Replace AetherDb scripts with one console project

Running loose script files caches a build per script and does not rebuild
when the referenced project changes, so scripts silently ran against stale
schemas: item-census held a binary predating FactionProductData and failed
with a TypeLoadException surfacing as a NullReferenceException elsewhere,
and station-fit last ran on a pre-role build. One project with commands
(doctor, census, station-fit, migrate-products) rebuilds through the normal
project graph, and shares one Open.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-12 01:27:18 +02:00
commit 9f9149bd2f
6 changed files with 152 additions and 100 deletions

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<Project Sdk="Microsoft.NET.Sdk">
<!-- Inspects and edits GameData/AetherDB.msgpack through the headless Aetheria.Shared build of ServerShared.
A real project rather than file-based scripts on purpose: running a loose script file caches a build per
script and does not rebuild when the referenced project changes, so scripts ran against stale schemas. -->
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<Nullable>disable</Nullable>
<ImplicitUsings>disable</ImplicitUsings>
<RootNamespace>AetherDbTool</RootNamespace>
<NoWarn>$(NoWarn);CS1701;CS1702</NoWarn>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\Aetheria.Shared\Aetheria.Shared.csproj" />
</ItemGroup>
</Project>

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<Project>
<!-- Applies to every script under tools/AetherDb. Scripts are file-based programs: pass a script path to dotnet run
with its file option. They load game data through the headless Aetheria.Shared build of ServerShared. -->
<PropertyGroup>
<Nullable>disable</Nullable>
<ImplicitUsings>disable</ImplicitUsings>
<!-- File-based programs default to AOT, which disables the dynamic code MessagePack's resolvers generate -->
<PublishAot>false</PublishAot>
</PropertyGroup>
<ItemGroup>
<Compile Include="$(MSBuildThisFileDirectory)AetherDb.cs" />
<ProjectReference Include="$(MSBuildThisFileDirectory)..\..\Aetheria.Shared\Aetheria.Shared.csproj" />
</ItemGroup>
</Project>

