Operator chose option A: a flush or unconditional commit on a directory store
lands its changed pages onto the current manifest, so other writers' records
survive, while a single-file store stays last-writer-wins. Also records that an
attached store shares its cache's gate, which is how Cut 3 fixed the lock order.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Operator chose option A on all three questions Soul raised: one lock order
(cache, then store) with store I/O blocking that cache's readers; an
unconditional Commit is last-writer-wins like a flush; a store that fails to
hydrate on open throws and is never overwritten. Also records one key per
store, load-only OnUpdate, missing-file dirtiness, the late-route fixture,
TryGet kept for AquaSynth, the scoped SemaphoreSlim check, and the corrected
size target for CultCache.cs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Operator chose option A. Opening hydrates; a consumer that wants a fresh store
removes the records it does not keep, upserts, and flushes, and the atomic
snapshot replace does the rest. No CultLib API is added and PullOnOpen goes in
Cut 3. The two AquaSynth single-document writers adopt that form; the
File.Exists-style setters in AquaSynth and Mimir just drop the property.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 2 was not purely subtraction: load-time admission failures now propagate,
a store attached to a second cache replaces the first cache's callbacks, a
missing manifest empties the store on the next flush, and a v1 snapshot opened
as a directory store throws. The code still keeps atomic replace, manifest
ordering, content-addressed pages and both leases, but the tests for them left
with the stage probes. Cut 3 now restores them with real file locks, makes load
all-or-nothing, refuses shared stores, settles the legacy catalog resolver, and
keeps CultNet from publishing before a batch commits. The managed document is
recorded as parked with SoA.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
OpenAsync keeps pulling until attach hydrates in Cut 3. CultCache.FlushAsync
keeps its dead soft parameter for Studio's reflection until Cut 6. Loaded and
Unloaded are protected internal; PullSelected goes with the directory store;
a missing directory manifest is an empty store; doc comments go from all eight
files. PullOnOpen has AquaSynth and Mimir setters that mean overwrite without
loading, so Cut 3 must decide who owns replacing a store before deleting it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 3 rewrites the Cut 1 fixture that attaches a second untyped store and
retires the reflective IsGlobal hack. Cut 4 makes the generator discover
inherited members like the reflective registry, so derived documents hash one
schema id in both builds, and requires [Key] on persisted document members.
Corrects sibling attach wording, the C# commit status, and a deleted doc target.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The two-process race probe (P7) spawned recursively and produced no trustworthy
result, so conditional commit's lock behavior is proven by Cut 3's tests, which
now require guarded child launches (explicit host, role chosen by environment,
fail if a child would spawn) or in-process concurrent file handles. The fork bomb
is recorded among the risks. Compare-exchange leaves the follow-ups.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Saved mid-pass after a workstation crash: per-entry Expect and ExpectUnchanged
on the one-store batch, TryCommit, a lock sidecar for the single-file store,
the last-writer-wins flush contract, the race tests and probe P7, and full
CultLib\packages paths for sibling runtimes. The Imagination pass is finishing
the rest.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Second and third Imagination passes, probe-backed. Globals get lifecycle owners
and the cache invents none; routing admits a record's home once and refuses
later routes over admitted types; mirrors go in every runtime; subtraction is
separated from behavior. SoA is parked at a tag with its intent recorded.
The MessagePack generator is contained in CultLib's own package reference.
