Aetheria/Assets/Scripts/ServerShared/Loadout.cs
Meta Vens d503f076e1 Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.

- The process cache opens the catalog read-only in every build again, so the
  missing-global check runs for it as it did before db83cd29. The writable
  empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
  opens its own short-lived cache over the catalog, writable, commits the one
  preset conditionally on its key and disposes it. No other cache or instance
  is touched. The running game sees the preset only after the catalog reloads.
  CultLib at a0813c6 allows this: a read-only single-file store takes no lock
  and holds no handle, and the writer's commit takes the exclusive sidecar
  <path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
  creates the catalog), when a preset of that name exists under another key
  (CultCache does not reject duplicate names on write), or when the key holds a
  preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
  spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
  "MkII". capturepreset refuses a second argument other than replace, so an
  unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
  that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
  unchanged; a missing catalog refuses and creates nothing; a same name under a
  Studio-minted key refuses, with or without replace; a game-shaped read-only
  open missing a global throws. The existing preset tests now commit through
  the catalog path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00

161 lines
8.3 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using GameCult.Caching;
using MessagePack;
using CultMath;
// A ship preset (a variant): item designs only, the hull's design, and per hull cell a design and its rotation. A design
// names no manufacturer; which product builds a slot is a fact of the galaxy the preset is materialized in, which keeps
// a preset portable across galaxies. Authored catalog data: written in CultCache Studio or by the editor capture
// command, read at runtime.
[CultDocument("aetheria.loadout", "1"), MessagePackObject]
public class Loadout
{
[CultName, Key(0)] public string Name;
[Key(1)] public CultRecordRef<HullData> Hull;
[Key(2)] public List<LoadoutSlot> Slots = new List<LoadoutSlot>();
[Key(3)] public int[][] WeaponGroups; // indices into Slots
}
[MessagePackObject]
public class LoadoutSlot
{
[Key(0)] public int2 Position; // hull cell passed to Entity.TryEquip(item, int2)
[Key(1)] public ItemRotation Rotation;
[Key(2)] public CultRecordRef<EquippableItemData> Design;
}
// The owner of loadouts: capture from a live ship, the only writer, and the only builder of a ship from a loadout.
public static class Loadouts
{
// Records the hull design and one slot per equipped item (gear, then cargo bays, then docking bays) with its cell,
// rotation and design. Entity.Equipment also holds the hull's own unit; that is Hull, not a slot. Nothing about the
// units themselves: no product, quality, ingredients, cargo or state.
public static Loadout Capture(ItemManager itemManager, Entity entity, string name)
{
var cache = itemManager.ItemData;
var items = entity.Equipment
.Concat<EquippedItem>(entity.CargoBays)
.Concat(entity.DockingBays)
.Where(item => item.EquippableItem != entity.Hull)
.Distinct()
.ToList();
return new Loadout
{
Name = name,
Hull = cache.RefOf((HullData) itemManager.GetData(entity.Hull)),
Slots = items.Select(item => new LoadoutSlot
{
Position = item.Position,
Rotation = item.EquippableItem.Rotation,
Design = cache.RefOf(itemManager.GetData(item.EquippableItem))
}).ToList(),
WeaponGroups = entity.WeaponGroups
.Select(group => group.items.Select(item => items.IndexOf(item)).ToArray())
.ToArray()
};
}
// A preset's key derives from its name, so capturing the same name again addresses the same record.
public static CultRecordKey KeyOf(string name) => new CultRecordKey("loadout:" + name);
// The only writer of presets. It opens its own short-lived cache over the catalog file, writable, and disposes it
// after the one commit. No other cache is touched, so no catalog instance play holds (or has mutated) can reach the
// file; a cache that already has the catalog open sees the preset only once it reloads.
