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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)
}
}
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