AetheriaStores.Open composes the catalog (read-only unless writable), run and player stores, one home per type. CultRecordRefs carries IsSet, a null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert. ItemManager.GetData is the one item resolution path. MathResolver is declared by [assembly: CultCacheFormatterResolver]. Inspector attributes: text, range and asset path map onto CultLib's CultInspector attributes (asset path only on string members); every replaced Aetheria attribute keeps [Inspectable] for the runtime panel. Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project, which follow. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00
using GameCult.Caching;
using System;
using System.Collections.Generic;
using System.Globalization;
using CultMath;
using MessagePack;
using static CultMath.math;
Move the ServerShared data model onto CultLib's CultCache Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also checks the Caching project exists. Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject] and integer [Key]s on the Q7 concrete types (the eight ItemData leaves, Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout). SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName]. ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose [MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout moves into ServerShared so AetheriaStores can route it. References: Guid and DatabaseLink<T> members become CultRecordRef<T>; Guid-keyed maps become ref-keyed with [CultReference(..., many: true)]; ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits, bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey. Identity is the record key: ID comparisons become reference or key comparisons. StatModifierData.RequireBehavior is a simple type name. AetheriaStores.Open composes the catalog (read-only unless writable), run and player stores, one home per type. CultRecordRefs carries IsSet, a null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert. ItemManager.GetData is the one item resolution path. MathResolver is declared by [assembly: CultCacheFormatterResolver]. Inspector attributes: text, range and asset path map onto CultLib's CultInspector attributes (asset path only on string members); every replaced Aetheria attribute keeps [Inspectable] for the runtime panel. Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project, which follow. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00
[CultDocument("aetheria.playersettings", "1"), CultGlobal, MessagePackObject]
public class PlayerSettings
{
[Key(0)] public string Name = "Anonymous";
// Keys 1 and 2 are retired; an older player.cc that still carries them loads, and they are dropped.
[Key(3)] public Dictionary<string, string> HashedStoryFiles = new Dictionary<string, string>();
[Key(4)] public PlayerGameplaySettings GameplaySettings = new PlayerGameplaySettings();
[Key(5)] public PlayerInputSettings InputSettings = new PlayerInputSettings();
[Key(6)] public PlayerGraphicsSettings GraphicsSettings = new PlayerGraphicsSettings();
public string FormatTemperature(float t)
{
return GameplaySettings.TemperatureUnit switch
{
TemperatureUnit.Kelvin => $"{Format(t)}°K",
TemperatureUnit.Celsius => $"{Format(t - 273.15f)}°C",
TemperatureUnit.Fahrenheit => $"{Format(t * (9f / 5) - 459.67f)}°F",
_ => throw new ArgumentOutOfRangeException()
};
}
public float ParseTemperature(string s)
{
var t = float.Parse(s);
return GameplaySettings.TemperatureUnit switch
{
TemperatureUnit.Kelvin => t,
TemperatureUnit.Celsius => t + 273.15f,
TemperatureUnit.Fahrenheit => (t - 32) * (5f / 9) + 273.15f,
_ => throw new ArgumentOutOfRangeException()
};
}
public string Format(float d)
{
var magnitude = d == 0.0f ? 0 : (int)Math.Floor(Math.Log10(Math.Abs(d))) + 1;
var digits = GameplaySettings.SignificantDigits;
digits -= magnitude;
if (digits < 0)
digits = 0;
var strdec = d.ToString($"N{digits}");
var dec = Convert.ToChar(CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator);
return strdec.Contains(CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator) ? strdec.TrimEnd('0').TrimEnd(dec) : strdec;
}
}
[MessagePackObject]
public class PlayerGameplaySettings
{
[Key(0)] public TemperatureUnit TemperatureUnit = TemperatureUnit.Celsius;
[Key(1)] public int SignificantDigits = 3;
}
[MessagePackObject]
public class PlayerGraphicsSettings
{
[Key(0)] public Quality NebulaQuality = Quality.Normal;
// Key 1, retired: ShowAsteroidsInMinimap (minimap belts always draw)
// How hard the camera shakes when the player's ship takes an impact: 0 off, 1 full (Feedback.Cue).
[Key(2)] public float ScreenShake = 1f;
}
[MessagePackObject]
public class PlayerInputSettings
{
// Binding override paths by action name, then binding index. A tuple key has no hash-resistant comparer, so
// MessagePack's untrusted-data security refuses to read it back.
[Key(0)] public Dictionary<string, Dictionary<int, string>> InputActionMap = new Dictionary<string, Dictionary<int, string>>();
[Key(1)] public List<string> ActionBarInputs = new List<string>();
[Key(2)] public float2 Sensitivity = float2(-0.001f, 0.001f);
}
public enum Quality
{
Low,
Normal,
High,
Ultra
}