Add saves, settings, and multiplayer-safe menus
This commit is contained in:
parent
e2067e3bf4
commit
0d050b08cc
32 changed files with 2468 additions and 49 deletions
539
save/player_save_manager.gd
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539
save/player_save_manager.gd
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@ -0,0 +1,539 @@
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class_name PlayerSaveManager
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extends Node
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const FishCatchType = preload("res://fish/fish_catch.gd")
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const FishInventoryType = preload("res://inventory/fish_inventory.gd")
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const CollectionLogType = preload("res://collection/collection_log.gd")
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const PlayerWalletType = preload("res://economy/player_wallet.gd")
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const FishPoolType = preload("res://fish/fish_pool.gd")
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const SaveInspectionType = preload("res://save/player_save_inspection.gd")
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const SAVE_VERSION: int = 1
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const SAVE_PATH: String = "user://player_save.json"
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const TEMP_PATH: String = "user://player_save.json.tmp"
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const BACKUP_PATH: String = "user://player_save.json.backup"
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const MAX_SAFE_BALANCE: int = 1000000000000
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class LoadSnapshot:
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extends RefCounted
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var catches: Array[FishCatchType] = []
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var discovered_ids: Array[StringName] = []
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var wallet_balance: int = 0
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var next_catch_sequence: int = 1
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@export_range(0.05, 5.0, 0.05) var autosave_delay: float = 0.5
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var _inventory: FishInventoryType
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var _collection_log: CollectionLogType
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var _wallet: PlayerWalletType
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var _catalog: FishPoolType
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var _autosave_timer: Timer
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var _is_configured: bool = false
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var _is_restoring: bool = false
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var _is_dirty: bool = false
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var _automatic_saving_blocked: bool = false
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var _autosave_enabled: bool = false
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func _ready() -> void:
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_autosave_timer = Timer.new()
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_autosave_timer.one_shot = true
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_autosave_timer.timeout.connect(_on_autosave_timeout)
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add_child(_autosave_timer)
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func setup(
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inventory: FishInventoryType,
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collection_log: CollectionLogType,
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wallet: PlayerWalletType,
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catalog: FishPoolType,
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) -> void:
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_inventory = inventory
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_collection_log = collection_log
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_wallet = wallet
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_catalog = catalog
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_is_configured = (
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_inventory != null
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and _collection_log != null
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and _wallet != null
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and _catalog != null
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)
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if not _is_configured:
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push_error("PlayerSaveManager setup is missing required references.")
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return
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if not _inventory.catches_changed.is_connected(_mark_dirty):
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_inventory.catches_changed.connect(_mark_dirty)
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if not _collection_log.fish_discovered.is_connected(
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_on_fish_discovered
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):
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_collection_log.fish_discovered.connect(_on_fish_discovered)
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if not _wallet.balance_changed.is_connected(_on_balance_changed):
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_wallet.balance_changed.connect(_on_balance_changed)
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func load_player_data() -> bool:
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if not _is_configured:
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return false
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_automatic_saving_blocked = false
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_recover_interrupted_write()
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if not FileAccess.file_exists(SAVE_PATH):
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_is_dirty = false
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return true
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var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
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if save_file == null:
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_handle_corrupt_save("Unable to open player save.")
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return false
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var json_text: String = save_file.get_as_text()
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save_file.close()
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var json := JSON.new()
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var parse_error: Error = json.parse(json_text)
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if parse_error != OK or typeof(json.data) != TYPE_DICTIONARY:
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_handle_corrupt_save("Player save contains malformed JSON.")
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return false
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var save_data: Dictionary = json.data
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var version: int = _read_integer(save_data.get("save_version"), -1)
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if version > SAVE_VERSION:
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_automatic_saving_blocked = true
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push_warning(
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(
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"Player save version %d is newer than supported "
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+ "version %d; the file was left untouched."
