Files
Project-M/Assets/_Project/Scripts/Simulation/Persistence/MetaSaveScan.cs
T
2026-07-02 20:41:43 -07:00

39 lines
1.7 KiB
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// The ONE collector of the permanent-meta save slice (the SaveStructureScan idiom): reads the director's
/// replicated <see cref="MetaTierState"/> buffer + server-only <see cref="MetaCounters"/> into the
/// <see cref="SaveData"/> v6 fields. Shared by BOTH save writers — <c>SaveWriteSystem</c> (autosave) AND
/// <c>WorldLauncher.TrySaveFromServer</c> (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).
/// </summary>
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<MetaUpgradeSave>();
runsCompleted = 0;
maxDepthReached = 0;
if (em.HasBuffer<MetaTierState>(director))
{
var buf = em.GetBuffer<MetaTierState>(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<MetaCounters>(director))
{
var counters = em.GetComponentData<MetaCounters>(director);
runsCompleted = counters.RunsCompleted;
maxDepthReached = counters.MaxDepthReached;
}
}
}
}