Run Re-Do
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// The ONE collector of the permanent-meta save slice (the SaveStructureScan idiom): reads the director's
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/// replicated <see cref="MetaTierState"/> buffer + server-only <see cref="MetaCounters"/> into the
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/// <see cref="SaveData"/> v6 fields. Shared by BOTH save writers — <c>SaveWriteSystem</c> (autosave) AND
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/// <c>WorldLauncher.TrySaveFromServer</c> (quit-to-menu) — so the writers can never drift; the quit path
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/// silently omitting these fields would WIPE all permanent progression on the most common exit (the meta
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/// review's top blocker). Rows are copied VERBATIM (unknown ids round-trip).
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/// </summary>
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public static class MetaSaveScan
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{
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public static void Collect(EntityManager em, Entity director,
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out MetaUpgradeSave[] rows, out int runsCompleted, out int maxDepthReached)
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{
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rows = System.Array.Empty<MetaUpgradeSave>();
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runsCompleted = 0;
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maxDepthReached = 0;
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if (em.HasBuffer<MetaTierState>(director))
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{
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var buf = em.GetBuffer<MetaTierState>(director, true);
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rows = new MetaUpgradeSave[buf.Length];
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for (int i = 0; i < buf.Length; i++)
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rows[i] = new MetaUpgradeSave { ClassId = buf[i].ClassId, UpgradeId = buf[i].UpgradeId, Tier = buf[i].Tier };
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}
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if (em.HasComponent<MetaCounters>(director))
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{
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var counters = em.GetComponentData<MetaCounters>(director);
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runsCompleted = counters.RunsCompleted;
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maxDepthReached = counters.MaxDepthReached;
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}
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}
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}
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}
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