Distinguish synthetic visual fixtures from actual session captures
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@@ -58,7 +58,7 @@ namespace MagnetismHeroes.Editor
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private static BoardRules BoundBoard;
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[Serializable] private sealed class CaptureRecord
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{
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public string sourceCommit, name, mode, utc, board;
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public string sourceCommit, name, mode, utc, board, boardOrigin;
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public bool sourceDirty;
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public int width, height, groups, balls, faces, numbers, capes, editorUnityStatsDrawCalls, expressionOverride;
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public long allocatedMemory, textureMemory, voiceMemory;
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@@ -93,6 +93,7 @@ namespace MagnetismHeroes.Editor
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var board = BoundBoard ?? app.Session.Board;
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var record = new CaptureRecord { name = name, sourceCommit = Environment.GetEnvironmentVariable("MAGNETISM_PROOF_COMMIT"), mode = "Editor Camera.Render RT with temporary ScreenSpaceCamera canvas; simulated viewport/safe area, not Android device capture",
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sourceDirty = Environment.GetEnvironmentVariable("MAGNETISM_PROOF_DIRTY") == "true",
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boardOrigin = BoundBoard != null ? "Validated synthetic FreePlay render fixture; session/UI remain the underlying stage, not a puzzle success" : "Actual GameApp.Session.Board",
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utc = DateTime.UtcNow.ToString("o"), width = width, height = height, expressionOverride = expression, safeArea = new Rect(inset, 0, width - inset * 2, height),
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balls = app.Presenter.Balls.Count, groups = app.GetComponentsInChildren<GroupBadge>().Length,
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faces = app.GetComponentsInChildren<SpriteRenderer>().Length, numbers = app.GetComponentsInChildren<TextMeshPro>().Length,
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