CultLib/src/GameCult.Caching.MessagePack
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens 282e337c2c Variants C1: the held index tells the truth; a merge is judged on what the file will hold
The held index kept one key per value, last writer winning, and RemoveKey dropped
a value outright. Two consequences: removing or changing one of two plain
holders left the other unfindable, and the variant index rule judged a variant
against that lossy view, so a variant could land on a value a plain record still
held and the store then refused to reopen.

- _indexes maps a value to the keys holding it, oldest first. Index, Unindex and
  the removal maintain the set. GetByIndex finds the most recently indexed
  holder of a value, so removing the winner finds the other (behaviour change for
  plain duplicates: it used to find nothing).
- One rule, RefuseVariantIndexSharing, serves both write orders. It reads the
  truthful index minus what the commit replaces or removes, plus what it lands.
  ResolveOne no longer judges indexes; ClaimIncomingIndexValues, HeldByVariants
  and RefusePlainSharingWithVariant are gone.
- A conditional commit merged onto the file is judged by the cache's own
  resolution (CacheBackingStore.Judging) on the merged set: records other writers
  added, records they removed, and the batch. Another writer's variant sharing a
  value with the batch, or a base removal that strands another writer's variant,
  is refused with the named refusal instead of writing an unopenable store.
- Shedding is one decision at load. ToStoredDocument resolves the schema once and
  returns the report with it; a variant's override of a slot the type lacks is
  dropped from the delta there, so flush needs no predicate and every store
  reports through the same surface (ReportVariantSheds and OverridesTheTypeHas
  are gone). The directory store refuses variants and loads through the same call.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 09:20:47 +02:00
..
CultCacheFormatterResolverAttribute.cs Own serialization options by the document's assembly 2026-09-13 21:12:53 +02:00
CultCacheMessagePack.cs C# core: variant records, top-level Set overrides, resolution in the admitting hold 2026-09-29 03:51:53 +02:00
CultDocumentMessagePackSerialization.cs C# core: variant records, top-level Set overrides, resolution in the admitting hold 2026-09-29 03:51:53 +02:00
CultMessagePackSecurity.cs Own serialization options by the document's assembly 2026-09-13 21:12:53 +02:00
CultRecordRefFormatter.cs Write an unset CultRecordRef as "" in every position 2026-09-14 21:34:23 +02:00
DirectoryMessagePackBackingStore.cs Variants C1: the held index tells the truth; a merge is judged on what the file will hold 2026-09-29 09:20:47 +02:00
GameCult.Caching.MessagePack.csproj Reload a directory store pull that a writer committed under 2026-09-14 14:16:41 +02:00
README.md Delete the CultCache MessagePack source generator 2026-09-13 23:38:08 +02:00

GameCult.Caching.MessagePack

GameCult.Caching.MessagePack provides the canonical CultCache persistence format for the attribute-first GameCult.Caching stack.

Included Types

  • SingleFileMessagePackBackingStore
  • CultDocumentMessagePackSerialization
  • CultDocumentResolver
  • CultRecordRefFormatter<T>

Cult document payloads serialize through MessagePackSerializer with the options of the document's assembly (CultDocumentMessagePackSerialization.OptionsFor), after the reflective CultDocumentRegistry has accepted the document shape. The store snapshot format is written by hand against MessagePackWriter/MessagePackReader.

What It Does

  • stores whole CultCache snapshots in MessagePack
  • serializes attributed document payloads as MessagePack [Key(n)] arrays
  • keeps explicit CultRecordRef<T> values compact on disk/wire
  • preserves the cache/store split where metadata lives outside the domain model

Example Model

using GameCult.Caching;
using MessagePack;

[CultDocument("gamecult.item_data", "gamecult.item_data.v1")]
public sealed class ItemData
{
    [Key(0)] [CultName] public string Name = string.Empty;
    [Key(1)] public int Value;
}

Typical Usage

using GameCult.Caching;
using GameCult.Caching.MessagePack;

var cache = new CultCache();
var store = new SingleFileMessagePackBackingStore("Data.msgpack");

cache.AddBackingStore(store);
await cache.PullAllBackingStoresAsync();

Notes

  • Payload bytes are MessagePack. Store metadata and schema catalogs are also persisted through hand-written MessagePack array layouts in this package.
  • The raw CultNet document lane should treat these payload bytes as already blessed, not decode and re-encode them for sport.