Document weather state persistence

This commit is contained in:
2026-05-18 19:24:17 -07:00
parent fdc919c35f
commit f6ed45df31
3 changed files with 58 additions and 1 deletions
+4 -1
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@@ -758,7 +758,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Save world time. World saves persist `UAgrarianSaveGame::WorldHours`
from `AAgrarianGameState::WorldHours` and restore it on server authority
during world load.
- [ ] Save weather seed/state.
- [x] Save weather seed/state. World saves persist fallback
`UAgrarianSaveGame::Weather`, provider `WeatherInputs`, and `WeatherDebug`,
then restore mapped provider inputs when present or the saved enum weather
otherwise.
- [ ] Save containers.
- [ ] Add server-side save interval.
- [x] Add manual admin save command.
+6
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@@ -433,6 +433,12 @@ World time is stored in `UAgrarianSaveGame::WorldHours`. The persistence
subsystem captures it from `AAgrarianGameState::WorldHours` during world save
and restores it only on authority during world load.
Weather state is stored as the fallback `UAgrarianSaveGame::Weather` enum plus
`WeatherInputs` and `WeatherDebug` snapshots. When provider data exists, load
reapplies the mapped weather inputs; otherwise it restores the saved enum
weather state. This gives the MVP a deterministic fallback while preserving the
latest real/provider-mapped tile weather payload when one was available.
## Testing Gates
Minimum persistence smoke test:
@@ -0,0 +1,48 @@
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
EXPECTED = {
ROOT / "Source" / "AgrarianGame" / "AgrarianSaveGame.h": [
"EAgrarianWeatherType Weather = EAgrarianWeatherType::Clear;",
"FAgrarianMappedWeatherInputs WeatherInputs;",
"FAgrarianWeatherDebugSnapshot WeatherDebug;",
],
ROOT / "Source" / "AgrarianGame" / "AgrarianPersistenceSubsystem.cpp": [
"SaveGame->Weather = GameState->Weather;",
"SaveGame->WeatherInputs = GameState->ActiveWeatherInputs;",
"SaveGame->WeatherDebug = GameState->GetWeatherDebugSnapshot();",
"if (SaveGame->WeatherInputs.bHasProviderData)",
"GameState->ApplyMappedWeatherInputs(SaveGame->WeatherInputs);",
"GameState->SetWeather(SaveGame->Weather);",
],
ROOT / "Docs" / "PersistenceDesignDocument.md": [
"`UAgrarianSaveGame::Weather`",
"`WeatherInputs` and `WeatherDebug` snapshots",
"reapplies the mapped weather inputs",
],
ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md": [
"[x] Save weather seed/state.",
"`UAgrarianSaveGame::Weather`",
"provider `WeatherInputs`, and `WeatherDebug`",
],
}
def main() -> None:
missing = []
for path, snippets in EXPECTED.items():
text = path.read_text(encoding="utf-8")
for snippet in snippets:
if snippet not in text:
missing.append(f"{path.relative_to(ROOT)}: {snippet}")
if missing:
raise RuntimeError("Weather state persistence verification failed: " + "; ".join(missing))
print("PASS: weather state persists with provider inputs and enum fallback.")
if __name__ == "__main__":
main()