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)
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% [version, SAVE_VERSION]
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)
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_restore_defaults()
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return false
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if version != SAVE_VERSION:
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save_data = _migrate_save(save_data, version)
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if save_data.is_empty():
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_handle_corrupt_save(
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"Player save version %d is unsupported." % version
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)
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return false
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var snapshot: LoadSnapshot = _build_load_snapshot(save_data)
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if snapshot == null:
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_handle_corrupt_save("Player save failed structural validation.")
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return false
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_is_restoring = true
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var inventory_restored: bool = _inventory.replace_all_catches(
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snapshot.catches,
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snapshot.next_catch_sequence
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)
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var collection_restored: bool = (
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_collection_log.replace_discovered_ids(snapshot.discovered_ids)
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)
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var wallet_restored: bool = _wallet.restore_balance(
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snapshot.wallet_balance
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)
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_is_restoring = false
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if (
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not inventory_restored
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or not collection_restored
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or not wallet_restored
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):
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push_error("Validated player save could not be restored.")
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return false
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_is_dirty = false
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print(
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"Loaded player save version %d with %d catches."
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% [SAVE_VERSION, snapshot.catches.size()]
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)
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return true
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func inspect_save() -> SaveInspectionType:
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var result := SaveInspectionType.new()
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_recover_interrupted_write()
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result.has_primary_file = FileAccess.file_exists(SAVE_PATH)
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if not result.has_primary_file:
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result.status = SaveInspectionType.Status.MISSING
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result.message = "No save found."
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return result
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var save_file := FileAccess.open(SAVE_PATH, FileAccess.READ)
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if save_file == null:
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result.status = SaveInspectionType.Status.IO_ERROR
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result.message = "The save could not be read."
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return result
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var json := JSON.new()
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var parse_error: Error = json.parse(save_file.get_as_text())
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save_file.close()
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if parse_error != OK or typeof(json.data) != TYPE_DICTIONARY:
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result.status = SaveInspectionType.Status.MALFORMED
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result.message = "The save is corrupt and was preserved."
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return result
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var save_data: Dictionary = json.data
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result.detected_version = _read_integer(save_data.get("save_version"), -1)
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if result.detected_version > SAVE_VERSION:
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result.status = SaveInspectionType.Status.UNSUPPORTED_VERSION
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result.message = "This save belongs to a newer game version."
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return result
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if result.detected_version != SAVE_VERSION:
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result.status = SaveInspectionType.Status.MALFORMED
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result.message = "The save version is unsupported."
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return result
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var snapshot: LoadSnapshot = _build_load_snapshot(save_data)
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if snapshot == null:
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result.status = SaveInspectionType.Status.MALFORMED
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result.message = "The save is structurally invalid and was preserved."
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return result
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result.status = SaveInspectionType.Status.VALID_SUPPORTED
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result.catch_count = snapshot.catches.size()
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result.wallet_balance = snapshot.wallet_balance
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result.discovered_species_count = snapshot.discovered_ids.size()
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result.message = "Save ready."
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return result
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func initialize_new_game() -> bool:
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if not _is_configured:
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return false
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_automatic_saving_blocked = false
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_restore_defaults()
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return true
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func delete_progression_save() -> bool:
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if FileAccess.file_exists(SAVE_PATH) and not _remove_if_present(SAVE_PATH):
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return false
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for path: String in [TEMP_PATH, BACKUP_PATH]:
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if FileAccess.file_exists(path) and not _remove_if_present(path):
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push_warning("Unable to remove stale player-save auxiliary file.")
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if _autosave_timer != null:
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_autosave_timer.stop()
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_is_dirty = false
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_automatic_saving_blocked = false
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return true
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func set_autosave_enabled(enabled: bool) -> void:
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_autosave_enabled = enabled
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if not enabled and _autosave_timer != null:
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_autosave_timer.stop()
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func save_if_dirty() -> bool:
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return not _is_dirty or save_now()
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func is_dirty() -> bool:
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return _is_dirty
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func cancel_pending_autosave() -> void:
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if _autosave_timer != null:
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_autosave_timer.stop()
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_is_dirty = false
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func save_now() -> bool:
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if (
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not _is_configured
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or _automatic_saving_blocked
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or not _autosave_enabled
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):
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return false
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var save_data: Dictionary = _build_save_dictionary()
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if save_data.is_empty():
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return false
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var json_text: String = JSON.stringify(save_data, "\t")
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if json_text.is_empty():
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return false
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var temp_file := FileAccess.open(TEMP_PATH, FileAccess.WRITE)
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if temp_file == null:
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push_warning("Unable to open temporary player save for writing.")
