Fix F1: PersistedBehaviors as a pairs array, per Cut 0's ruling
Dictionary<int2, PersistentBehaviorData[]> has no hash-resistant comparer under CultCache's UntrustedData security, so any run store holding an entity threw MessagePackSerializationException on reopen, even when the dictionary was empty. EntityPack.PersistedBehaviors (key 5, unchanged) becomes (int2 position, PersistentBehaviorData[] data)[], matching Equipment/CargoBays/DockingBays. Pack writes pairs; Unpack builds a local lookup before restoring behaviors. PersistentBehaviorData had no concrete leaf and no Union, so nothing could ever exercise its wire format; added MarkerPersistentBehaviorData as the one placeholder leaf so ReopenedPackKeepsPersistedBehaviors can round-trip real data ahead of a real IPersistentBehavior implementer landing. Tests: RunSaveTests.BarePack uses an empty pairs array. Added ReopenedPackKeepsPersistedBehaviors (a hand-built pack with two positions, each with one persisted behavior, round-trips through commit and reopen) and ReopenSurvivesAGeneratedShipWithEntities (a real ship from LoadoutGenerator against a catalog fixture, committed into a SavedZone and reopened, pinning the defect at the layer Soul's probe found it). MaterializedLotsSurviveSaveAndReload and CommitKeepsOnlyReachableLots go green; 36 of 36 tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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3 changed files with 140 additions and 12 deletions
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@ -7,6 +7,7 @@ using CultMath;
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using GameCult.Caching;
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using GameCult.Caching.MessagePack;
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using Xunit;
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using Random = CultMath.Random;
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// The run lifecycle over all three stores: a save is one commit with stable zone keys, and a clear removes every run record.
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public sealed class RunSaveTests : IDisposable
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@ -177,10 +178,123 @@ public sealed class RunSaveTests : IDisposable
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Assert.Throws<InvalidOperationException>(() => ledger.Reachable(new[] { 9 }));
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}
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// F1: PersistedBehaviors is now a pairs array (Dictionary<int2,...> has no hash-resistant comparer under
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// CultCache's untrusted-data security, so a store holding any entity could never be reopened). Two positions,
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// each with one persisted behavior, must round-trip through a commit and reopen.
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[Fact]
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public void ReopenedPackKeepsPersistedBehaviors()
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{
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var posA = new int2(0, 0);
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var posB = new int2(1, 0);
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var pack = BarePack(hull: null, persistedBehaviors: new (int2, PersistentBehaviorData[])[]
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{
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(posA, new PersistentBehaviorData[] { new MarkerPersistentBehaviorData { Value = 11 } }),
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(posB, new PersistentBehaviorData[] { new MarkerPersistentBehaviorData { Value = 22 } })
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});
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using (var cache = Open())
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{
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var zones = new[]
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{
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new SavedZone
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{
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Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
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Contents = new ZonePack { Entities = new List<EntityPack> { pack } }
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}
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};
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RunSave.Commit(cache, Game(cache), zones, new ProvenanceLedger());
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}
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using (var cache = Open())
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{
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var run = cache.GetGlobal<SavedGame>();
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var zone = cache.Get(run.Zones[0]);
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var reopened = zone.Contents.Entities[0].PersistedBehaviors.OrderBy(p => p.position.x).ToArray();
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Assert.Equal(2, reopened.Length);
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Assert.Equal(posA, reopened[0].position);
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Assert.Equal(11, Assert.IsType<MarkerPersistentBehaviorData>(reopened[0].data.Single()).Value);
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Assert.Equal(posB, reopened[1].position);
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Assert.Equal(22, Assert.IsType<MarkerPersistentBehaviorData>(reopened[1].data.Single()).Value);
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}
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}
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// F1: the reopen defect was found through a hand-built pack; this pins the same defect class at the layer it
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// actually failed, a real ship generated by LoadoutGenerator against a catalog fixture, committed into a
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// SavedZone and reopened (Soul's probe in docs/headless-playground-cut.md §2.6).
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[Fact]
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public void ReopenSurvivesAGeneratedShipWithEntities()
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{
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using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
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{
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var maker = cache.Upsert(new Faction { Name = "Generator Maker", ShortName = "GEN" });
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var hullShape = new Shape(4, 4);
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foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
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var hull = cache.Upsert(new HullData
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{
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Name = "Runabout", HullType = HullType.Ship, Shape = hullShape, Price = 50,
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Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
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});
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var gear = cache.Upsert(new GearData { Name = "Scanner", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 5 });
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var cargo = cache.Upsert(new CargoBayData { Name = "Hold", Shape = new Shape(), InteriorShape = new Shape(), Price = 3 });
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var capacitor = cache.Upsert(new GearData { Name = "Cap", Hardpoint = HardpointType.Tool, Shape = new Shape(), Price = 1, Behaviors = { new CapacitorData() } });
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foreach (var (name, design) in new[] { ("Runabout by Generator Maker", hull.Key), ("Scanner by Generator Maker", gear.Key), ("Hold by Generator Maker", cargo.Key), ("Cap by Generator Maker", capacitor.Key) })
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cache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = maker });
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cache.FlushAsync().Wait();
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}
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EntityPack pack;
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ProvenanceLedger lots;
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using (var cache = Open())
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{
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var random = new Random(7);
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var items = new ItemManager(cache, new ProvenanceLedger(), TestSettings(), _ => { });
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var generator = new LoadoutGenerator(ref random, items, null, null, null, .5f);
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pack = generator.GenerateShipLoadout(candidate => candidate.Name == "Runabout");
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Assert.NotNull(pack);
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lots = items.Lots;
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var game = new SavedGame
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{
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Factions = Array.Empty<CultRecordRef<Faction>>(),
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Relationships = Array.Empty<FactionRelationship>(),
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HomeZones = new Dictionary<int, int>(),
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BossZones = new Dictionary<int, int>(),
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DiscoveredZones = new[] { 0 },
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ActionBarBindings = new SavedActionBarBinding[0],
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Exit = -1
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};
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var zones = new[]
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{
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new SavedZone
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{
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Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
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Contents = new ZonePack { Entities = new List<EntityPack> { pack } }
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}
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};
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RunSave.Commit(cache, game, zones, lots);
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}
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using (var cache = Open())
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{
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var storedLots = RunSave.Lots(cache);
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var run = cache.GetGlobal<SavedGame>();
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var zone = cache.Get(run.Zones[0]);
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Assert.NotNull(zone.Contents);
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var crafted = EntitySerializer.Items(zone.Contents.Entities[0]).OfType<CraftedItemInstance>().ToArray();
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Assert.NotEmpty(crafted);
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foreach (var instance in crafted)
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{
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var lot = storedLots[instance.Lot];
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Assert.Equal(instance.Data.Key, lot.Design.Key);
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}
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}
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}
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// A minimal, valid EntityPack with every collection field non-null, for tests that build packs directly rather
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// than through EntitySerializer.Pack.
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private static ShipPack BarePack(EquippableItem hull, EntityPack[] children = null,
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(int2, ItemInstance)[][] dockingBayContents = null) => new ShipPack
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(int2, ItemInstance)[][] dockingBayContents = null,
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(int2, PersistentBehaviorData[])[] persistedBehaviors = null) => new ShipPack
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{
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Name = "ship",
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Hull = hull,
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@ -190,7 +304,7 @@ public sealed class RunSaveTests : IDisposable
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CargoContents = Array.Empty<(int2, ItemInstance)[]>(),
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DockingBayContents = dockingBayContents ?? Array.Empty<(int2, ItemInstance)[]>(),
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Children = children ?? Array.Empty<EntityPack>(),
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PersistedBehaviors = new Dictionary<int2, PersistentBehaviorData[]>(),
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PersistedBehaviors = persistedBehaviors ?? Array.Empty<(int2, PersistentBehaviorData[])>(),
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Temperature = new float[0, 0],
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Armor = new float[0, 0],
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Conductivity = new bool2[0, 0],
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