♻️ reworked and debugged the SaveSystem. Removed unnecessary scene reference.

pull/32/head
kziolkowski 2 months ago
parent 638ebaff46
commit e9cd4ce276

@ -202,15 +202,14 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
);
}
SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), SaveId + _fieldIndex.Payload.AsString(), payloadData);
SavegameService.AppendDataToSave(SaveId + _fieldIndex.Payload.AsString(), payloadData);
}
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.Payload.AsString();
var id = SaveId + _fieldIndex.Payload.AsString();
Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
{

@ -18,7 +18,6 @@ public partial class InventoryInstance : Node, ISaveable
[Signal]
public delegate void InventoryContentsChangedEventHandler();
private const string SCENE_NAME = "inventory";
private const string ID = "instace";
/// <summary>
@ -192,15 +191,14 @@ public partial class InventoryInstance : Node, ISaveable
}
}
SavegameService.AppendDataToSave(SCENE_NAME, ID, payloadData);
SavegameService.AppendDataToSave(ID, payloadData);
}
public void LoadFromSaveData()
{
var sceneName = SCENE_NAME;
var id = ID;
Godot.Collections.Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
Godot.Collections.Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
{

@ -18,12 +18,11 @@ public class SaveData
return VERSION == version;
}
public string SceneName;
public string Id;
public string JsonPayload;
public string ToString()
{
return SceneName + " " + Id + " " + JsonPayload;
return Id + " " + JsonPayload;
}
}

@ -20,11 +20,9 @@ public static class SavegameService
public static bool _loaded = false;
public static void AppendDataToSave(string scenename, string id, Dictionary<string, Variant> payload)
public static void AppendDataToSave( string id, Dictionary<string, Variant> payload)
{
var saveData = new SaveData();
saveData.SceneName = scenename;
saveData.Id = id;
saveData.JsonPayload = Json.Stringify(payload, indent: "\t");
AppendSave(saveData);
@ -36,15 +34,13 @@ public static class SavegameService
/// <param name="saveData"></param>
private static void AppendSave(SaveData saveData)
{
string key = string.Concat(saveData.SceneName, "_", saveData.Id);
if (SaveDatas.TryGetValue(key, out var value))
if (SaveDatas.TryGetValue(saveData.Id, out var value))
{
SaveDatas[key] = saveData.JsonPayload;
SaveDatas[saveData.Id] = saveData.JsonPayload;
}
else
{
SaveDatas.Add(key, saveData.JsonPayload);
SaveDatas.Add(saveData.Id, saveData.JsonPayload);
}
}
@ -56,11 +52,10 @@ public static class SavegameService
/// <param name="sceneName"></param>
/// <param name="id"></param>
/// <returns></returns>
public static Dictionary<string, Variant> GetSaveData(string sceneName, string id)
public static Dictionary<string, Variant> GetSaveData(string id)
{
Dictionary<string, Variant> saveData = new();
string key = string.Concat(sceneName, "_", id);
string saveDataString = "";
if (!_loaded)
@ -69,9 +64,9 @@ public static class SavegameService
return saveData;
}
if (SaveDatas.ContainsKey(key))
if (SaveDatas.ContainsKey(id))
{
saveDataString = SaveDatas[key];
saveDataString = SaveDatas[id];
saveData = Json.ParseString(saveDataString).AsGodotDictionary<string, Variant>();
}
@ -88,7 +83,9 @@ public static class SavegameService
GD.Print(SavePath);
// create cloud directory
System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(SavePath) ?? "");
CreateSaveDirectory();
GD.Print("Save.");
try
{
@ -101,21 +98,28 @@ public static class SavegameService
}
}
private static void CreateSaveDirectory()
{
System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(SavePath) ?? "");
}
/// <summary>
/// Loads the current savegame file from disk and parses it into the SaveData dictionary.
/// </summary>
public static void Load()
{
GD.Print("Load.");
try
{
if (!System.IO.File.Exists(SavePath))
{
SaveDatas = new();
return;
CreateSaveDirectory();
}
string saveDataJson = FileAccess.GetFileAsString(SavePath);
SaveDatas = Json.ParseString(saveDataJson).AsGodotDictionary<string, string>();
if(!string.IsNullOrEmpty(saveDataJson))
SaveDatas = Json.ParseString(saveDataJson).AsGodotDictionary<string, string>();
}
catch(Exception e)

@ -11,10 +11,6 @@ namespace Babushka.scripts.CSharp.Common.Temp;
/// </summary>
public partial class MVPDuck : Node2D, ISaveable
{
[ExportGroup("Persistence")]
// A container for the current scene. Used to automatically add the current scene context to the save ID.
[Export] public VariableResource _sceneKeyProvider;
[ExportGroup("Animation")]
[Export] private Node2D _penTarget;
[Export] private int _transferDelayMs;
@ -70,7 +66,7 @@ public partial class MVPDuck : Node2D, ISaveable
string id = GetMeta("SaveID").AsString();
GD.Print($"Updating Save ID for object {Name}: {id}");
SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), id, payloadData);
SavegameService.AppendDataToSave( id, payloadData);
}
/// <summary>
@ -78,11 +74,10 @@ public partial class MVPDuck : Node2D, ISaveable
/// </summary>
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.Payload.AsString();
string id = GetMeta("SaveID").AsString();
GD.Print($"Loading Save ID for object {Name}: " + id);
Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
{
float xPos = 0;

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