Demote runtime snapshots from MessagePack save shapes
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5 changed files with 29 additions and 67 deletions
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@ -2,7 +2,6 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Unity.Mathematics;
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public static class EntitySerializer
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@ -147,44 +146,39 @@ public static class EntitySerializer
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}
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}
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[MessagePackObject]
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public class ShipPack : EntityPack
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{
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[Key(17)] public float3 Position;
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[Key(18)] public float2 Direction;
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[Key(19)] public bool IsPlayerShip;
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public float3 Position;
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public float2 Direction;
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public bool IsPlayerShip;
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}
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[MessagePackObject]
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public class OrbitalEntityPack : EntityPack
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{
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[Key(17)] public Guid Orbit;
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[Key(18)] public int Story = -1;
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[Key(19)] public SecurityLevel SecurityLevel;
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[Key(20)] public float SecurityRadius;
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public Guid Orbit;
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public int Story = -1;
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public SecurityLevel SecurityLevel;
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public float SecurityRadius;
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}
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[MessagePackObject,
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Union(0, typeof(OrbitalEntityPack)),
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Union(1, typeof(ShipPack))]
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public abstract class EntityPack
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{
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[Key(0)] public string Name;
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[Key(1)] public EquippableItem Hull;
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[Key(2)] public (int2 position, EquippableItem item)[] Equipment;
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[Key(3)] public (int2 position, EquippableItem item)[] CargoBays;
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[Key(4)] public (int2 position, EquippableItem item)[] DockingBays;
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[Key(5)] public Dictionary<int2, PersistentBehaviorData[]> PersistedBehaviors;
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[Key(6)] public float[,] Temperature;
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[Key(7)] public float[,] Armor;
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[Key(8)] public bool2[,] Conductivity;
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[Key(10)] public int[] DockingBayAssignments;
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[Key(11)] public (int2 position, ItemInstance item)[][] CargoContents;
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[Key(12)] public (int2 position, ItemInstance item)[][] DockingBayContents;
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[Key(13)] public EntityPack[] Children;
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[Key(14)] public EntitySettings Settings;
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[Key(15)] public Guid Faction;
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[Key(16)] public int[][] WeaponGroups;
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public string Name;
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public EquippableItem Hull;
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public (int2 position, EquippableItem item)[] Equipment;
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public (int2 position, EquippableItem item)[] CargoBays;
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public (int2 position, EquippableItem item)[] DockingBays;
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public Dictionary<int2, PersistentBehaviorData[]> PersistedBehaviors;
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public float[,] Temperature;
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public float[,] Armor;
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public bool2[,] Conductivity;
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public int[] DockingBayAssignments;
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public (int2 position, ItemInstance item)[][] CargoContents;
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public (int2 position, ItemInstance item)[][] DockingBayContents;
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public EntityPack[] Children;
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public EntitySettings Settings;
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public Guid Faction;
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public int[][] WeaponGroups;
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private int _price;
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