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>
This commit is contained in:
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50 changed files with 537 additions and 542 deletions
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@ -7,7 +7,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using JsonKnownTypes;
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using GameCult.Caching;
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//using JM.LinqFaster;
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using MessagePack;
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using MessagePack.Formatters;
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@ -19,34 +19,28 @@ using static CultMath.math;
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Union(1, typeof(CompoundCommodity)),
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Union(2, typeof(EquippableItem)),
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Union(3, typeof(ConsumableItem)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<ItemInstance>))]
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JsonObject(MemberSerialization.OptIn)]
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public abstract class ItemInstance
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{
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[JsonProperty("data"), Key(0)] public DatabaseLink<ItemData> Data;
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[JsonProperty("data"), Key(0)] public CultRecordRef<ItemData> Data;
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[JsonProperty("rotation"), Key(1)] public ItemRotation Rotation;
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}
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[Union(0, typeof(CompoundCommodity)),
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Union(1, typeof(EquippableItem)),
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Union(2, typeof(ConsumableItem)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<CraftedItemInstance>))]
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JsonObject(MemberSerialization.OptIn)]
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public abstract class CraftedItemInstance : ItemInstance
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{
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// The workmanship of this particular unit, as distinct from the parts that went into it.
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[JsonProperty("quality"), Key(2)] public float Quality;
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// Keys 9 and 10, past every key the derived instances use: an item saved before these existed has no
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// element there at all. Keys 3 to 6 sit inside the old range and read back as nil, which a non-nullable
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// Guid cannot deserialize, so nothing new may go there.
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// How good the part filling each of the design's roles turned out. Empty on items made before roles
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// existed; stats then read Quality as they always did.
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[JsonProperty("ingredients"), Key(9)] public List<RoleFill> Ingredients = new List<RoleFill>();
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// The manufacturer's branded product this was built as, naming it and carrying its flavor text.
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[JsonProperty("product"), Key(10)] public Guid Product;
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[JsonProperty("product"), Key(10)] public CultRecordRef<FactionProductData> Product;
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// The quality a stat reads for one of the design's roles. An unnamed role, a design without roles, and an
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// item built before roles existed all fall back to this item's own workmanship.
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