Add saves, settings, and multiplayer-safe menus

This commit is contained in:
Alexander Sellite 2026-07-25 18:20:49 -04:00
parent e2067e3bf4
commit 0d050b08cc
32 changed files with 2468 additions and 49 deletions

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class_name PlayerSaveInspection
extends RefCounted
enum Status {
MISSING,
VALID_SUPPORTED,
MALFORMED,
UNSUPPORTED_VERSION,
IO_ERROR,
}
var status: Status = Status.MISSING
var detected_version: int = -1
var catch_count: int = 0
var wallet_balance: int = 0
var discovered_species_count: int = 0
var has_primary_file: bool = false
var message: String = ""
func can_continue() -> bool:
return status == Status.VALID_SUPPORTED
func can_delete() -> bool:
return has_primary_file

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uid://ds46yeg8hex65

539
save/player_save_manager.gd Normal file
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class_name PlayerSaveManager
extends Node
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishInventoryType = preload("res://inventory/fish_inventory.gd")
const CollectionLogType = preload("res://collection/collection_log.gd")
const PlayerWalletType = preload("res://economy/player_wallet.gd")
const FishPoolType = preload("res://fish/fish_pool.gd")
const SaveInspectionType = preload("res://save/player_save_inspection.gd")
const SAVE_VERSION: int = 1
const SAVE_PATH: String = "user://player_save.json"
const TEMP_PATH: String = "user://player_save.json.tmp"
const BACKUP_PATH: String = "user://player_save.json.backup"
const MAX_SAFE_BALANCE: int = 1000000000000
class LoadSnapshot:
extends RefCounted
var catches: Array[FishCatchType] = []
var discovered_ids: Array[StringName] = []
var wallet_balance: int = 0
var next_catch_sequence: int = 1
@export_range(0.05, 5.0, 0.05) var autosave_delay: float = 0.5
var _inventory: FishInventoryType
var _collection_log: CollectionLogType
var _wallet: PlayerWalletType
var _catalog: FishPoolType
var _autosave_timer: Timer
var _is_configured: bool = false
var _is_restoring: bool = false
var _is_dirty: bool = false
var _automatic_saving_blocked: bool = false
var _autosave_enabled: bool = false
func _ready() -> void:
_autosave_timer = Timer.new()
_autosave_timer.one_shot = true
_autosave_timer.timeout.connect(_on_autosave_timeout)
add_child(_autosave_timer)
func setup(
inventory: FishInventoryType,
collection_log: CollectionLogType,
wallet: PlayerWalletType,
catalog: FishPoolType,
) -> void:
_inventory = inventory
_collection_log = collection_log
_wallet = wallet
_catalog = catalog
_is_configured = (
_inventory != null
and _collection_log != null
and _wallet != null
and _catalog != null
)
if not _is_configured:
push_error("PlayerSaveManager setup is missing required references.")
return
if not _inventory.catches_changed.is_connected(_mark_dirty):
_inventory.catches_changed.connect(_mark_dirty)
if not _collection_log.fish_discovered.is_connected(
_on_fish_discovered
):
_collection_log.fish_discovered.connect(_on_fish_discovered)
if not _wallet.balance_changed.is_connected(_on_balance_changed):
_wallet.balance_changed.connect(_on_balance_changed)
func load_player_data() -> bool:
if not _is_configured:
return false
_automatic_saving_blocked = false
_recover_interrupted_write()
if not FileAccess.file_exists(SAVE_PATH):
_is_dirty = false
return true
var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
if save_file == null:
_handle_corrupt_save("Unable to open player save.")
return false
var json_text: String = save_file.get_as_text()
save_file.close()
var json := JSON.new()
var parse_error: Error = json.parse(json_text)
if parse_error != OK or typeof(json.data) != TYPE_DICTIONARY:
_handle_corrupt_save("Player save contains malformed JSON.")
return false
var save_data: Dictionary = json.data
var version: int = _read_integer(save_data.get("save_version"), -1)
if version > SAVE_VERSION:
_automatic_saving_blocked = true
push_warning(
(
"Player save version %d is newer than supported "
+ "version %d; the file was left untouched."
