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