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