)
% [version, SAVE_VERSION]
)
_restore_defaults()
return false
if version != SAVE_VERSION:
save_data = _migrate_save(save_data, version)
if save_data.is_empty():
_handle_corrupt_save(
"Player save version %d is unsupported." % version
)
return false
var snapshot: LoadSnapshot = _build_load_snapshot(save_data)
if snapshot == null:
_handle_corrupt_save("Player save failed structural validation.")
return false
_is_restoring = true
var inventory_restored: bool = _inventory.replace_all_catches(
snapshot.catches,
snapshot.next_catch_sequence
)
var collection_restored: bool = (
_collection_log.replace_discovered_ids(snapshot.discovered_ids)
)
var wallet_restored: bool = _wallet.restore_balance(
snapshot.wallet_balance
)
_is_restoring = false
if (
not inventory_restored
or not collection_restored
or not wallet_restored
):
push_error("Validated player save could not be restored.")
return false
_is_dirty = false
print(
"Loaded player save version %d with %d catches."
% [SAVE_VERSION, snapshot.catches.size()]
)
return true
func inspect_save() -> SaveInspectionType:
var result := SaveInspectionType.new()
_recover_interrupted_write()
result.has_primary_file = FileAccess.file_exists(SAVE_PATH)
if not result.has_primary_file:
result.status = SaveInspectionType.Status.MISSING
result.message = "No save found."
return result
var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
if save_file == null:
result.status = SaveInspectionType.Status.IO_ERROR
result.message = "The save could not be read."
return result
var json := JSON.new()
var parse_error: Error = json.parse(save_file.get_as_text())
save_file.close()
if parse_error != OK or typeof(json.data) != TYPE_DICTIONARY:
result.status = SaveInspectionType.Status.MALFORMED
result.message = "The save is corrupt and was preserved."
return result
var save_data: Dictionary = json.data
result.detected_version = _read_integer(save_data.get("save_version"), -1)
if result.detected_version > SAVE_VERSION:
result.status = SaveInspectionType.Status.UNSUPPORTED_VERSION
result.message = "This save belongs to a newer game version."
return result
if result.detected_version != SAVE_VERSION:
result.status = SaveInspectionType.Status.MALFORMED
result.message = "The save version is unsupported."
return result
var snapshot: LoadSnapshot = _build_load_snapshot(save_data)
if snapshot == null:
result.status = SaveInspectionType.Status.MALFORMED
result.message = "The save is structurally invalid and was preserved."
return result
result.status = SaveInspectionType.Status.VALID_SUPPORTED
result.catch_count = snapshot.catches.size()
result.wallet_balance = snapshot.wallet_balance
result.discovered_species_count = snapshot.discovered_ids.size()
result.message = "Save ready."
return result
func initialize_new_game() -> bool:
if not _is_configured:
return false
_automatic_saving_blocked = false
_restore_defaults()
return true
func delete_progression_save() -> bool:
if FileAccess.file_exists(SAVE_PATH) and not _remove_if_present(SAVE_PATH):
return false
for path: String in [TEMP_PATH, BACKUP_PATH]:
if FileAccess.file_exists(path) and not _remove_if_present(path):
push_warning("Unable to remove stale player-save auxiliary file.")
if _autosave_timer != null:
_autosave_timer.stop()
_is_dirty = false
_automatic_saving_blocked = false
return true
func set_autosave_enabled(enabled: bool) -> void:
_autosave_enabled = enabled
if not enabled and _autosave_timer != null:
_autosave_timer.stop()
func save_if_dirty() -> bool:
return not _is_dirty or save_now()
func is_dirty() -> bool:
return _is_dirty
func cancel_pending_autosave() -> void:
if _autosave_timer != null:
_autosave_timer.stop()
_is_dirty = false
func save_now() -> bool:
if (
not _is_configured
or _automatic_saving_blocked
or not _autosave_enabled
):
return false
var save_data: Dictionary = _build_save_dictionary()
if save_data.is_empty():
return false
var json_text: String = JSON.stringify(save_data, "\t")
if json_text.is_empty():
return false
var temp_file := FileAccess.open(TEMP_PATH, FileAccess.WRITE)
if temp_file == null:
push_warning("Unable to open temporary player save for writing.")
return false
temp_file.store_string(json_text)
temp_file.flush()
var write_error: Error = temp_file.get_error()
temp_file.close()
if write_error != OK:
_remove_if_present(TEMP_PATH)
push_warning("Unable to finish writing temporary player save.")