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return false
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temp_file.store_string(json_text)
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temp_file.flush()
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var write_error: Error = temp_file.get_error()
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temp_file.close()
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if write_error != OK:
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_remove_if_present(TEMP_PATH)
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push_warning("Unable to finish writing temporary player save.")
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return false
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var had_primary: bool = FileAccess.file_exists(SAVE_PATH)
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_remove_if_present(BACKUP_PATH)
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if had_primary and not _rename_file(SAVE_PATH, BACKUP_PATH):
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_remove_if_present(TEMP_PATH)
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push_warning("Unable to preserve the previous player save.")
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return false
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if not _rename_file(TEMP_PATH, SAVE_PATH):
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if had_primary:
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_rename_file(BACKUP_PATH, SAVE_PATH)
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push_warning("Unable to promote the temporary player save.")
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return false
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_remove_if_present(BACKUP_PATH)
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_is_dirty = false
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return true
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func delete_save_for_debug() -> bool:
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return delete_progression_save()
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func _exit_tree() -> void:
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if _is_dirty and _autosave_enabled and not _automatic_saving_blocked:
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save_now()
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func _build_save_dictionary() -> Dictionary:
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var serialized_catches: Array[Dictionary] = []
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for fish_catch: FishCatchType in _inventory.get_all_catches():
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if fish_catch == null or not fish_catch.is_valid():
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push_warning(
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"Player save aborted because inventory contains an "
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+ "invalid runtime catch."
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)
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return {}
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serialized_catches.append(fish_catch.to_save_dict())
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var discovered_strings: Array[String] = []
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for fish_id: StringName in _collection_log.get_discovered_ids():
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if fish_id.is_empty():
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return {}
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discovered_strings.append(String(fish_id))
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if (
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_wallet.get_balance() < 0
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or _wallet.get_balance() > MAX_SAFE_BALANCE
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or _inventory.get_next_catch_sequence() < 1
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or (
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_inventory.get_next_catch_sequence()
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> FishCatchType.MAX_SAFE_SEQUENCE
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)
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):
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return {}
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return {
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"save_version": SAVE_VERSION,
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"wallet": {
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"balance": _wallet.get_balance(),
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},
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"collection": {
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"discovered_fish_ids": discovered_strings,
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},
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"inventory": {
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"next_catch_sequence": _inventory.get_next_catch_sequence(),
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"catches": serialized_catches,
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},
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}
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func _build_load_snapshot(save_data: Dictionary) -> LoadSnapshot:
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if (
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typeof(save_data.get("wallet")) != TYPE_DICTIONARY
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or typeof(save_data.get("collection")) != TYPE_DICTIONARY
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or typeof(save_data.get("inventory")) != TYPE_DICTIONARY
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):
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return null
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var wallet_data: Dictionary = save_data["wallet"]
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var collection_data: Dictionary = save_data["collection"]
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var inventory_data: Dictionary = save_data["inventory"]
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if (
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not wallet_data.has("balance")
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or typeof(collection_data.get("discovered_fish_ids")) != TYPE_ARRAY
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or typeof(inventory_data.get("catches")) != TYPE_ARRAY
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or not inventory_data.has("next_catch_sequence")
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):
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return null
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var balance: int = _read_integer(
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wallet_data["balance"],
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-1,
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MAX_SAFE_BALANCE
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)
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var requested_next_sequence: int = _read_integer(
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inventory_data["next_catch_sequence"],
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-1,
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FishCatchType.MAX_SAFE_SEQUENCE
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)
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if balance < 0 or requested_next_sequence < 1:
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return null
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var snapshot := LoadSnapshot.new()
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snapshot.wallet_balance = balance
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var discovered_values: Array = collection_data["discovered_fish_ids"]
