The rule that decides which Unity command intents still await execution (an id is answered by any receipt for it; oldest stored-at then key first) was inline in the mirror and untestable outside Unity. It is now a stateless ledger over a CultCache in Runtime/, compiled by brokkr-contracts and pinned by brokkr-contracts.Tests, which also carries the Imagination probe as an editor-without-Unity scenario harness. The host snapshot gains agentCommandsEnabled (Key 18; 14-17 are held for the play-state fields). Nothing in Unity uses the ledger yet. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
16 lines
669 B
XML
16 lines
669 B
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<EnableDefaultCompileItems>false</EnableDefaultCompileItems>
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<CultLibRoot Condition="'$(CultLibRoot)' == ''">..\..\CultLib</CultLibRoot>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="..\surfaces\unity\Packages\com.gamecult.brokkr\Runtime\*.cs" />
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<ProjectReference Include="$(CultLibRoot)\src\GameCult.Caching\GameCult.Caching.csproj" />
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<PackageReference Include="MessagePack" Version="3.1.7" />
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</ItemGroup>
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</Project>
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