Difficulty based sorting and analytics fixes
This commit is contained in:
@@ -30,6 +30,12 @@ namespace Darkmatter.Features.AppBoot.Flow
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public async UniTask StartAsync(CancellationToken cancellation = default)
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{
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// Entry points run in serviceModules registration order and this module is near the front.
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// Everything below LoadAsync completes synchronously, so without a real yield the
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// IntroStartedSignal publish would happen before later-registered subscribers
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// (e.g. AnalyticsTracker) have run Start() — the event bus has no replay, so they'd miss it.
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await UniTask.Yield();
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#if UNITY_ANDROID || UNITY_IOS
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Application.targetFrameRate = 60;
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#endif
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@@ -7,6 +7,7 @@ using Darkmatter.Core.Contracts.Features.DrawingCatalog;
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using Darkmatter.Core.Contracts.Features.Progression;
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using Darkmatter.Core.Contracts.Features.SaveGate;
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using Darkmatter.Core.Contracts.Services.Gallery;
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using Darkmatter.Core.Data.Signals.Features.Capture;
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using Darkmatter.Core.Data.Signals.Features.Drawing;
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using Darkmatter.Libs.Observer;
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using UnityEngine;
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@@ -209,7 +210,20 @@ namespace Darkmatter.Features.Artbook
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texture = await _progression.GetCachedThumbnailAsync(entry.Value.Id);
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if (texture == null) return;
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await _gallery.SaveImageAsync(texture, entry.Value.Name, ct);
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// Mirror CaptureSystem's pairing: Started before the write, Completed(success) in
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// finally — art-book saves land in the same gallery_save_* analytics funnel as
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// gameplay saves.
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_eventBus.Publish(new GallerySaveStartedSignal());
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var success = false;
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try
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{
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await _gallery.SaveImageAsync(texture, entry.Value.Name, ct);
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success = true;
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}
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finally
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{
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_eventBus.Publish(new GallerySaveCompletedSignal(success, entry.Value.Id));
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}
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// The art book has no success popup of its own, so use the shared toast.
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await _saveGate.ShowSavedAsync(ct);
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}
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@@ -60,12 +60,14 @@ namespace Darkmatter.Features.Capture
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var tex = new Texture2D(2, 2, TextureFormat.RGBA32, mipChain: false);
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var success = false;
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// Started must pair 1:1 with the Completed publish in finally — a failed LoadImage or a
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// throw in BuildFileNameAsync would otherwise emit Completed(false) with no Started.
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_bus.Publish(new GallerySaveStartedSignal());
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try
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{
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if (tex.LoadImage(png))
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{
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var fileName = await BuildFileNameAsync();
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_bus.Publish(new GallerySaveStartedSignal());
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await _galleryService.SaveImageAsync(tex, fileName, ct);
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success = true;
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}
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@@ -73,7 +75,7 @@ namespace Darkmatter.Features.Capture
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finally
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{
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UnityEngine.Object.Destroy(tex);
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_bus.Publish(new GallerySaveCompletedSignal(success));
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_bus.Publish(new GallerySaveCompletedSignal(success, _progression.LastOpenedTemplateId));
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}
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return png;
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}
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@@ -68,7 +68,13 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
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// one VContainer cancels on teardown, and the linked _scopeCts may lag the callback order.
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if (cancellation.IsCancellationRequested || ct.IsCancellationRequested) return;
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if (!_navigatingToGameplay) _loadingScreen.Hide();
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if (!_navigatingToGameplay)
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{
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_loadingScreen.Hide();
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// Catalog genuinely on screen — not a transit hop toward gameplay (edit/next relays land
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// in this scene with _navigatingToGameplay already latched and never reveal the catalog).
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_bus.Publish(new ColorbookShownSignal());
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}
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PrewarmInterstitialAdAsync().Forget();
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}
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@@ -57,8 +57,8 @@ public sealed class DrawingCatalogController : IDrawingCatalogController
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private void Refresh()
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{
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_visible.Clear();
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// Catalog already orders ids by difficulty (easiest first), then id.
