Land RunSave and the one-cache run and player lifecycle (Cut 10)
Owner: ActionGameManager composes the process's one cache. Its CultCache
getter attaches the catalog, GameData/run.cc and GameData/player.cc on
first access, in either scene, and nothing reopens it.
- RunSave (SavedGame.cs) replaces the SavedGame constructor:
- Capture builds the live run as plain documents and writes nothing. Zone
contents are `zone.Contents?.PackZone() ?? zone.PackedContents`, so a
zone generated earlier but not loaded this session keeps its contents
and its orbit and body records instead of being erased by the next save.
- Commit is the only writer of SavedGame and SavedZone: one Commit with
zone i at `savedzone-{i}`, SavedGame.Zones set to those refs, and every
stored SavedZone outside that set removed. Orbits and bodies staged by
zone generation land in the same single-file write.
- Clear removes every run record in one Commit.
- Run begins: New Game's first statement is RunSave.Clear. Run saves:
ActionGameManager.SaveRun at wormhole arrival and quit. Run ends: Die
clears the run, then saves settings.
- Run exists only as the run store's SavedGame global: MainMenu enables
Continue from it (and logs when the run store holds records but no
SavedGame), and StartGame reads it once to pick the new-run or resume
branch.
- PlayerSettings: the getter returns the player store's global and, on
first launch, commits GetDefaultPlayerSettings; it is the only creator.
SavePlayerSettings commits the instance.
- InputDisplayLayout reads its InputLayout from the catalog by the layout
asset's name and throws when the catalog has none.
Tests: new RunSaveTests (5): RepeatedSavesKeepRecordCountConstant,
SaveRemovesZonesNoLongerInTheRun, SaveWritesOnlyTheRunStore,
ResumeThenSaveKeepsUnloadedZoneContents, ClearRemovesEveryRunRecord. Each
fails with its rule mutated out.
Builds: headless, 11 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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5 changed files with 328 additions and 8 deletions
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@ -2,6 +2,7 @@ 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 GameCult.Caching;
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using TMPro;
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using UniRx;
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using UnityEngine;
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@ -81,6 +82,8 @@ public class InputDisplayLayout : MonoBehaviour
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void Start()
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{
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_canvas = transform.root.GetComponent<Canvas>();
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_inputLayout = ActionGameManager.CultCache.Get<InputLayout>(new CultRecordKey(LayoutFile.name))
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?? throw new InvalidOperationException($"catalog has no InputLayout '{LayoutFile.name}'");
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DisplayLayout(_inputLayout);
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_buttonMappings.Add(MapMouseButton(MouseLeft, "<Mouse>/leftButton"));
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