Cut 8b. tests/Aetheria.Shared.Tests (xunit, net10.0) builds a temp-directory catalog through AetheriaStores.Open(catalogWritable: true) per test: - OpenThenFlushLeavesEveryFileByteIdentical: the catalog, plus run and player stores seeded with their globals, a SavedZone and an InputLayout. - WeaponWrittenThroughGearHandleReloadsAsWeapon - CatalogRefusesWrites: bytes unchanged too. - SavedZoneNeverLandsInCatalog: no home without a run store; the snapshot schemas show where it landed. - FactionIsASingletonInstance: through a ref, a ref-keyed map key, and the name index. - MissingCatalogGlobalIsLoud: uses a test-only [CultGlobal] routed to the catalog. The game has no catalog globals yet. The first test found a real defect. PlayerInputSettings.InputActionMap was keyed by (string, int), and CultLib's untrusted-data MessagePack security has no hash-resistant comparer for a tuple, so a player store could never be read back. It is now action name to binding index to path; its two Unity readers change in the Unity commit. Each test was checked to fail with the rule it pins removed; see the report. Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6 pass). Unity does not build yet. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
83 lines
No EOL
2.9 KiB
C#
83 lines
No EOL
2.9 KiB
C#
using GameCult.Caching;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using MessagePack;
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[CultDocument("aetheria.playersettings", "1"), CultGlobal, MessagePackObject]
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public class PlayerSettings
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{
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[Key(0)] public string Name = "Anonymous";
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[Key(1)] public SavedGame SavedRun;
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[Key(2)] public bool TutorialPassed;
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[Key(3)] public Dictionary<string, string> HashedStoryFiles = new Dictionary<string, string>();
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[Key(4)] public PlayerGameplaySettings GameplaySettings = new PlayerGameplaySettings();
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[Key(5)] public PlayerInputSettings InputSettings = new PlayerInputSettings();
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[Key(6)] public PlayerGraphicsSettings GraphicsSettings = new PlayerGraphicsSettings();
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public string FormatTemperature(float t)
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{
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return GameplaySettings.TemperatureUnit switch
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{
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TemperatureUnit.Kelvin => $"{Format(t)}°K",
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TemperatureUnit.Celsius => $"{Format(t - 273.15f)}°C",
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TemperatureUnit.Fahrenheit => $"{Format(t * (9f / 5) - 459.67f)}°F",
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_ => throw new ArgumentOutOfRangeException()
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};
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}
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public float ParseTemperature(string s)
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{
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var t = float.Parse(s);
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return GameplaySettings.TemperatureUnit switch
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{
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TemperatureUnit.Kelvin => t,
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TemperatureUnit.Celsius => t + 273.15f,
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TemperatureUnit.Fahrenheit => (t - 32) * (5f / 9) + 273.15f,
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_ => throw new ArgumentOutOfRangeException()
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};
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}
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public string Format(float d)
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{
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var magnitude = d == 0.0f ? 0 : (int)Math.Floor(Math.Log10(Math.Abs(d))) + 1;
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var digits = GameplaySettings.SignificantDigits;
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digits -= magnitude;
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if (digits < 0)
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digits = 0;
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var strdec = d.ToString($"N{digits}");
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var dec = Convert.ToChar(CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator);
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return strdec.Contains(CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator) ? strdec.TrimEnd('0').TrimEnd(dec) : strdec;
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}
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}
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[MessagePackObject]
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public class PlayerGameplaySettings
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{
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[Key(0)] public TemperatureUnit TemperatureUnit = TemperatureUnit.Celsius;
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[Key(1)] public int SignificantDigits = 3;
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}
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[MessagePackObject]
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public class PlayerGraphicsSettings
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{
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[Key(0)] public Quality NebulaQuality = Quality.Normal;
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[Key(1)] public bool ShowAsteroidsInMinimap;
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}
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[MessagePackObject]
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public class PlayerInputSettings
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{
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// Binding override paths by action name, then binding index. A tuple key has no hash-resistant comparer, so
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// MessagePack's untrusted-data security refuses to read it back.
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[Key(0)] public Dictionary<string, Dictionary<int, string>> InputActionMap = new Dictionary<string, Dictionary<int, string>>();
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[Key(1)] public List<string> ActionBarInputs = new List<string>();
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}
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public enum Quality
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{
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Low,
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Normal,
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High,
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Ultra
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} |