Hereβs a summary focused on the aspects you requested:
Creating a semantic layer for cross-engine gameplay logic that abstracts away engine-specific APIs, making game development portable and beginner-friendly while maintaining professional scalability. Positions LunyScript as a βportable grammar for playβ across C# game engines.
Core Design Goal:
Selected: Build-time code generation (NOT runtime reflection)
Rationale:
Rejected: Runtime reflection approach
Lua API Descriptor (lunyscript_api.lua)
β
CLI Code Generator (LunyApiCodeGen tool - run manually when descriptors change)
β generates
βββββββββββββββββββββββββββββββββββββββ
β 1. (not generated??) Service Interface (IXxxEngineService) β
β 2. Unity Implementation (partial, UnityXxxEngineService) β
β 3. Godot Implementation (partial, GodotXxxEngineService) β
β 4. LunyScript IBlock Classes (complete, engine-agnostic) β
β 5. LunyScript API (partial, engine-agnostic) β
β 6. Lua LunyScript API Bindings (future) β
βββββββββββββββββββββββββββββββββββββββ
β
Generated code committed to repo (reviewable, diffable)
β
User writes: OnUpdate(Vehicle.SetSpeed(50));
β compiles to
Block.Execute(context) β LunyEngine.Instance.GetService<IVehicleEngineService>().SetSpeed(context.Object, 50)
β calls
Unity: rigidbody.velocity = new Vector3(0,0,value)
Godot: rigidBody.LinearVelocity = new Vector3(0,0,value)
Key Benefits:
LunyApiCodeGen - Standalone CLI tool (framework-agnostic .NET)
dofile()Descriptor Files - Part of generator project (NOT user projects)
Descriptors/lunyscript_api.lua - Main semantic definitionsDescriptors/unity_bindings.lua - Unity-specific implementationsDescriptors/godot_bindings.lua - Godot-specific implementationsGenerated Output - Committed to respective repositories
Luny.Unity/Generated/IVehicleEngineService.cs - InterfaceLuny.Unity/Generated/UnityVehicleEngineService.cs - Unity implementationLuny.Godot/Generated/IVehicleEngineService.cs - Same interfaceLuny.Godot/Generated/GodotVehicleEngineService.cs - Godot implementationLunyScript/Generated/VehicleAPI.cs - Block classes (engine-agnostic)1. Service Interface (one per domain, shared across engines)
NOTE: Maybe not generate service interfaces? But if we do we would also need to generate the abstract base class, as partial.
// IVehicleEngineService.cs (generated once, copied to Unity/Godot bridge projects)
namespace Luny.Engine.Services
{
public interface IVehicleEngineService : ILunyEngineService
{
void SetSpeed(ILunyObject lunyObject, double speed);
void Steer(ILunyObject lunyObject, double direction);
void Honk(ILunyObject lunyObject);
}
}
2. Unity Implementation (Luny.Unity project)
// UnityVehicleEngineService.cs (generated)
using UnityEngine;
namespace Luny.Unity.Services
{
public sealed class UnityVehicleEngineService : IVehicleEngineService
{
public void SetSpeed(ILunyObject lunyObject, double speed)
{
// Validation baked in from descriptor
speed = Math.Clamp(speed, 0, 100);
var go = lunyObject.GetNativeObject<GameObject>();
var rb = go.GetComponent<Rigidbody>();
// Transformation baked in
rb.velocity = new Vector3(0, 0, (float)speed);
}
public void Steer(ILunyObject lunyObject, double direction)
{
var go = lunyObject.GetNativeObject<GameObject>();
var controller = go.GetComponent<CarController>();
// Transformation baked in (normalized to degrees)
controller.steerAngle = (float)(direction * 45);
}
public void Honk(ILunyObject lunyObject)
{
var go = lunyObject.GetNativeObject<GameObject>();
var audio = go.GetComponent<AudioSource>();
var clip = /* LookupAsset baked in */ Resources.Load<AudioClip>("HornSound");
audio.PlayOneShot(clip);
}
}
}
3. Godot Implementation (Luny.Godot project)
// GodotVehicleEngineService.cs (generated)
using Godot;
namespace Luny.Godot.Services
{
public sealed class GodotVehicleEngineService : IVehicleEngineService
{
public void SetSpeed(ILunyObject lunyObject, double speed)
{
speed = Math.Clamp(speed, 0, 100);
var node = lunyObject.GetNativeObject<Node3D>();
var rb = node.GetNode<RigidBody3D>(".");
rb.LinearVelocity = new Vector3(0, 0, (float)speed);
}
public void Steer(ILunyObject lunyObject, double direction)
{
var node = lunyObject.GetNativeObject<Node3D>();
var controller = node.GetNode<CarController>(".");
controller.SteerAngle = (float)(direction * 45);
}
public void Honk(ILunyObject lunyObject)
{
var node = lunyObject.GetNativeObject<Node3D>();
var audio = node.GetNode<AudioStreamPlayer>(".");
var stream = /* LookupAsset */ GD.Load<AudioStream>("res://HornSound.wav");
audio.Stream = stream;
audio.Play();
}
}
}
4. Block Classes (LunyScript project, engine-agnostic)
// VehicleAPI.cs (generated)
namespace LunyScript
{
public static class Vehicle
{
public static ILunyScriptBlock SetSpeed(double speed)
=> new SetSpeedBlock(speed);
public static ILunyScriptBlock Steer(double direction)
=> new SteerBlock(direction);
public static ILunyScriptBlock Honk()
=> new HonkBlock();
private sealed class SetSpeedBlock : ILunyScriptBlock
{
private readonly double _speed;
public SetSpeedBlock(double speed)
{
// Validation baked in at construction
_speed = Math.Clamp(speed, 0, 100);
}
public void Execute(ILunyScriptContext context)
{
var service = context.GetService<IVehicleEngineService>();
service.SetSpeed(context.LunyObject, _speed);
}
}
private sealed class SteerBlock : ILunyScriptBlock
{
private readonly double _direction;
public SteerBlock(double direction)
{
_direction = direction;
}
public void Execute(ILunyScriptContext context)
{
var service = context.GetService<IVehicleEngineService>();
service.Steer(context.LunyObject, _direction);
}
}
private sealed class HonkBlock : ILunyScriptBlock
{
public void Execute(ILunyScriptContext context)
{
var service = context.GetService<IVehicleEngineService>();
service.Honk(context.LunyObject);
}
}
}
}
// CLI entry point
class Program
{
static void Main(string[] args)
{
// LunyApiCodeGen --descriptor Descriptors/lunyscript_api.lua --output-luny ../Luny --output-lunyscript ../LunyScript
var descriptorPath = GetArg(args, "--descriptor");
var lunyOutputPath = GetArg(args, "--output-luny");
var lunyscriptOutputPath = GetArg(args, "--output-lunyscript");
var generator = new ApiCodeGenerator();
generator.Generate(descriptorPath, lunyOutputPath, lunyscriptOutputPath);
}
}
// Core generator
class ApiCodeGenerator
{
private readonly LuaCSharp _lua = new();
public void Generate(string descriptorPath, string lunyOut, string lunyscriptOut)
{
// 1. Load descriptor via Lua-CSharp dofile()
var descriptor = LoadDescriptor(descriptorPath);
// 2. Generate service interface (shared)
var interfaceCode = GenerateServiceInterface(descriptor);
File.WriteAllText(Path.Combine(lunyOut, "Unity/Generated/IVehicleEngineService.cs"), interfaceCode);
File.WriteAllText(Path.Combine(lunyOut, "Godot/Generated/IVehicleEngineService.cs"), interfaceCode);
// 3. Generate engine implementations
var unityCode = GenerateUnityService(descriptor);
File.WriteAllText(Path.Combine(lunyOut, "Unity/Generated/UnityVehicleEngineService.cs"), unityCode);
var godotCode = GenerateGodotService(descriptor);
File.WriteAllText(Path.Combine(lunyOut, "Godot/Generated/GodotVehicleEngineService.cs"), godotCode);
// 4. Generate blocks
var blocksCode = GenerateBlocks(descriptor);
File.WriteAllText(Path.Combine(lunyscriptOut, "Generated/VehicleAPI.cs"), blocksCode);
}
private string GenerateServiceInterface(Descriptor desc)
{
var builder = new ScriptBuilder();
// Use nameof() for all type references
builder.AppendLine("// Auto-generated - do not modify");
builder.AppendLine();
builder.Append(Keyword.Namespace, "Luny.Engine.Services");
builder.OpenIndentBlock("{");
builder.AppendIndent();
builder.Append(Keyword.Public, Keyword.Interface);
builder.Append($"I{desc.Domain}EngineService : ");
builder.AppendLine(nameof(ILunyEngineService));
builder.OpenIndentBlock("{");
foreach (var api in desc.Semantics)
{
builder.AppendIndent(Keyword.Void);
builder.Append(api.Name);
builder.Append($"({nameof(ILunyObject)} lunyObject");
foreach (var param in api.Params)
{
builder.Append($", {param.CSharpType} {param.Name}");
}
builder.AppendLine(");");
}
builder.CloseIndentBlock("}");
builder.CloseIndentBlock("}");
return builder.ToString();
}
}
Always use nameof() for type references:
// β Correct
builder.Append(nameof(ILunyObject));
builder.Append($"{nameof(IVehicleEngineService)}.{nameof(IVehicleEngineService.SetSpeed)}");
// β Incorrect
builder.Append("ILunyObject"); // String literals = refactoring hazards
ScriptBuilder (framework-agnostic port):
Mathf.Max β Math.MaxDebug.LogWarning β Console.WriteLineP:\de.codesmile.luny\Editor\Core\CodeGen\ScriptBuilder.csLua-CSharp integration:
dofile() to load descriptors (supports nested dofile for split files)MVP Generator (working, tested): 2-3 focused days
Polish + Multi-domain: +1-2 days
Descriptor also drives Lua modding API:
-- descriptor flag
exposed_to_lua = true
-- generates Lua binding registration:
LuaState.RegisterFunction("Vehicle.SetSpeed", (obj, speed) => {
var service = GetService<IVehicleEngineService>();
service.SetSpeed(obj, speed);
});
Enables sandboxed Lua modding with same semantic API.
Key Components:
lunyscript_api.lua - main descriptor with semantic contracts and engine binding referencesunity_bindings.lua, godot_bindings.lua - engine-specific bindings loaded via dofile()ILunyScriptBlock.Execute(context), dispatches via registryPerformance Characteristics:
Implementation Phases:
lunyscript_api.lua-- lunyscript_api.lua
return {
version = "1.0",
-- Semantic contracts (engine-agnostic definitions)
semantics = {
SetSpeed = {
params = {
{name="speed", type="float", min=0, max=100}
},
category = "motion",
idempotent = false,
description = "Set forward velocity magnitude"
},
Steer = {
params = {
{name="direction", type="float", min=-1, max=1}
},
category = "motion",
description = "Set steering direction (-1=left, +1=right)"
},
Honk = {
params = {},
category = "interaction",
description = "Play horn sound"
}
},
-- Engine-specific bindings (loaded via dofile)
engines = {
Unity = dofile("unity_bindings.lua"),
Godot = dofile("godot_bindings.lua")
}
}
unity_bindings.lua-- unity_bindings.lua
return {
-- Namespace grouping for ergonomics (all targets inherit namespace)
["UnityEngine"] = {
SetSpeed = {
-- Component member: Rigidbody is a Component, requires GetComponent lookup
target = "Rigidbody.velocity",
transform = "ToVector3Forward"
},
Steer = {
-- Version-specific targets (semantic versioning: major.minor.patch)
target = {
default = "CarController.steerAngle",
["6000.3.4"] = "CarController.steeringAngle", -- Unity 6.3.4+
["6000.7"] = "VehicleController.turnAngle" -- Unity 6.7+ (".0" implied)
},
transform = function(direction)
return direction * 45 -- Convert normalized to degrees
end
},
Honk = {
-- Method call on component
target = "AudioSource.PlayOneShot",
params = {
{name="clip", type="AudioClip", default="HornSound"}
}
},
DebugLog = {
-- Static method: Debug is a static class
target = "Debug.Log"
}
},
-- Additional namespace example
["MyGame.Controllers"] = {
CustomAction = {
target = "CustomController.DoThing"
}
}
}
Rules:
major.minor.patch (numbers only, no suffix like βf1β)target is a string: applies to all engine versionstarget is a table: must contain default key, plus optional version overrides"6000.3.4" target (not "6000.7.0")Target strings are resolved using qualified type names with namespace grouping:
Resolution algorithm:
"TypeName.memberName""UnityEngine.TypeName"Examples:
["UnityEngine"] = {
-- Component: GetComponent<Rigidbody>() on LunyObject
SetSpeed = { target = "Rigidbody.velocity" },
-- Static: UnityEngine.Debug.Log() - no object
DebugLog = { target = "Debug.Log" },
-- Direct LunyObject member (if Transform is exposed)
GetPosition = { target = "Transform.position" }
}
Benefits:
Supports two reflection patterns (property/field vs method call):
"ClassName.memberName" β getter/setter"ClassName.MethodName" β method invocation with parametersDeferred (not MVP):
Transforms convert semantic parameters to engine-native types/ranges.
Two options:
"ToVector3Forward", "ClampNormalized", "FloatToDouble"function(x) return x * 45 endCommon C# transforms to implement:
ToFloat, ToDouble, ToIntToVector3Forward, ToVector3Scale(factor), Clamp(min, max)OrDefault(value)User-facing API uses engine-agnostic types following Lua conventions:
number (double), bool, stringINativeObjectProxy (LunyObject, LunyScene, etc.)-- In unity_bindings.lua
["UnityEngine"] = {
Honk = {
target = "UnityEngine.AudioSource.PlayOneShot",
signature = {"AudioClip", "float"}, -- Optional: for overload resolution
params = {
{name="clip", type="object", transform="LookupAudioClip"},
{name="volume", type="number", default=1.0}
}
},
SetSpeed = {
target = "UnityEngine.Rigidbody.velocity",
params = {
{name="speed", type="number", min=0, max=100, required=true}
},
transform = "ToVector3Forward" -- Applied after param validation
}
}
Signature field:
Instantiate(GameObject) vs Instantiate(GameObject, Transform)public abstract class ParamSpec
{
public string Name { get; }
public string LuaTypeName { get; } // "number", "bool", "string", "object"
public bool Required { get; }
public abstract Type NativeType { get; }
public abstract object GetDefaultValue();
public abstract object Validate(object value);
/// <summary>
/// Process parameter: apply defaults, validate, transform.
/// </summary>
public object Process(object value)
{
value ??= GetDefaultValue();
return Validate(value);
}
}
public sealed class NumberParamSpec : ParamSpec
{
public double DefaultValue { get; } // No boxing for value types
public (double min, double max)? Range { get; }
public override Type NativeType => typeof(double);
public override object GetDefaultValue() => DefaultValue;
public override object Validate(object value)
{
var num = (double)value;
if (Range.HasValue)
num = Math.Clamp(num, Range.Value.min, Range.Value.max);
return num;
}
}
public sealed class BoolParamSpec : ParamSpec
{
public bool DefaultValue { get; }
public override Type NativeType => typeof(bool);
public override object GetDefaultValue() => DefaultValue;
public override object Validate(object value) => (bool)value;
}
public sealed class StringParamSpec : ParamSpec
{
public string DefaultValue { get; }
public string[] AllowedValues { get; } // Optional enum-like validation
public override Type NativeType => typeof(string);
public override object GetDefaultValue() => DefaultValue;
public override object Validate(object value)
{
var str = (string)value;
if (AllowedValues != null && !AllowedValues.Contains(str))
throw new ArgumentException($"Invalid value '{str}' for {Name}");
return str;
}
}
public sealed class ObjectParamSpec : ParamSpec
{
public string ExpectedTypeName { get; } // "LunyObject", "AudioClip", etc.
public override Type NativeType => null; // Resolved at runtime
public override object GetDefaultValue() => null;
public override object Validate(object value)
{
// Unwrap proxy objects to native engine references
if (value is INativeObjectProxy proxy)
return proxy.GetNativeObject();
return value;
}
}
/// <summary>
/// Common interface for Luny proxy objects (LunyObject, LunyScene, etc.)
/// Provides access to underlying native engine object.
/// </summary>
public interface INativeObjectProxy
{
/// <summary>
/// Get native engine object for reflection invocation.
/// Returns object type for compatibility with reflection.
/// </summary>
object GetNativeObject();
}
Return Values:
Error Behavior:
Capability Contracts:
LunyApiRegistry (startup: load descriptors, validate, cache)
β creates
LunyApiBinding (metadata + cached delegate)
β used by
GenericApiBlock : ILunyScriptBlock (runtime: lookup and invoke)
β executes via
ILunyScriptContext (provides LunyObject, ApiRegistry, variables, etc.)
Responsibility: Load Lua descriptors, build reflection cache at startup, validate mappings
public sealed class LunyApiRegistry
{
private readonly Dictionary<string, LunyApiBinding> _bindings = new();
private readonly ILuaRuntime _lua;
/// <summary>
/// Load descriptor and build reflection cache.
/// Validates all bindings and logs unmapped entries.
/// </summary>
public void LoadDescriptor(
string luaFilePath,
string engineName,
NativeEngineVersion nativeEngineVersion,
LunyVersion lunyVersion);
/// <summary>
/// Runtime lookup for semantic API name.
/// </summary>
public LunyApiBinding GetBinding(string semanticName);
}
Notes:
LoadDescriptor (logs which semantics implemented, unmapped bindings)NativeEngineVersion = Unity/Godot version (for version-specific target resolution)LunyVersion = LunyEngine version (for descriptor compatibility)Responsibility: Hold cached delegate, transformation, param specs, resolution strategy
public sealed class LunyApiBinding
{
public string SemanticName { get; }
public BindingStrategy Strategy { get; }
public Type TargetType { get; }
public MemberInfo Member { get; }
public Delegate CachedDelegate { get; } // Fastest invocation via cached delegate
public ITransformation Transformation { get; } // Transform semantic params to engine types
public ParamSpec[] ParamSpecs { get; }
/// <summary>
/// Execute the binding with semantic arguments.
/// </summary>
public void Invoke(ILunyScriptContext context, params object[] args);
}
Notes:
Delegate = cached reflection result for fast invocation (alternative: direct MethodInfo.Invoke, but slower)ITransformation renamed to avoid conflict with Transform component typepublic enum BindingStrategy
{
Member, // Direct property/field on LunyObject (default, most common)
Component, // GetComponent<T>() on LunyObject
Static // Static member, no object needed
}
Responsibility: Generic block that dispatches via registry
public sealed class GenericApiBlock : ILunyScriptBlock
{
private readonly string _semanticName;
private readonly object[] _args;
private GenericApiBlock(string semanticName, params object[] args)
{
_semanticName = semanticName;
_args = args;
}
public void Execute(ILunyScriptContext context)
{
var registry = context.GetApiRegistry();
var binding = registry.GetBinding(_semanticName);
binding.Invoke(context, _args);
}
/// <summary>
/// Factory called by user-facing API.
/// CallerMemberName captures the calling method name automatically.
/// </summary>
public static ILunyScriptBlock Create(
object arg = null,
[CallerMemberName] string semanticName = null)
{
return new GenericApiBlock(semanticName, arg);
}
}
public interface ITransformation
{
object Apply(object input);
}
// C# transformations (preferred for performance)
public sealed class ToVector3ForwardTransformation : ITransformation
{
public object Apply(object input)
{
var value = (float)(double)input; // Implicit type conversion
return new Vector3(0, 0, value);
}
}
public sealed class ScaleTransformation : ITransformation
{
private readonly double _factor;
public ScaleTransformation(double factor) => _factor = factor;
public object Apply(object input) => (double)input * _factor;
}
public sealed class ClampTransformation : ITransformation
{
private readonly double _min, _max;
public ClampTransformation(double min, double max) { _min = min; _max = max; }
public object Apply(object input) => Math.Clamp((double)input, _min, _max);
}
// Lua transformation wrapper
public sealed class LuaFunctionTransformation : ITransformation
{
private readonly LuaFunction _func;
public LuaFunctionTransformation(LuaFunction func) => _func = func;
public object Apply(object input) => _func.Call(input);
}
Responsibility: Register and create transformations from Lua descriptors
public sealed class ApiTransformationRegistry
{
private readonly Dictionary<string, Func<LuaTable, ITransformation>> _factories = new();
/// <summary>
/// Register a transformation factory by name.
/// Factory receives Lua table with configuration.
/// </summary>
public void Register(string name, Func<LuaTable, ITransformation> factory)
{
_factories[name] = factory;
}
/// <summary>
/// Create transformation from Lua descriptor.
/// Handles both string and table formats.
/// </summary>
public ITransformation Create(object luaValue)
{
// Simple string: "ToVector3Forward"
if (luaValue is string name)
{
if (!_factories.TryGetValue(name, out var factory))
throw new ArgumentException($"Unknown transformation: {name}");
return factory(null); // No config
}
// Table format: {name="Scale", factor=0.5}
if (luaValue is LuaTable table)
{
var name = (string)table["name"];
if (!_factories.TryGetValue(name, out var factory))
throw new ArgumentException($"Unknown transformation: {name}");
return factory(table); // Pass config table
}
throw new ArgumentException("Transformation must be string or table");
}
/// <summary>
/// Register all built-in transformations (called at startup).