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var seen_discoveries: Dictionary[StringName, bool] = {}
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for value: Variant in discovered_values:
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if typeof(value) != TYPE_STRING and typeof(value) != TYPE_STRING_NAME:
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continue
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var fish_id: StringName = StringName(str(value))
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if fish_id.is_empty() or seen_discoveries.has(fish_id):
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continue
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seen_discoveries[fish_id] = true
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snapshot.discovered_ids.append(fish_id)
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var seen_ids: Dictionary[StringName, bool] = {}
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var seen_sequences: Dictionary[int, bool] = {}
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var maximum_sequence: int = 0
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var catch_values: Array = inventory_data["catches"]
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for catch_index: int in range(catch_values.size()):
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var catch_value: Variant = catch_values[catch_index]
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if typeof(catch_value) != TYPE_DICTIONARY:
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push_warning(
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"Skipped invalid saved catch at index %d." % catch_index
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)
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continue
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var catch_data: Dictionary = catch_value
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var fish_id: StringName = StringName(str(catch_data.get("fish_id", "")))
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var fish_data = _catalog.get_fish_by_id(fish_id)
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if fish_data == null:
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push_warning(
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"Skipped saved catch with missing fish ID '%s'."
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% String(fish_id)
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)
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continue
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var fish_catch: FishCatchType = FishCatchType.from_save_dict(
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catch_data,
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fish_data
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)
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if fish_catch == null:
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push_warning(
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"Skipped structurally invalid saved catch at index %d."
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% catch_index
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)
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continue
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if seen_ids.has(fish_catch.catch_id):
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push_warning(
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"Skipped duplicate saved catch ID '%s'."
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% String(fish_catch.catch_id)
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)
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continue
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if seen_sequences.has(fish_catch.catch_sequence):
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push_warning(
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"Skipped duplicate saved catch sequence %d."
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% fish_catch.catch_sequence
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)
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continue
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seen_ids[fish_catch.catch_id] = true
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seen_sequences[fish_catch.catch_sequence] = true
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maximum_sequence = maxi(
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maximum_sequence,
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fish_catch.catch_sequence
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)
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snapshot.catches.append(fish_catch)
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snapshot.next_catch_sequence = maxi(
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requested_next_sequence,
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maximum_sequence + 1
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)
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return snapshot
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func _migrate_save(
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data: Dictionary,
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from_version: int,
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) -> Dictionary:
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if from_version == SAVE_VERSION:
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return data
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return {}
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func _mark_dirty() -> void:
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if (
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_is_restoring
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or _automatic_saving_blocked
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or not _autosave_enabled
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):
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return
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_is_dirty = true
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if _autosave_timer != null and _autosave_timer.is_stopped():
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_autosave_timer.start(maxf(autosave_delay, 0.05))
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func _on_fish_discovered(_fish_id: StringName) -> void:
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_mark_dirty()
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func _on_balance_changed(_new_balance: int, _delta: int) -> void:
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_mark_dirty()
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func _on_autosave_timeout() -> void:
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if _is_dirty:
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save_now()
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func _recover_interrupted_write() -> void:
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if FileAccess.file_exists(SAVE_PATH):
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_remove_if_present(TEMP_PATH)
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_remove_if_present(BACKUP_PATH)
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return
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if FileAccess.file_exists(BACKUP_PATH):
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_rename_file(BACKUP_PATH, SAVE_PATH)
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_remove_if_present(TEMP_PATH)
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func _handle_corrupt_save(message: String) -> void:
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push_warning(message)
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_restore_defaults()
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if not FileAccess.file_exists(SAVE_PATH):
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return
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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
|
||||
Loading…
Add table
Add a link
Reference in a new issue