return false
var had_primary: bool = FileAccess.file_exists(SAVE_PATH)
_remove_if_present(BACKUP_PATH)
if had_primary and not _rename_file(SAVE_PATH, BACKUP_PATH):
_remove_if_present(TEMP_PATH)
push_warning("Unable to preserve the previous player save.")
return false
if not _rename_file(TEMP_PATH, SAVE_PATH):
if had_primary:
_rename_file(BACKUP_PATH, SAVE_PATH)
push_warning("Unable to promote the temporary player save.")
return false
_remove_if_present(BACKUP_PATH)
_is_dirty = false
return true
func delete_save_for_debug() -> bool:
return delete_progression_save()
func _exit_tree() -> void:
if _is_dirty and _autosave_enabled and not _automatic_saving_blocked:
save_now()
func _build_save_dictionary() -> Dictionary:
var serialized_catches: Array[Dictionary] = []
for fish_catch: FishCatchType in _inventory.get_all_catches():
if fish_catch == null or not fish_catch.is_valid():
push_warning(
"Player save aborted because inventory contains an "
+ "invalid runtime catch."
)
return {}
serialized_catches.append(fish_catch.to_save_dict())
var discovered_strings: Array[String] = []
for fish_id: StringName in _collection_log.get_discovered_ids():
if fish_id.is_empty():
return {}
discovered_strings.append(String(fish_id))
if (
_wallet.get_balance() < 0
or _wallet.get_balance() > MAX_SAFE_BALANCE
or _inventory.get_next_catch_sequence() < 1
or (
_inventory.get_next_catch_sequence()
> FishCatchType.MAX_SAFE_SEQUENCE
)
):
return {}
return {
"save_version": SAVE_VERSION,
"wallet": {
"balance": _wallet.get_balance(),
},
"collection": {
"discovered_fish_ids": discovered_strings,
},
"inventory": {
"next_catch_sequence": _inventory.get_next_catch_sequence(),
"catches": serialized_catches,
},
}
func _build_load_snapshot(save_data: Dictionary) -> LoadSnapshot:
if (
typeof(save_data.get("wallet")) != TYPE_DICTIONARY
or typeof(save_data.get("collection")) != TYPE_DICTIONARY
or typeof(save_data.get("inventory")) != TYPE_DICTIONARY
):
return null
var wallet_data: Dictionary = save_data["wallet"]
var collection_data: Dictionary = save_data["collection"]
var inventory_data: Dictionary = save_data["inventory"]
if (
not wallet_data.has("balance")
or typeof(collection_data.get("discovered_fish_ids")) != TYPE_ARRAY
or typeof(inventory_data.get("catches")) != TYPE_ARRAY
or not inventory_data.has("next_catch_sequence")
):
return null
var balance: int = _read_integer(
wallet_data["balance"],
-1,
MAX_SAFE_BALANCE
)
var requested_next_sequence: int = _read_integer(
inventory_data["next_catch_sequence"],
-1,
FishCatchType.MAX_SAFE_SEQUENCE
)
if balance < 0 or requested_next_sequence < 1:
return null
var snapshot := LoadSnapshot.new()
snapshot.wallet_balance = balance
var discovered_values: Array = collection_data["discovered_fish_ids"]
var seen_discoveries: Dictionary[StringName, bool] = {}
for value: Variant in discovered_values:
if typeof(value) != TYPE_STRING and typeof(value) != TYPE_STRING_NAME:
continue
var fish_id: StringName = StringName(str(value))
if fish_id.is_empty() or seen_discoveries.has(fish_id):
continue
seen_discoveries[fish_id] = true
snapshot.discovered_ids.append(fish_id)
var seen_ids: Dictionary[StringName, bool] = {}
var seen_sequences: Dictionary[int, bool] = {}
var maximum_sequence: int = 0
var catch_values: Array = inventory_data["catches"]
for catch_index: int in range(catch_values.size()):
var catch_value: Variant = catch_values[catch_index]
if typeof(catch_value) != TYPE_DICTIONARY:
push_warning(
"Skipped invalid saved catch at index %d." % catch_index
)
continue
var catch_data: Dictionary = catch_value
var fish_id: StringName = StringName(str(catch_data.get("fish_id", "")))
var fish_data = _catalog.get_fish_by_id(fish_id)
if fish_data == null:
push_warning(
"Skipped saved catch with missing fish ID '%s'."