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_visible.AddRange(_catalog.AllTemplateIds);
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_visible.Sort(StringComparer.OrdinalIgnoreCase);
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ListChanged?.Invoke();
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}
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}
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@@ -48,8 +48,14 @@ namespace Darkmatter.Features.DrawingCatalog
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}
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private void HandleOpenColorBookSignal(OpenColorBookSignal signal)
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{
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ShowCatalog();
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}
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private void ShowCatalog()
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{
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_view.Show();
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_eventBus.Publish(new ColorbookShownSignal());
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}
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private void OnRightPageBtnClicked()
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@@ -84,7 +90,7 @@ namespace Darkmatter.Features.DrawingCatalog
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private void OnArtBookBtnClicked()
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{
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_eventBus.Publish(new OpenArtBookSignal(()=> _view.Show()));
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_eventBus.Publish(new OpenArtBookSignal(ShowCatalog));
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_view.Hide();
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}
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@@ -68,7 +68,9 @@ namespace Darkmatter.Features.DrawingTemplates.Editor
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_templates.Clear();
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_shapes.Clear();
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_palettes.Clear();
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_templates.AddRange(FindAllOfType<DrawingTemplateSO>());
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_templates.AddRange(FindAllOfType<DrawingTemplateSO>()
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.OrderBy(t => t.Difficulty)
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.ThenBy(t => t.Id, StringComparer.OrdinalIgnoreCase));
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_shapes.AddRange(FindAllOfType<ShapeSO>());
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_palettes.AddRange(FindAllOfType<ColorPaletteSO>());
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}
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@@ -169,7 +171,7 @@ namespace Darkmatter.Features.DrawingTemplates.Editor
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using (new EditorGUILayout.VerticalScope())
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{
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GUILayout.Label(string.IsNullOrEmpty(t.DisplayName) ? t.name : t.DisplayName, EditorStyles.boldLabel);
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GUILayout.Label("id: " + (string.IsNullOrEmpty(t.Id) ? "<unset>" : t.Id), EditorStyles.miniLabel);
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GUILayout.Label($"id: {(string.IsNullOrEmpty(t.Id) ? "<unset>" : t.Id)} • diff: {t.Difficulty}{(t.HasDifficultyOverride ? "*" : $" ({t.Pieces.Count}p+{t.AuthoredRegions.Count}r)")}", EditorStyles.miniLabel);
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}
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if (GUILayout.Button("Select", GUILayout.Width(54)))
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Select(t);
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@@ -206,6 +208,13 @@ namespace Darkmatter.Features.DrawingTemplates.Editor
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EditorGUILayout.LabelField("Basics", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(so.FindProperty("id"), new GUIContent("Id (Addressable Key)"));
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EditorGUILayout.PropertyField(so.FindProperty("displayName"));
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EditorGUILayout.PropertyField(so.FindProperty("difficultyOverride"),
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new GUIContent("Difficulty Override", "0 = auto (pieces + regions). Any positive value overrides."));
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EditorGUILayout.LabelField(
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new GUIContent("Difficulty (effective)", "Sorts the catalog, lowest first."),
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new GUIContent(t.HasDifficultyOverride
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? $"{t.Difficulty} (override; auto would be {t.AutoDifficulty})"
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: $"{t.Difficulty} (auto: {t.Pieces.Count} pieces + {t.AuthoredRegions.Count} regions)"));
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EditorGUILayout.PropertyField(so.FindProperty("defaultThumbnail"));
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EditorGUILayout.Space(6);
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@@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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@@ -48,7 +49,7 @@ namespace Darkmatter.Features.DrawingTemplates.Systems
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_byId[t.Id] = t;
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}
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_allIds.Sort();
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SortIds();
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_initialized = true;
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}
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@@ -84,12 +85,22 @@ namespace Darkmatter.Features.DrawingTemplates.Systems
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if (!_allIds.Contains(id))
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{
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_allIds.Add(id);
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_allIds.Sort();
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SortIds();
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}
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return t;
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}
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// Easiest drawings first; ties broken by id so the order is stable.
