GameCult.Caching: SpanNoise MessagePack and JSON shapes
MessagePack [field, curvature, fold] beside CultPhasor in CultMathResolver, JSON {field, curvature,
fold} in CultMathJson; round-trip, hex and JSON golden cases beside CultPhasor's.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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4 changed files with 35 additions and 3 deletions
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@ -14,7 +14,7 @@ namespace GameCult.Caching.MessagePack;
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/// The canonical System.Text.Json shape of every public CultMath value type, the JSON twin of
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/// <see cref="CultMathResolver"/>. Vectors, quaternions and colors are objects keyed by their
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/// field names (<c>{"x":1,"y":2}</c>), matrices are arrays of row objects, <c>rect</c> is
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/// <c>{"min":..,"max":..}</c>, <c>CultCellular</c> is <c>{"nearest":..,"edge":..,"id":..}</c>, and <c>CultPhasor</c> is <c>{"cos":..,"sin":..}</c>.
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/// <c>{"min":..,"max":..}</c>, <c>CultCellular</c> is <c>{"nearest":..,"edge":..,"id":..}</c>, <c>CultPhasor</c> is <c>{"cos":..,"sin":..}</c>, and <c>SpanNoise</c> is <c>{"field":..,"curvature":..,"fold":..}</c>.
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/// Property names are fixed: <c>PropertyNamingPolicy</c> does not rename them, and
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/// <c>PropertyNameCaseInsensitive</c> makes reading case-insensitive.
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/// <para>
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@ -481,7 +481,7 @@ public static class CultMathJson
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Add<Random, uint>(UIntScalar.Instance, new Fields<uint>(("state", Val<uint>())),
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a => new Random { state = a[0] }, (v, a) => a[0] = v.state),
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// Compositions: matrices are arrays of row objects, rect is {min, max}, CultCellular is {nearest, edge, id}, CultPhasor is {cos, sin}.
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// Compositions: matrices are arrays of row objects, rect is {min, max}, CultCellular is {nearest, edge, id}, CultPhasor is {cos, sin}, SpanNoise is {field, curvature, fold}.
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Add<float2x2, float>(f, new Rows<float>(2, Xy<float>()),
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a => new float2x2(a[0], a[1], a[2], a[3]),
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(v, a) => { a[0] = v[0].x; a[1] = v[0].y; a[2] = v[1].x; a[3] = v[1].y; }),
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@ -514,6 +514,13 @@ public static class CultMathJson
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a[0] = v.cos.x; a[1] = v.cos.y; a[2] = v.cos.z; a[3] = v.cos.w;
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a[4] = v.sin.x; a[5] = v.sin.y; a[6] = v.sin.z; a[7] = v.sin.w;
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}),
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Add<SpanNoise, float>(f, new Fields<float>(("field", Xyzw<float>()), ("curvature", Val<float>()), ("fold", Val<float>())),
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a => new SpanNoise(new float4(a[0], a[1], a[2], a[3]), a[4], a[5]),
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(v, a) =>
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{
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a[0] = v.field.x; a[1] = v.field.y; a[2] = v.field.z; a[3] = v.field.w;
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a[4] = v.curvature; a[5] = v.fold;
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}),
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};
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var map = new Dictionary<Type, JsonConverter>();
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@ -180,7 +180,7 @@ public sealed class CultMathResolver : IFormatterResolver
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return value;
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}),
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// Compositions: matrices are rows, rect is [min, max], CultCellular is [nearest, edge, id], CultPhasor is [cos, sin].
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// Compositions: matrices are rows, rect is [min, max], CultCellular is [nearest, edge, id], CultPhasor is [cos, sin], SpanNoise is [field, curvature, fold].
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Shape<float2x2>((ref MessagePackWriter w, float2x2 v) => { w.WriteArrayHeader(2); PutFloat2(ref w, v[0]); PutFloat2(ref w, v[1]); },
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(ref MessagePackReader r) =>
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{
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@ -236,6 +236,22 @@ public sealed class CultMathResolver : IFormatterResolver
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}
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return value;
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}),
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Shape<SpanNoise>((ref MessagePackWriter w, SpanNoise v) => { w.WriteArrayHeader(3); PutFloat4(ref w, v.field); w.Write(v.curvature); w.Write(v.fold); },
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(ref MessagePackReader r) =>
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{
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var value = default(SpanNoise);
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for (int i = 0, n = r.ReadArrayHeader(); i < n; i++)
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{
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switch (i)
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{
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case 0: value.field = GetFloat4(ref r); break;
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case 1: value.curvature = r.ReadSingle(); break;
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case 2: value.fold = r.ReadSingle(); break;
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default: r.Skip(); break;
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}
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}
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return value;
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}),
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};
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var map = new Dictionary<Type, object>();
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@ -45,6 +45,8 @@ namespace GameCult.Caching.Tests
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"""{"nearest":{"x":1,"y":2,"z":3,"w":4},"edge":{"x":5,"y":6,"z":7,"w":8},"id":0.25}""");
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Json(new CultPhasor(new float4(1f, 2f, 3f, 4f), new float4(5f, 6f, 7f, 8f))).Should().Be(
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"""{"cos":{"x":1,"y":2,"z":3,"w":4},"sin":{"x":5,"y":6,"z":7,"w":8}}""");
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Json(new SpanNoise(new float4(1f, 2f, 3f, 4f), 0.25f, 0.5f)).Should().Be(
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"""{"field":{"x":1,"y":2,"z":3,"w":4},"curvature":0.25,"fold":0.5}""");
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}
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[Test]
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@ -69,6 +71,7 @@ namespace GameCult.Caching.Tests
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RoundTrip(new rect(-1f, -2f, 5f, 7f));
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RoundTrip(new CultCellular(new float4(1, 2, 3, 4), new float4(5, 6, 7, 8), 0.25f));
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RoundTrip(new CultPhasor(new float4(1, 2, 3, 4), new float4(5, 6, 7, 8)));
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RoundTrip(new SpanNoise(new float4(1, 2, 3, 4), 0.25f, 0.5f));
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}
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[Test]
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@ -102,6 +102,7 @@ namespace GameCult.Caching.Tests
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RoundTrip(new rect(-1f, -2f, 5f, 7f));
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RoundTrip(new CultCellular(new float4(1, 2, 3, 4), new float4(5, 6, 7, 8), 0.25f));
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RoundTrip(new CultPhasor(new float4(1, 2, 3, 4), new float4(5, 6, 7, 8)));
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RoundTrip(new SpanNoise(new float4(1, 2, 3, 4), 0.25f, 0.5f));
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}
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[Test]
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@ -137,6 +138,11 @@ namespace GameCult.Caching.Tests
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"92" +
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"94CA3F800000CA40000000CA40400000CA40800000" +
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"94CA40A00000CA40C00000CA40E00000CA41000000");
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Hex(new SpanNoise(new float4(1f, 2f, 3f, 4f), 0.25f, 0.5f)).Should().Be(
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"93" +
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"94CA3F800000CA40000000CA40400000CA40800000" +
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"CA3E800000" +
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"CA3F000000");
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}
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[Test]
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