CultLib/src/GameCult.Caching.MessagePack/README.md
Meta Vens 4e5327c61c Bring the CultMath JSON converters to System.Text.Json parity and remove their allocations
Named literals now follow AllowReadingFromString and WriteAsString as
System.Text.Json's float does; quoted numbers refuse whitespace;
UnmappedMemberHandling.Disallow and AllowDuplicateProperties=false are honoured
and a repeated property replaces the whole value; dictionary keys read only the
canonical spelling. Components live in stack spans, property names are
pre-encoded, and there is no per-property closure, so a float3 read allocates
nothing (424 bytes before). Tests pin unknown nested values, de-DE and sv-SE
style cultures, and a distinct negative-zero key.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 18:31:16 +02:00

4.2 KiB

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>
  • CultMathResolver: the canonical component-array encoding of every public CultMath value type, part of the default resolver chain

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.

CultMath Value Shapes

Every public CultMath value type has one MessagePack shape (CultMathResolver, in the default chain) and one JSON shape (CultMathJson, added to a consumer's options with new JsonSerializerOptions().AddCultMathConverters(); CultLib owns no JSON options of its own). MessagePack decoding skips extra elements, leaves missing ones at zero (Color32 alpha at 255) and refuses nil. JSON reading skips unknown properties (UnmappedMemberHandling.Disallow refuses them), leaves missing ones at zero, honours PropertyNameCaseInsensitive, lets a repeated property replace the whole earlier value (refused when AllowDuplicateProperties is false), and throws JsonException for a wrong token or an out-of-range number. Numbers follow JsonSerializerOptions.NumberHandling as System.Text.Json's own float does: "NaN", "Infinity" and "-Infinity" are written under AllowNamedFloatingPointLiterals or WriteAsString and read under AllowNamedFloatingPointLiterals or AllowReadingFromString; quoted numbers read under AllowReadingFromString with no surrounding whitespace. Every type is also a dictionary key: its flattened components joined by commas, invariant culture ("1,2", "true,false", matrices row by row, rect as "minX,minY,maxX,maxY"), and only that exact spelling reads back. Two intended divergences from System.Text.Json: a bare number beyond a component's range (1e40 as a float) is refused where System.Text.Json reads infinity, and a refusal on write is a JsonException where System.Text.Json throws ArgumentException. A consumer resolver or converter registered ahead of these wins.

Type MessagePack JSON
float2, double2, int2, bool2 [x, y] {"x":..,"y":..}
float3, double3, int3, bool3 [x, y, z] {"x":..,"y":..,"z":..}
float4, int4, bool4, quaternion [x, y, z, w] {"x":..,"y":..,"z":..,"w":..}
Color32 [r, g, b, a] as uint8 {"r":..,"g":..,"b":..,"a":..}
Random [state] {"state":..}
float2x2, float3x3 array of row vectors (row-major) array of row objects
rect [min, max] of float2 {"min":{..},"max":{..}}
CultCellular [nearest, edge, id] {"nearest":{..},"edge":{..},"id":..}

Floats are MessagePack float32 (0xCA), doubles float64 (0xCB), integers the shortest MessagePack integer.