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>
4.2 KiB
GameCult.Caching.MessagePack
GameCult.Caching.MessagePack provides the canonical CultCache persistence
format for the attribute-first GameCult.Caching stack.
Included Types
SingleFileMessagePackBackingStoreCultDocumentMessagePackSerializationCultDocumentResolverCultRecordRefFormatter<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.