Run Re-Do
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@@ -22,6 +22,10 @@ namespace ProjectM.Simulation
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/// 2 = Loss -> the run loads finished + halted, no re-arm). Born-correct at director spawn.</summary>
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public byte RunOutcome;
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/// <summary>v6: persisted run counters to restore into MetaCounters + the born-correct RunInfo HUD mirror.</summary>
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public int RunsCompleted;
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public int MaxDepthReached;
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/// <summary>0 = nothing staged (New Game); non-zero = apply the staged slice at director spawn.</summary>
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public byte HasData;
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}
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@@ -32,6 +36,17 @@ namespace ProjectM.Simulation
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public ushort ItemId;
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public int Count;
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}
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/// <summary>One staged PERMANENT meta tier for a Continue session (v6) — copied VERBATIM into the director's
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/// replicated MetaTierState buffer at spawn (unknown ids preserved for round-trip; clamping happens only at
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/// seed/shop/spend). The buffer is added UNCONDITIONALLY at staging (empty OK) — the Bursted spawn system
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/// GetBuffers it inside the HasData block and a missing buffer would throw on any v<=5 Continue.</summary>
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public struct PendingMetaRow : IBufferElementData
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{
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public byte ClassId;
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public byte UpgradeId;
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public byte Tier;
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}
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/// <summary>One staged player-built structure row for a Continue session (M7); BaseRestoreSystem replays it
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/// charge-free into the freshly-streamed base. Mirrors <see cref="StructureSave"/> but as an unmanaged ECS
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/// buffer element (staged in the ServerWorld before the subscene streams).</summary>
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