CultLib/src/GameCult.Caching
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens 29bec57021 Decode an edit's Record from the bytes its Document came from
BeginEdit cloned Document eagerly but Record lazily from record.Document,
so a cache change in place before Record's first read made the two copies
come from different states. BeginEdit now serializes the document once and
deserializes Document from those bytes; Record deserializes the same bytes
on first read. Record is the state the edit began from, and costs one
deserialize only when a drawer reads it, with no second serialize.

Each commit still spends the edit, so a slider drag begins an edit per
frame; that serialize was already paid for Document, and Record adds a
deserialize only in frames where a drawer reads it.

The new test mutates the cached document between BeginEdit and the first
Record read; it fails on the lazy clone.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 21:34:23 +02:00
..
Contracts Write an unset CultRecordRef as "" in every position 2026-09-14 21:34:23 +02:00
CultCache.cs Delete the ignored soft parameter from CultCache.FlushAsync 2026-09-14 14:12:31 +02:00
CultDocumentContracts.cs Write an unset CultRecordRef as nil and read it back unset 2026-09-14 21:01:07 +02:00
CultInspectorAttributes.cs Add the engine-free CultCache inspection model 2026-09-14 13:43:45 +02:00
CultInspectorModel.cs Decode an edit's Record from the bytes its Document came from 2026-09-14 21:34:23 +02:00
CultManagedDocument.cs Carry order as data: per-cache change Sequence, no delivery scheduler 2026-09-13 20:43:11 +02:00
CultSchemaTypeNames.cs Delete the CultCache MessagePack source generator 2026-09-13 23:38:08 +02:00
GameCult.Caching.csproj Delete the CultCache MessagePack source generator 2026-09-13 23:38:08 +02:00
README.md Delete the CultCache MessagePack source generator 2026-09-13 23:38:08 +02:00
ReflectionExtensions.cs Rewrite CultCache as attribute-first storage 2026-05-08 01:13:15 +01:00

GameCult.Caching

GameCult.Caching is an attribute-driven typed cache with a canonical single-file MessagePack store. Domain models stay clean. The cache owns record keys, schema ids, timestamps, and persistence metadata instead of smearing that sludge across every class.

Authoring Model

Cacheable models are plain classes annotated with cache intent.

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)]
    [CultIndex]
    public string Category = string.Empty;

    [Key(2)]
    public int Value;
}

Available cache attributes:

  • CultDocument(schemaName, schemaVersion)
  • CultName
  • CultIndex(alias?)
  • CultGlobal
  • CultReference(targetType?, many: false)

CultDocumentRegistry builds every document descriptor by reflection over these attributes and MessagePack's [Key]/[IgnoreMember]; it is the only descriptor authority.

Main Concepts

Record keys and handles

CultCache gives each stored document a cache-owned CultRecordKey. You work with typed handles instead of forcing storage identity into the domain object.

var cache = new CultCache();
var handle = await cache.AddAsync(new ItemData
{
    Name = "Potion",
    Category = "Consumable",
    Value = 50
});

var potion = cache.Get<ItemData>(handle.Key);

Name and index lookups

Name and index lookups are driven from attributes, not manual registration.

var byName = cache.GetByName<ItemData>("Potion");
var byIndex = cache.GetByIndex<ItemData>("Category", "Consumable");

Explicit references

References stay explicit in the domain. The cache will resolve them on demand, but it will not quietly build an entire haunted object graph behind your back.

[CultDocument("gamecult.quest_data", "gamecult.quest_data.v1")]
public sealed class QuestData
{
    [Key(0)] public string Title = string.Empty;
    [Key(1)] [CultReference] public CultRecordRef<ItemData> Reward;
}

Persistence Shape

CultCache persistence is store-shaped, not entry-shaped:

  1. store header
  2. embedded schema catalog
  3. records

Each persisted record carries:

  • key
  • schemaId
  • storedAt
  • payload

The domain payload stays free of storage metadata.

Backing Store

CultCache now has one sanctioned persistence format:

  • SingleFileMessagePackBackingStore

It persists the whole store as:

  1. store format version
  2. embedded schema catalog
  3. persisted records

Each persisted record carries:

  • key
  • schemaId
  • storedAt
  • payload

Happy Path

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

var cache = await CultCacheMessagePack.OpenAsync("Data.msgpack");

var handle = await cache.UpsertAsync(new ItemData
{
    Name = "Potion",
    Category = "Consumable",
    Value = 50
});

await cache.FlushAsync();

If you want the explicit assembly rite, the lower-level CultCache + SingleFileMessagePackBackingStore path is still there. The helper is just the blessed front door.

Managed Documents And SoA Storage

Gameplay code keeps authoring normal typed documents. CultCache owns the record identity, reactive presentation, and CPU-local structure-of-arrays table behind that POCO surface.

[CultDocument("game.player_transform", "game.player_transform.v1")]
public sealed class PlayerTransform
{
    [CultName] public string Name = string.Empty;
    public float PositionX;
    public float PositionY;
    public int Health;
}

var player = cache.Document<PlayerTransform>(new CultRecordKey("player:alice"));

await player.ReplaceAsync(new PlayerTransform
{
    Name = "Alice",
    PositionX = 4,
    PositionY = 8,
    Health = 100
});

using var subscription = player.Watch().Subscribe(current => Render(current));

player.Value!.Health = 90;
await player.CommitAsync();

var table = cache.Soa<PlayerTransform>();

Span<float> x = table.Column<float>(nameof(PlayerTransform.PositionX)).Span;
Span<float> y = table.Column<float>(nameof(PlayerTransform.PositionY)).Span;
Span<int> health = table.Column<int>(nameof(PlayerTransform.Health)).Span;

for (var row = 0; row < table.Count; row++)
{
    x[row] += 0.016f;
}

Document<T>() is the standard presentation. Soa<T>() exposes the cache-owned physical table for hot loops and diagnostics; it is not a second domain model callers have to maintain.

Persistence discipline

Persistence stays manual by default. Mutations mark the cache and attached backing stores dirty; nothing silently flushes every object write just because that felt convenient in the moment.

Useful surfaces:

  • CultCacheMessagePack.OpenAsync(path)
  • cache.IsDirty
  • store.IsDirty
  • cache.Document<T>(key)
  • cache.Soa<T>()
  • cache.UpsertAsync(document)
  • cache.FlushAllBackingStores()
  • cache.FlushAsync()
  • cache.FlushBackingStore(store)
  • cache.PrepareForReloadOrShutdown()
  • cache.PrepareForReloadOrShutdownAsync()
  • cache.FlushAttachedStoresOnDispose
  • store.FlushOnDispose

This is built for callers like Aquarium that want durable runtime state while still choosing when to pay the write cost.

Single-file MessagePack remains a single-writer format. The atomic replace path protects against partial writes, not competing writers trampling each other.

Schema migration diagnostics

CultCache does not quietly fall back from exact schemaId resolution to "close enough, probably." When a persisted schema drifts, the cache now emits a typed migration report describing:

  • exact vs compatible-drift resolution
  • ignored extra slots
  • defaulted missing slots
  • warning codes/messages

Compatibility rules and canonical fixture receipts live in Contracts/cultcache-schema-compatibility.md.