// Throws and writes nothing when the file is missing (capture never creates a catalog), when a preset of this name
// exists under another key, or when one exists under KeyOf(Name) and replace is not set. The commit is conditional
// on the record at KeyOf(Name), so a preset changed on disk since this open is not clobbered: returns false then.
public static bool Commit(string catalogPath, Loadout loadout, bool replace)
{
if (!File.Exists(catalogPath))
throw new InvalidOperationException($"Catalog {catalogPath} does not exist; a preset capture never creates one.");
using var cache = AetheriaStores.Open(catalogPath, catalogWritable: true);
var key = KeyOf(loadout.Name);
var namesake = cache.GetAll<Loadout>().FirstOrDefault(other => other.Name == loadout.Name && !cache.RefOf(other).Key.Equals(key));
if (namesake != null)
throw new InvalidOperationException($"Preset '{loadout.Name}' already exists under key {cache.RefOf(namesake).Key}; rename or remove it first.");
var existing = cache.Get<Loadout>(key);
if (existing != null && !replace)
throw new InvalidOperationException($"Preset '{loadout.Name}' already exists; replace it explicitly.");
return cache.Commit(batch =>
{
batch.Expect(key, existing);
batch.Upsert(typeof(Loadout), loadout, key);
});
}
// All-or-nothing: returns a ship only when every design resolved, had an available product and fitted, the loadout
// has at most WeaponGroupCount weapon groups, and every group index names a weapon slot. Every failure is listed; on
// any failure nothing is returned and the zone and cache are unchanged, but a failed fit has already drawn from
// itemManager.Random. A design is built by its first available product in record-key order. A game spawner is to
// pass LoadoutGenerator.IsAvailable as isAvailable, with no fallback to any manufacturer. The ship always gets
// exactly WeaponGroupCount groups; a loadout with fewer is padded with empty groups.
public static Ship Materialize(ItemManager itemManager, Zone liveZone, Loadout loadout,
Predicate<FactionProductData> isAvailable, List<string> failures)
{
var cache = itemManager.ItemData;
var products = cache.GetAll<FactionProductData>().OrderBy(p => cache.RefOf(p).Key.Value, StringComparer.Ordinal).ToArray();
var reported = failures.Count;
FactionProductData Resolve<T>(CultRecordRef<T> design, string where) where T : EquippableItemData
{
var data = cache.Get(design);
if (data == null)
{
failures.Add($"{where}: design {design.Key} is not in the catalog");
return null;
}
var product = products.FirstOrDefault(p => p.Design.Key.Equals(design.Key) && isAvailable(p));
if (product == null) failures.Add($"{where}: no available product of {data.Name}");
return product;
}
var hullProduct = Resolve(loadout.Hull, "hull");
var slotProducts = loadout.Slots.Select(slot => Resolve(slot.Design, Cell(slot))).ToArray();
var groups = loadout.WeaponGroups ?? new int[0][];
var groupCount = itemManager.GameplaySettings.WeaponGroupCount;
if (groups.Length > groupCount) failures.Add($"weapon groups: {groups.Length} groups, at most {groupCount}");
foreach (var index in groups.SelectMany(group => group))
{
if (index < 0 || index >= loadout.Slots.Count) failures.Add($"weapon group: no slot {index}");
else if (cache.Get(loadout.Slots[index].Design) is { } design && !design.Behaviors.Any(behavior => behavior is WeaponData))
failures.Add($"weapon group: {Cell(loadout.Slots[index])}: {design.Name} is not a weapon");
}
if (failures.Count > reported) return null;
var hull = (EquippableItem) itemManager.CreateInstance(hullProduct);
var ship = new Ship(itemManager, liveZone, hull, itemManager.GameplaySettings.DefaultEntitySettings);
var equipped = new EquippedItem[loadout.Slots.Count];
for (var i = 0; i < loadout.Slots.Count; i++)
{
var slot = loadout.Slots[i];
var unit = (EquippableItem) itemManager.CreateInstance(slotProducts[i]);
unit.Rotation = slot.Rotation;
if (!ship.TryEquip(unit, slot.Position))
{
failures.Add($"{Cell(slot)}: {cache.Get(slot.Design).Name} does not fit");
continue;
}
equipped[i] = ship.Equipment
.Concat<EquippedItem>(ship.CargoBays)
.Concat(ship.DockingBays)
.First(item => item.EquippableItem == unit);
}
if (failures.Count > reported) return null;
var built = new (List<Weapon> weapons, List<EquippedItem> items)[groupCount];
for (var g = 0; g < groupCount; g++)
{
var items = g < groups.Length ? groups[g].Select(i => equipped[i]).ToList() : new List<EquippedItem>();
built[g] = (items.Select(item => item.GetBehavior<Weapon>()).ToList(), items);
}
ship.WeaponGroups = built;
return ship;
}
private static string Cell(LoadoutSlot slot) => $"slot {slot.Position.x},{slot.Position.y}";
}