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tools/AetherDb/Program.cs Normal file
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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MessagePack;
// Commands over the game database, run with: dotnet run --project tools/AetherDb -- <command>
public static class Program
{
public static int Main(string[] args)
{
var command = args.FirstOrDefault() ?? "help";
switch (command)
{
case "doctor": return Doctor();
case "census": return Census();
case "station-fit": return StationFit();
case "migrate-products": return MigrateProducts(args.Contains("apply"));
default:
Console.WriteLine("commands: doctor, census, station-fit, migrate-products [apply]");
return 1;
}
}
// Every entry in the database deserializes, and what types it holds.
private static int Doctor()
{
var db = AetherDb.Open();
var bytes = File.ReadAllBytes(Path.Combine(db.Root, "GameData", "AetherDB.msgpack"));
var entries = MessagePackSerializer.Deserialize<DatabaseEntry[]>(bytes);
var nulls = entries.Select((e, i) => (e, i)).Where(x => x.e == null).Select(x => x.i).ToArray();
Console.WriteLine($"{bytes.Length} bytes, {entries.Length} entries, {db.Cache.AllEntries.Count()} through the cache");
Console.WriteLine(nulls.Length == 0 ? "no entries failed to deserialize" : $"FAILED at indices: {string.Join(", ", nulls)}");
foreach (var group in entries.Where(e => e != null).GroupBy(e => e.GetType().Name).OrderBy(g => g.Key))
Console.WriteLine($" {group.Key}: {group.Count()}");
return nulls.Length;
}
// Designs by kind and manufacturer, designs no product sells, and products with authored role quality.
private static int Census()
{
var db = AetherDb.Open();
var items = db.Cache.GetAll<EquippableItemData>().ToArray();
var products = db.Cache.GetAll<FactionProductData>().ToArray();
var kinds = new Dictionary<string, List<string>>();
foreach (var item in items)
{
var kind = item is HullData hull ? $"Hull/{hull.HullType}"
: item is DockingBayData ? "DockingBay"
: item is CargoBayData ? "CargoBay"
: item is WeaponItemData weapon ? $"Weapon/{weapon.HardpointType}"
: item.HardpointType.ToString();
if (!kinds.TryGetValue(kind, out var makers)) kinds[kind] = makers = new List<string>();
makers.Add(db.Cache.Get<Faction>(item.Manufacturer)?.ShortName ?? "(none)");
}
Console.WriteLine($"{items.Length} designs, {products.Length} products\n");
foreach (var kind in kinds.OrderBy(k => k.Key))
Console.WriteLine($"{kind.Key,-22} {kind.Value.Count,3} " + string.Join(", ",
kind.Value.GroupBy(m => m).OrderByDescending(g => g.Count()).Select(g => $"{g.Key}:{g.Count()}")));
var orphans = items.Where(i => !products.Any(p => p.Design == i.ID)).ToArray();
Console.WriteLine($"\n{orphans.Length} designs no product sells, so they cannot spawn:");
foreach (var item in orphans) Console.WriteLine($" {item.Name}");
var authored = products.Where(p => p.Roles != null && p.Roles.Count > 0).ToArray();
Console.WriteLine($"\n{authored.Length} products carry role quality:");
foreach (var product in authored)
Console.WriteLine($" {product.Name,-28} by {db.Cache.Get<Faction>(product.Manufacturer)?.ShortName ?? "(none)",-12} " +
string.Join(", ", product.Roles.Select(r => $"{r.Role} {r.Mean:0.00}±{r.StandardDeviation:0.00}")));
if (authored.Length == 0) Console.WriteLine(" none yet: add roles to a design, then set each product's means");
return 0;
}
// Some docking bay fits every station hull, which LoadoutGenerator.GenerateStationLoadout requires.
// Worst case: hardpoint gear is equipped first, leaving only the non-hardpoint interior free.
private static int StationFit()
{
var db = AetherDb.Open();
var bays = db.Cache.GetAll<DockingBayData>().ToArray();
var failures = 0;
foreach (var hull in db.Cache.GetAll<HullData>().Where(h => h.HullType == HullType.Station))
{
var worstCase = new Shape(hull.Shape.Width, hull.Shape.Height);
foreach (var v in hull.InteriorCells.Coordinates) worstCase[v] = true;
foreach (var hardpoint in hull.Hardpoints)
foreach (var v in hardpoint.Shape.Coordinates)
worstCase[hardpoint.Position + v] = false;
var fitting = bays.Where(b => b.Shape.FitsWithin(worstCase, out _, out _)).Select(b => b.Name).ToArray();
if (fitting.Length == 0) failures++;
Console.WriteLine($"{hull.Name}: {(fitting.Length == 0 ? "NO docking bay fits" : string.Join(", ", fitting))}");
}
return failures;
}
// Mints a product for every design that still carries a manufacturer, copying its name and description.
private static int MigrateProducts(bool apply)
{
var db = AetherDb.Open();
var products = db.Cache.GetAll<FactionProductData>().ToList();
var designs = db.Cache.GetAll<CraftedItemData>()
.Where(d => d.Manufacturer != Guid.Empty)
.Where(d => !products.Any(p => p.Design == d.ID && p.Manufacturer == d.Manufacturer))
.ToArray();
Console.WriteLine($"{products.Count} products exist; {designs.Length} designs need one\n");
foreach (var design in designs)
{
var product = new FactionProductData
{
Name = design.Name,
Description = design.Description,
Design = design.ID,
Manufacturer = design.Manufacturer,
// A design authored before roles existed has none; its product gets rows when roles are added
Roles = (design.Roles ?? new List<ItemRole>()).Select(r => new ProductRole { Role = r.Name }).ToList()
};
Console.WriteLine($" {product.Name,-28} by {db.Cache.Get<Faction>(product.Manufacturer)?.ShortName ?? "(unknown)"}");
if (apply) db.Cache.Add(product);
}
if (apply && designs.Length > 0)
{
db.Save();
Console.WriteLine($"\nSaved {designs.Length} products to AetherDB.msgpack");
}
else if (!apply) Console.WriteLine("\nDry run. Pass \"apply\" to write these to the database.");
return 0;
}
}