Atomic multi-record commit stays as an explicit one-store batch replacing the
ambient transaction machinery. AetheriaEve is removed from all evidence.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AetheriaEve is preserved as a specimen and constrains nothing. The consumers
that must survive the CultLib changes are the ones that build against it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Imagination pass over cultcache-migration-target.md: answers to its eight
questions with evidence from CultLib and its canonical packages, the CultLib
store-routing authority map, the wire-parity plan, ten sequenced cuts with
failing-first tests, negative checks and build budgets, a subtraction ledger,
and rejected paths. Two corrections on review: Cut 0 is already done
(6bd3e176, 560779a4), and Cut 7 adds an LFS rule for .cc before committing
the catalog.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The neighboring cultcache-rs, cultcache-py, cultnet-rs and cultnet-ts
repositories are defunct. Wire parity is held against CultLib\packages
(cultcache, cultnet and cultmesh runtimes) with C# as the reference.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The 6000.3 serializer adds its default fields (iOS thermal FPS limits,
androidDisplayOptions, metalUseMetalDisplayLink,
switchGraphicsJobsSyncAfterKick, m_UseUCBPForAssetBundles) on first open. No
setting changes value; this finishes the upgrade so every editor open stops
dirtying the files.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
One rule now governs interior space: an empty hardpoint cell is usable, in
both UnoccupiedSpace and ItemFits. ItemFits used to refuse hardpoint cells
that UnoccupiedSpace offered, so stations failed to equip a docking bay.
CraftedItemInstance.Ingredients and Product move from keys 3 and 4 to 9 and
10, past every key the derived instances use. At 3 and 4 an older save reads
nil into a non-nullable Guid and fails to load.
WeightedRandomElements returns an empty array when every weight is zero,
instead of an array of nulls. LoadoutGenerator treats a missing Galaxy as
"every product available", the seam a fixture needs to generate loadouts
without a galaxy. ZoneGenerator skips a story station that fails to generate
and logs it, instead of throwing.
Verified: Aetheria.Shared and tools/AetherDb build headless; Unity 6000.3.24f1
batchmode compile succeeds; AetherDb doctor, station-fit and loadout pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Aetheria moves onto modern CultCache from CultLib, cache only. States the end
state for Aetheria and CultLib, the wire-parity and foundation invariants, the
probe evidence, and the questions the Imagination pass must answer before any
cut. Points the parked perfect-machine map at it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Unity assets are YAML, so parsing them is a solved problem. The hand rolled
indentation parser produced three bugs in sequences alone: bare scalar items
dropped, mapping items parented to the wrong node, then only the first item
of each sequence kept. YamlDotNet does the parsing; what remains is mapping
a parsed node onto a settings class by field name, with unknown keys
reported rather than silently misplaced.
The settings command keeps asserting counts, since that check is what caught
the parser both times.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A fixture that invents curve and tier values measures a game nobody plays,
so the tool reads Assets/Resources/Settings.asset, whose GameSettings holds
plain ServerShared classes, and fills them by field name. The settings
command asserts counts rather than non-null: an empty array reads as
populated, and that lie cost two rounds of parsing bugs in sequences.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Eight factions pointed at one boss hull GUID that no longer resolves,
shared wreckage from the database loss. PlaceFactionsMain gives a boss zone
to every faction carrying a BossHull, so each dangling link claimed a
chokepoint that could never spawn a boss.
AetherDb.Open no longer registers the name file store. CultCache subscribes
Add to a store EntryAdded, MultiFileBackingStore.PullAll re-emits what it
loads, and Add pushes to that type store, whose Push writes a file: opening
the cache rewrote all twelve name files, 4.4 MB, on every command. They were
byte identical, and it only surfaced as an error because Unity had one of
them memory mapped. Name files now load only on request, and the scope doc
records the underlying smell.
Adds commands: factions, clear-boss-hulls, save, loadout (runs the real
LoadoutGenerator against every hull), hardpoint-fit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
One product per design that carried a manufacturer, keeping its name,
description and maker. No design has roles yet, so every stat still reads
the item own workmanship and behavior is unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A design lists role names; a faction product is a manufacturer's branded
build of one, carrying its name, its flavor text, and a pseudo-gaussian
quality distribution per role whose mean is the technology put in and
whose deviation is their quality control. A PerformanceStat may name the
role whose quality it reads, unset reading the item own workmanship as
before, so old saves behave unchanged. Generation selects products rather
than designs, which makes what a faction makes the availability rule.
