Remove Unity runtime state call chains
This commit is contained in:
parent
7285a82cb1
commit
f09c298bcd
5 changed files with 37 additions and 26 deletions
|
|
@ -34,11 +34,10 @@ public sealed class AetheriaUnityGameplayBootShell
|
|||
$"Aetheria runtime state file is missing at {stateBoot.StateFilePath}; gameplay requires an authoritative daemon mirror.");
|
||||
}
|
||||
|
||||
var runtimeState = AetheriaUnityRuntimeClientProvider.RuntimeState(stateBoot, stateBoot.RuntimeId);
|
||||
var runtimeCatalog = runtimeState.CurrentCatalog();
|
||||
var runtimeCatalog = AetheriaUnityRuntimeClientProvider.CurrentCatalog(stateBoot, stateBoot.RuntimeId);
|
||||
if (runtimeCatalog == null)
|
||||
throw new InvalidOperationException("Aetheria typed runtime catalog is required before gameplay boot.");
|
||||
var sectorMap = runtimeState.CurrentSectorMap();
|
||||
var sectorMap = AetheriaUnityRuntimeClientProvider.CurrentSectorMap(stateBoot, stateBoot.RuntimeId);
|
||||
if (sectorMap == null)
|
||||
throw new InvalidOperationException("Aetheria typed sector map is required before gameplay boot.");
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue