package game import ( "log" "thehouseoficarus/internal/player" ) // Best-effort persistence helpers. Gameplay code re-saves a character or // account after most state changes; a save failure there is not recoverable // by the caller, so these helpers log it once in one place instead of // silently discarding it at ~100 call sites. Lifecycle transactions (create, // delete, rename, migration) intentionally do NOT use these: they must // propagate save errors to the caller. func (g *Game) saveCharacter(p *player.Player) { if err := g.AccountStore.SaveCharacter(p); err != nil { log.Printf("save character %s: %v", p.Name, err) } } func (g *Game) saveAccount(acc *player.Account) { if err := g.AccountStore.SaveAccount(acc); err != nil { log.Printf("save account %s: %v", acc.Name, err) } }