Aetheria/Assets/Scripts/ServerShared/PlayerSettings.cs
Meta Vens a2b54889b4 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>
2026-09-14 19:00:42 +02:00

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2.7 KiB
C#

using GameCult.Caching;
using System;
using System.Collections.Generic;
using System.Globalization;
using MessagePack;
[CultDocument("aetheria.playersettings", "1"), CultGlobal, MessagePackObject]
public class PlayerSettings
{
[Key(0)] public string Name = "Anonymous";
[Key(1)] public SavedGame SavedRun;
[Key(2)] public bool TutorialPassed;
[Key(3)] public Dictionary<string, string> HashedStoryFiles = new Dictionary<string, string>();
[Key(4)] public PlayerGameplaySettings GameplaySettings = new PlayerGameplaySettings();
[Key(5)] public PlayerInputSettings InputSettings = new PlayerInputSettings();
[Key(6)] public PlayerGraphicsSettings GraphicsSettings = new PlayerGraphicsSettings();
public string FormatTemperature(float t)
{
return GameplaySettings.TemperatureUnit switch
{
TemperatureUnit.Kelvin => $"{Format(t)}°K",
TemperatureUnit.Celsius => $"{Format(t - 273.15f)}°C",
TemperatureUnit.Fahrenheit => $"{Format(t * (9f / 5) - 459.67f)}°F",
_ => throw new ArgumentOutOfRangeException()
};
}
public float ParseTemperature(string s)
{
var t = float.Parse(s);
return GameplaySettings.TemperatureUnit switch
{
TemperatureUnit.Kelvin => t,
TemperatureUnit.Celsius => t + 273.15f,
TemperatureUnit.Fahrenheit => (t - 32) * (5f / 9) + 273.15f,
_ => throw new ArgumentOutOfRangeException()
};
}
public string Format(float d)
{
var magnitude = d == 0.0f ? 0 : (int)Math.Floor(Math.Log10(Math.Abs(d))) + 1;
var digits = GameplaySettings.SignificantDigits;
digits -= magnitude;
if (digits < 0)
digits = 0;
var strdec = d.ToString($"N{digits}");
var dec = Convert.ToChar(CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator);
return strdec.Contains(CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator) ? strdec.TrimEnd('0').TrimEnd(dec) : strdec;
}
}
[MessagePackObject]
public class PlayerGameplaySettings
{
[Key(0)] public TemperatureUnit TemperatureUnit = TemperatureUnit.Celsius;
[Key(1)] public int SignificantDigits = 3;
}
[MessagePackObject]
public class PlayerGraphicsSettings
{
[Key(0)] public Quality NebulaQuality = Quality.Normal;
[Key(1)] public bool ShowAsteroidsInMinimap;
}
[MessagePackObject]
public class PlayerInputSettings
{
[Key(0)] public Dictionary<(string action, int binding), string> InputActionMap = new Dictionary<(string action, int binding), string>();
[Key(1)] public List<string> ActionBarInputs = new List<string>();
}
public enum Quality
{
Low,
Normal,
High,
Ultra
}