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private void SortIds()
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{
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_allIds.Sort((a, b) =>
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{
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var byDifficulty = _byId[a].Difficulty.CompareTo(_byId[b].Difficulty);
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return byDifficulty != 0 ? byDifficulty : string.Compare(a, b, StringComparison.OrdinalIgnoreCase);
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});
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}
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public void ReleaseAll()
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{
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if (!_initialized) return;
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using Darkmatter.Core;
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using Darkmatter.Core.Contracts.Features.Capture;
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using Darkmatter.Core.Contracts.Features.Coloring;
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using Darkmatter.Core.Contracts.Features.DrawingCatalog;
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@@ -28,6 +29,7 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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public sealed class GameplayFlowController : IAsyncStartable, IGameplayFlowController, IDisposable
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{
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private const int AutosaveDebounceMs = 500;
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private const float ThumbnailMinIntervalSec = 30f;
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private readonly IProgressionSystem _progression;
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private readonly IDrawingTemplateCatalog _catalog;
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@@ -44,10 +46,12 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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private string _templateId;
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private DrawingPhase _phase = DrawingPhase.ShapeBuilding;
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private bool _allContentReported;
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private float _lastThumbnailTime = float.NegativeInfinity;
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private IDisposable _assembledSub;
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private IDisposable _colorAppliedSub;
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private IDisposable _drawingSelectedSub;
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private IDisposable _openColorbookSub;
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private CancellationTokenSource _autosaveCts;
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private CancellationTokenSource _scopeCts;
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@@ -104,6 +108,10 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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_assembledSub = _bus.Subscribe<ShapeAssembledSignal>(OnShapeAssembled);
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_colorAppliedSub = _bus.Subscribe<ColorAppliedSignal>(OnColorApplied);
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_drawingSelectedSub = _bus.Subscribe<DrawingSelectedSignal>(OnDrawingSelected);
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// The art book's "colorbook" button publishes OpenColorBookSignal. In the Colorbook
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// scene DrawingCatalogPresenter shows the catalog; during gameplay that presenter is
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// dead, so treat the signal as "leave gameplay for the colorbook" (same as back).
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_openColorbookSub = _bus.Subscribe<OpenColorBookSignal>(OnOpenColorBook);
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_loadingScreen.SetProgress(1f);
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if (_phase == DrawingPhase.Coloring)
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@@ -131,8 +139,10 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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public async UniTask SaveAsync(CancellationToken ct)
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{
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await SaveCurrentAsync(ct);
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await _capture.CapturePngAsync(saveToGallery: true, ct);
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// One capture serves both the gallery write and the progress thumbnail — this used to
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// run the full capture pipeline twice back to back.
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var png = await _capture.CapturePngAsync(saveToGallery: true, ct);
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await SaveCurrentAsync(ct, captureThumbnail: false, precapturedThumbnail: png);
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}
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public async UniTask NextAsync(CancellationToken ct)
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@@ -209,6 +219,11 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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DebouncedAutosaveAsync(_autosaveCts.Token).Forget();
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}
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private void OnOpenColorBook(OpenColorBookSignal _)
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{
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BackAsync(CancellationToken.None).Forget();
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}
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private void OnDrawingSelected(DrawingSelectedSignal signal)
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{
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if (string.IsNullOrEmpty(signal.TemplateId)) return;
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@@ -232,7 +247,13 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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try
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{
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await UniTask.Delay(AutosaveDebounceMs, cancellationToken: ct);
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await SaveCurrentAsync(ct);
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// Autosaves fire after every paint pause; capturing a thumbnail each time renders the
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// scene to an RT and PNG-encodes it, which OOM-kills long sessions on low-RAM devices.
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// Colors always persist; the thumbnail refreshes at most every ThumbnailMinIntervalSec
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// here and unconditionally on the exit paths (back / next / select-away).
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bool refreshThumbnail =
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Time.realtimeSinceStartup - _lastThumbnailTime >= ThumbnailMinIntervalSec;
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await SaveCurrentAsync(ct, captureThumbnail: refreshThumbnail);
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}
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catch (OperationCanceledException)
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{
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@@ -240,7 +261,8 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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}
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}
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private async UniTask SaveCurrentAsync(CancellationToken ct)
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private async UniTask SaveCurrentAsync(CancellationToken ct, bool captureThumbnail = true,
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byte[] precapturedThumbnail = null)
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{
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if (string.IsNullOrEmpty(_templateId)) return;
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@@ -263,7 +285,10 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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FirstCompletedUtc = existing?.FirstCompletedUtc,
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};
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var thumbnailPng = await _capture.CapturePngAsync(saveToGallery: false, ct);
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byte[] thumbnailPng = precapturedThumbnail;
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if (thumbnailPng == null && captureThumbnail)
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thumbnailPng = await _capture.CapturePngAsync(saveToGallery: false, ct);
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if (thumbnailPng != null) _lastThumbnailTime = Time.realtimeSinceStartup;
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await _progression.SaveProgressAsync(progress, thumbnailPng);
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}
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@@ -284,6 +309,7 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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_assembledSub?.Dispose();
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_colorAppliedSub?.Dispose();
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_drawingSelectedSub?.Dispose();
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_openColorbookSub?.Dispose();
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_autosaveCts?.Cancel();
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_autosaveCts?.Dispose();
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_scopeCts?.Cancel();
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