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// Counts equippable items by kind and manufacturer, to show how item variety is spread across the database.
using System;
using System.Linq;
var db = AetherDb.Open();
string Maker(Guid id) => db.Cache.Get<Faction>(id)?.ShortName ?? "(none)";
string Kind(EquippableItemData item) => item switch
{
HullData hull => $"Hull/{hull.HullType}",
DockingBayData _ => "DockingBay",
CargoBayData _ => "CargoBay",
WeaponItemData weapon => $"Weapon/{weapon.HardpointType}",
_ => item.HardpointType.ToString()
};
var items = db.Cache.GetAll<EquippableItemData>().ToArray();
Console.WriteLine($"{items.Length} equippable items from {items.Select(i => i.Manufacturer).Distinct().Count()} manufacturers\n");
foreach (var kind in items.GroupBy(Kind).OrderBy(g => g.Key))
Console.WriteLine($"{kind.Key,-22} {kind.Count(),3} " +
string.Join(", ", kind.GroupBy(i => Maker(i.Manufacturer)).OrderByDescending(g => g.Count()).Select(g => $"{g.Key}:{g.Count()}")));
Console.WriteLine("\nSame kind and footprint from more than one manufacturer (candidate duplicates):");
foreach (var group in items.GroupBy(i => (Kind(i), i.Shape.Coordinates.Length)).Where(g => g.Select(i => i.Manufacturer).Distinct().Count() > 1))
Console.WriteLine($" {group.Key.Item1} size {group.Key.Length}: " + string.Join(" | ", group.Select(i => $"{i.Name} ({Maker(i.Manufacturer)})")));

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// Mints a faction product for every design that still carries a manufacturer, so branded variants exist for
// what the database already had. Copies the design's name and description as the brand's, and adds a default
// quality distribution row per role. Dry run unless passed "apply".
using System;
using System.Collections.Generic;
using System.Linq;
var db = AetherDb.Open();
var apply = args.Any(a => a == "apply");
var products = db.Cache.GetAll<FactionProductData>().ToList();
var designs = db.Cache.GetAll<CraftedItemData>()
.Where(d => d.Manufacturer != Guid.Empty)
.Where(d => !products.Any(p => p.Design == d.ID && p.Manufacturer == d.Manufacturer))
.ToArray();
Console.WriteLine($"{products.Count} products exist; {designs.Length} designs need one\n");
foreach (var design in designs)
{
var maker = db.Cache.Get<Faction>(design.Manufacturer);
var product = new FactionProductData
{
Name = design.Name,
Description = design.Description,
Design = design.ID,
Manufacturer = design.Manufacturer,
// A design authored before roles existed has none; its product gets rows when roles are added to it.
Roles = (design.Roles ?? new List<ItemRole>()).Select(r => new ProductRole { Role = r.Name }).ToList()
};
Console.WriteLine($" {product.Name,-28} by {maker?.ShortName ?? "(unknown)",-12} roles: " +
(product.Roles.Count == 0 ? "none" : string.Join(", ", product.Roles.Select(q => q.Role))));
if (apply) db.Cache.Add(product);
}
if (apply && designs.Length > 0)
{
db.Save();
Console.WriteLine($"\nSaved {designs.Length} products to AetherDB.msgpack");
}
else if (!apply)
Console.WriteLine("\nDry run. Pass \"apply\" to write these to the database.");

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// Checks that some docking bay fits every station hull, which LoadoutGenerator.GenerateStationLoadout requires.
// Exits with the number of station hulls that cannot take any docking bay.
using System;
using System.Linq;
var db = AetherDb.Open();
var bays = db.Cache.GetAll<DockingBayData>().ToArray();
var failures = 0;
foreach (var hull in db.Cache.GetAll<HullData>().Where(h => h.HullType == HullType.Station))
{
// Hardpoint gear is equipped before the docking bay, so the worst case leaves only the non-hardpoint interior free
var worstCase = new Shape(hull.Shape.Width, hull.Shape.Height);
foreach (var v in hull.InteriorCells.Coordinates) worstCase[v] = true;
foreach (var hardpoint in hull.Hardpoints)
foreach (var v in hardpoint.Shape.Coordinates)
worstCase[hardpoint.Position + v] = false;
var fitting = bays.Where(b => b.Shape.FitsWithin(worstCase, out _, out _)).Select(b => b.Name).ToArray();
if (fitting.Length == 0) failures++;
Console.WriteLine($"{hull.Name}: {(fitting.Length == 0 ? "NO docking bay fits" : string.Join(", ", fitting))}");
}
return failures;