This is Njordr shape at one dimension: role names, per-role derivation
and per-product distributions carry over when quality widens into
dimensions. No parts exist yet; the product authors the role quality.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Aetheria authors roles, per-role stat derivation, continuous part quality
and per-faction role competence: the same shape one dimension wide, so
migration widens quality into dimensions rather than restructuring. No
second owner of item property derivation grows here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Counts equippable items by kind and manufacturer and lists same-footprint
items duplicated across manufacturers.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Aetheria.Shared.csproj compiles ServerShared with MessagePack, UniRx
core, Ink and Unity.Mathematics from source against .NET Standard 2.1
(Unity's API level) with no Unity defines; a clean build checks that the
simulation stays engine-independent. tools/AetherDb opens AetherDB.msgpack
through the game's own CultCache for file-based C# scripts; station-fit
checks every station hull can take a docking bay.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
UnoccupiedSpace now counts empty hardpoint cells as free, matching
ItemFits: general gear may use a hardpoint until hardpoint gear claims
it. LoadoutGenerator equips hardpoint gear before the docking bay, so the
bay cannot take the reactor's slot. Hulls, docking bays, controllers,
cargo bays and capacitors are required: if no manufacturer present in the
galaxy and known to the faction makes one, any manufacturer is used and
the database gap is logged, so a galaxy without AU still gets stations.
Manufacturer preference is allegiance / (1 + hops to headquarters); the
distance term previously never applied due to operator precedence, and
would have divided by zero in the headquarters zone.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CultCache discovers DatabaseEntry types by scanning every loaded
assembly. Outside Unity, plugin assemblies that reference UnityEngine
throw ReflectionTypeLoadException and took the whole scan down; keep the
types that do load. Also fix GetAllGenericChildClasses reading and
writing the ChildClasses cache instead of its own.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The centered 4x4 reactor left no 4x4 interior block free, so the only
docking bay could never fit and every non-tutorial station threw
InvalidLoadoutException. Edited by the operator in the database tools.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Git keeps the history. SimpleCommodityData records its retired
MessagePack keys so they are not reused against old data.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Delete Economy.Server/Economy.Shared, LiteNetLib, network message types,
the texture-based Gravity duplicate, unreferenced scripts and agent
states, and unused plugins (MSAGL, NaughtyAttributes, AsyncAwaitUtil,
Allegorithmic, Localization samples, MrtTest, ThinkGear, QuickGraph),
plus vendored sample scenes, root zips/logs, and the stray Obsidian
folder. MainMenu logs faulted galaxy-generation tasks directly instead of
AsyncAwaitUtil's WrapErrors. Stop tracking UserSettings and the Wwise
.backup folder; ignore generated .sln/.csproj by pattern.
Game-system test scenes are kept. Playdead stays: VolumeCloudRenderer
derives from its EffectBase.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Editor-driven upgrade from 6000.1.10f1: patch-level package bumps,
importer re-serialization of legacy .meta files, and the regenerated
Input System wrapper. Verified by playing from Main Menu into ARPG.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Remove the vendored RethinkDb driver and its Linq provider, the Rethink
backing store, the already-stubbed RethinkConnection, the Rethink test
window, and the Rethink-only Remotion.Linq and Logging.Abstractions DLLs.
The database editor now works only on GameData/AetherDB.msgpack, with a
Save button replacing the dead Connect UI and broken JSON export.
RethinkTable becomes DatabaseCategory, which only groups editor entries.
Economy.Server still references Rethink; it was already unbuildable and
is handled separately.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Replace the aim-error and steering items with a ServerShared fire control
system that owns hit resolution and an MPC navigation planner.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Record the scoped-down rogue-lite plan on the legacy Unity game and mark
the CultMesh migration map as parked.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The worktree carried 47 untracked entries: scratch logs, sandboxed npm/NuGet/
dotnet caches, and eight throwaway git checkouts totalling about 1.6GB, one of
them 1.2GB on its own. All were verified clean with no unpushed commits before
removal, so nothing was lost.
Scoped to the debris rather than everything ignored: Unity's Library/, Build/,
the generated .csproj files and Economy.Server/bin|obj are also ignored but are
expensive to regenerate, so they stay.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>