Commit a1e0086
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Feature/simplify data capture (#15)
* feat: ContentHash on DocumentMetadata with canonical JSON normalization
- Add ContentHash field to DocumentMetadataEntity (BLite + EF Core)
- Add supporting indexes (BLite HasIndex + EF Core IX_DocumentMetadata_Collection_Key_ContentHash)
- Normalize PayloadJson in oplog on write (key-sorted, compact) for reliable cross-node comparisons
- EntityMappers: NormalizeJson(), ComputeContentHash() (CDC path), ComputeContentHashFromNormalized() (oplog fast path)
- EfCoreDocumentStore: same helpers duplicated locally (no BLite dependency)
- Populate ContentHash in all metadata write sites: BLiteDocumentStore + EfCoreDocumentStore
* Add hero classes, MP and magic combat
Introduce a HeroClass system and MP/magic mechanics. Adds a new HeroClass enum and HeroClassFactory with per-class profiles and ApplyInitialStats. Extend Hero with HeroClass, Mp, MaxMp and MagicAttack. Update GameService to present class choices (with emoji and stat range table), apply initial class stats, and display class/emojis across UI (rules, lists, stats, leaderboard). Add MP tracking: show MP in status, inn restores HP and caps MP at 80%, MP regenerates on victory, and level-ups now use per-class randomized growth affecting HP/MP/attack/defense/magic. Add a Fireball spell (15 MP) to combat and adjust prompts/markup accordingly.
* Store Hero class as int (ClassId)
Replace the Hero.HeroClass enum property with an int-backed ClassId and a computed Class property; update all GameService references to use h.Class and HeroClassFactory to use the new property. This converts enum storage to an integer representation (e.g. for persistence) and updates display/leveling code accordingly. Note: ApplyInitialStats now assigns hero.Class (the new computed property) — ensure this updates ClassId or add a setter as needed.
* refactor: EF Core CDC via ChangeTracker SavingChanges/SavedChanges + ContentHash dedup
- Add IVectorClockService to EfCoreDocumentStore constructor (parity with BLite)
- Subscribe SavingChanges to capture app entity changes (CapturePendingChanges)
- Subscribe SavedChanges to fire async OnLocalChangeDetectedAsync per entity
- OnLocalChangeDetectedAsync deduplicates by ContentHash (same logic as BLite)
- PutDocumentInternalAsync now writes ContentHash to DocumentMetadata (sync path)
- CreateOplogEntryAsync now calls _vectorClock.Update(oplogEntry)
- Remove _remoteSyncGuard semaphore and all WaitAsync/Release wrappers
- Remove BeginRemoteSync() and RemoteSyncScope (replaced by hash dedup)
- Add abstract GetCollectionAndKey() for subclasses to declare their entity mapping
- Update SampleEfCoreDocumentStore: IVectorClockService param + GetCollectionAndKey
- Update EfCoreStoreExportImportTests to pass vectorClock to document store
* Add MonoGame demo and pending-change infrastructure
Introduce a MonoGame demo project (samples/EntglDb.Demo.Game.MonoGame) with game entrypoint, screens, UI widgets, fonts/content pipeline and Program integration; add the project to the solution. Add pending-change APIs and persistence plumbing: IPendingChangesService, IPendingChangesFlushService, PendingChange model and PendingChangeEntity, BLite pending-changes service and flush service, EntglDbMetaContext, and updates to BLite stores/metadata/oplog. Add an EF Core save changes interceptor (EntglDbSaveChangesInterceptor) and miscellaneous changes to SyncOrchestrator, sample projects and tests to wire up the new functionality. Remove legacy pack/stress/start batch scripts.
* chore(release): 2.1.01 parent e073d53 commit a1e0086
75 files changed
Lines changed: 3316 additions & 988 deletions
File tree
- samples
- EntglDb.Demo.Game.MonoGame
- Content
- Fonts
- Screens
- UI
- EntglDb.Demo.Game
- EntglDb.Sample.AspNetCore
- EntglDb.Sample.Console
- EntglDb.Test.Avalonia
- EntglDb.Test.Maui
- src
- EntglDb.AspNet
- EntglDb.Core
- Storage
- EntglDb.Network
- EntglDb.Persistence.BLite
- Entities
- EntglDb.Persistence.EntityFramework
- Configurations
- Entities
- EntglDb.Persistence
- Entities
- tests
- EntglDb.Network.Tests
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