/// </summary>
public void RegisterBuiltIns()
{
// Numeric transformations (require config)
Register("Scale", config =>
{
var factor = (double)config["factor"];
return new ScaleTransformation(factor);
});
Register("Normalize", config =>
{
var min = (double)(config["min"] ?? 0.0);
var max = (double)(config["max"] ?? 1.0);
return new NormalizeTransformation(min, max);
});
Register("Clamp", config =>
{
var min = (double)config["min"];
var max = (double)config["max"];
return new ClampTransformation(min, max);
});
// Vector construction (no config needed)
Register("ToVector3Forward", _ => new ToVector3ForwardTransformation());
Register("ToVector3Up", _ => new ToVector3UpTransformation());
Register("ToVector3", _ => new ToVector3Transformation());
// Resource lookup (type inferred from context)
Register("LookupAsset", config =>
{
var assetType = config?["type"] as string; // Optional type hint
return new LookupAssetTransformation(assetType);
});
Register("LookupObject", _ => new LookupObjectTransformation());
}
}
Descriptor usage examples:
-- Simple transformation (no config)
SetSpeed = {
target = "Rigidbody.velocity",
transformation = "ToVector3Forward"
}
-- Parameterized transformation (table with config)
Steer = {
target = "CarController.steerAngle",
transformation = {name="Scale", factor=45.0} -- Normalized to degrees
}
-- Per-parameter transformations
Honk = {
target = "AudioSource.PlayOneShot",
params = {
{name="clip", type="object", transformation="LookupAsset"},
{name="volume", type="number", transformation={name="Clamp", min=0, max=1}}
}
}
MVP Transformations:
Challenge: How to capture the method name without exposing it to users?
Solution: GenericApiBlock.Create has [CallerMemberName] - captures caller automatically
// LunyScript.Object.cs - User-facing API
public static class Object
{
// Clean API - no CallerMemberName visible to users
public static ILunyScriptBlock SetEnabled(String name = null)
=> GenericApiBlock.Create(name);
public static ILunyScriptBlock SetDisabled(String name = null)
=> GenericApiBlock.Create(name);
public static ILunyScriptBlock Destroy(String name = null)
=> GenericApiBlock.Create(name);
}
How it works:
Object.Destroy(null) from their scriptDestroy() calls GenericApiBlock.Create(null)GenericApiBlock.Createβs [CallerMemberName] captures "Destroy" automaticallyResult: DRY, type-safe, foolproof API surface - no helper methods needed
ISemanticVersion interface - Shared by both engine and Luny versions
public interface ISemanticVersion
{
string Version { get; } // Full version string (e.g., "6.3.4" or "2024.1.0")
int Major { get; }
int Minor { get; }
int Patch { get; }
}
Added to ILunyApplicationService:
public interface ILunyApplicationService : ILunyEngineService
{
// ... existing properties
/// <summary>
/// Native engine version (Unity, Godot, etc.)
/// Used for version-specific API target resolution.
/// </summary>
ISemanticVersion EngineVersion { get; }
}
Usage in LunyApiRegistry:
public void LoadDescriptor(
string luaFilePath,
string engineName,
ISemanticVersion engineVersion, // From ILunyApplicationService.EngineVersion
ISemanticVersion lunyVersion) // LunyEngine's own version
{
// engineVersion used for version-specific target resolution
// lunyVersion used for descriptor compatibility validation
}
Version comparison for target resolution:
// In LunyApiRegistry when resolving version-specific targets
private string ResolveVersionedTarget(LuaTable targetTable, ISemanticVersion currentVersion)
{
var defaultTarget = (string)targetTable["default"];
string selectedTarget = defaultTarget;
int highestMatchingVersion = 0;
// Find highest version <= current that has an override
foreach (var key in targetTable.Keys)
{
if (key == "default") continue;
var versionKey = ParseVersionKey((string)key);
var versionValue = CompareVersions(versionKey, currentVersion);
if (versionValue <= 0 && versionValue > highestMatchingVersion)
{
selectedTarget = (string)targetTable[key];
highestMatchingVersion = versionValue;
}
}
return selectedTarget;
}
Stress Test Concerns to Address:
Key Design Decisions Needing Finalization:
Fragility Management:
#Credits spent in chat: ~$0.27 (+$0.14), Context: 26% budget