% String(fish_id)
)
continue
var fish_catch: FishCatchType = FishCatchType.from_save_dict(
catch_data,
fish_data
)
if fish_catch == null:
push_warning(
"Skipped structurally invalid saved catch at index %d."
% catch_index
)
continue
if seen_ids.has(fish_catch.catch_id):
push_warning(
"Skipped duplicate saved catch ID '%s'."
% String(fish_catch.catch_id)
)
continue
if seen_sequences.has(fish_catch.catch_sequence):
push_warning(
"Skipped duplicate saved catch sequence %d."
% fish_catch.catch_sequence
)
continue
seen_ids[fish_catch.catch_id] = true
seen_sequences[fish_catch.catch_sequence] = true
maximum_sequence = maxi(
maximum_sequence,
fish_catch.catch_sequence
)
snapshot.catches.append(fish_catch)
snapshot.next_catch_sequence = maxi(
requested_next_sequence,
maximum_sequence + 1
)
return snapshot
func _migrate_save(
data: Dictionary,
from_version: int,
) -> Dictionary:
if from_version == SAVE_VERSION:
return data
return {}
func _mark_dirty() -> void:
if (
_is_restoring
or _automatic_saving_blocked
or not _autosave_enabled
):
return
_is_dirty = true
if _autosave_timer != null and _autosave_timer.is_stopped():
_autosave_timer.start(maxf(autosave_delay, 0.05))
func _on_fish_discovered(_fish_id: StringName) -> void:
_mark_dirty()
func _on_balance_changed(_new_balance: int, _delta: int) -> void:
_mark_dirty()
func _on_autosave_timeout() -> void:
if _is_dirty:
save_now()
func _recover_interrupted_write() -> void:
if FileAccess.file_exists(SAVE_PATH):
_remove_if_present(TEMP_PATH)
_remove_if_present(BACKUP_PATH)
return
if FileAccess.file_exists(BACKUP_PATH):
_rename_file(BACKUP_PATH, SAVE_PATH)
_remove_if_present(TEMP_PATH)
func _handle_corrupt_save(message: String) -> void:
push_warning(message)
_restore_defaults()
if not FileAccess.file_exists(SAVE_PATH):
return
var timestamp: int = int(Time.get_unix_time_from_system())
var corrupt_path: String = (
"%s.corrupt-%d" % [SAVE_PATH, timestamp]
)
if FileAccess.file_exists(corrupt_path):
corrupt_path += "-%d" % Time.get_ticks_usec()
if not _rename_file(SAVE_PATH, corrupt_path):
_automatic_saving_blocked = true
push_warning(
"Corrupt player save was left in place; automatic saving is "
+ "disabled for this run."
)
func _restore_defaults() -> void:
if not _is_configured:
return
_is_restoring = true
var empty_catches: Array[FishCatchType] = []
var empty_discoveries: Array[StringName] = []
_inventory.replace_all_catches(empty_catches, 1)
_collection_log.replace_discovered_ids(empty_discoveries)
_wallet.restore_balance(0)
_is_restoring = false
_is_dirty = false
func _read_integer(
value: Variant,
invalid_value: int,
maximum_value: int = 2147483647,
) -> int:
if typeof(value) == TYPE_INT:
var integer_value: int = int(value)
if integer_value >= 0 and integer_value <= maximum_value:
return integer_value
elif typeof(value) == TYPE_FLOAT:
var float_value: float = float(value)
if (
is_finite(float_value)
and float_value >= 0.0
and float_value <= float(maximum_value)
and is_equal_approx(float_value, round(float_value))
):
return int(round(float_value))
return invalid_value
func _rename_file(from_path: String, to_path: String) -> bool:
return DirAccess.rename_absolute(
ProjectSettings.globalize_path(from_path),
ProjectSettings.globalize_path(to_path)
) == OK
func _remove_if_present(path: String) -> bool:
if not FileAccess.file_exists(path):
return true
return DirAccess.remove_absolute(
ProjectSettings.globalize_path(path)
) == OK

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