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## Performs the actual Saving[br][br]
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##
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## Below is a basic definition of various components and resources for reference:[br]
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## * SaveLevelDataComponent - The root save component that performs saving and loading of the actual data from disk
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## * SaveDataComponent - Attached to a node that has properties that need to be saved
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## * Node Type Resources - Each type of node that requires saving, such as a TileMapLayer, needs a resource created
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extends Node
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signal game_saved
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signal game_loaded
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signal refresh_saves_list
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signal create_auto_save_file
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signal create_save_file(save_name: String)
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signal delete_save_file(filename: String)
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signal load_save_file(filename: String)
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signal quick_save
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signal quick_load
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signal open_save_list_ui
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signal close_save_list_ui
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var _game_data_resource: SaveGameDataResource = SaveGameDataResource.new()
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var _save_level_data_component: SaveLevelDataComponent ## Contains the save paths and filenames
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func _ready() -> void:
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quick_load.connect(quick_load_game)
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quick_save.connect(quick_load_game)
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create_save_file.connect(_on_save_game_as_resource)
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load_save_file.connect(_load_game_resource)
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delete_save_file.connect(_on_delete_save_file)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("quick_save"):
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quick_save_game()
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if event.is_action_pressed("quick_load"):
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quick_load_game()
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func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = true) -> Array[SaveFileDetailsResource]:
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var save_files: Array[SaveFileDetailsResource] = []
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if not _load_save_level_data_component():
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return save_files
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var save_game_data_path: String = _save_level_data_component.settings.save_game_data_path
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if !DirAccess.dir_exists_absolute(save_game_data_path):
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return save_files
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for filename: String in ResourceLoader.list_directory(save_game_data_path):
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# TODO: Rework so the settings determine the file_name prepends
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if filename.begins_with("quicksave_") and not include_quick_saves: continue
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elif filename.begins_with("autosave_") and not include_auto_saves: continue
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elif !filename.begins_with("save_") and !filename.begins_with("quicksave_") and !filename.begins_with("autosave_"): continue
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var _save_path: String = save_game_data_path + filename
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var _save_icon: String = filename.replace(".tres", ".png")
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var _save_resource: SaveFileDetailsResource = SaveFileDetailsResource.new()
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# TODO: Reconsider loading the save to get the name
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# This could be a large save making opening each one slow
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# Should work out a better method for getting the save name (filename != save name)
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var _save_file: SaveGameDataResource = ResourceLoader.load(_save_path)
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_save_resource.save_name = _save_file.save_name
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_save_resource.filename = filename
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_save_resource.date_created = Time.get_datetime_string_from_unix_time(FileAccess.get_modified_time(_save_path))
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## In 4.5, this can probably be replaced with FileAccess.get_size(_save_path)
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## This should reduce the need for opening the file here
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var _loaded_file: FileAccess = FileAccess.open(_save_path, FileAccess.READ)
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_save_resource.filesize = _loaded_file.get_length()
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if FileAccess.file_exists(save_game_data_path + _save_icon):
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_save_resource.save_icon = _save_icon
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save_files.append(_save_resource)
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save_files.sort_custom(_custom_save_file_sort)
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return save_files
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func quick_save_game() -> void:
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if not _load_save_level_data_component(): return
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_game_data_resource.save_name = "Quick Save"
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_save_game_as_resource(_save_level_data_component.settings.quicksave_file_name)
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game_saved.emit()
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func quick_load_game() -> void:
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if not _load_save_level_data_component(): return
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# TODO: Don't reset world if quicksave not found
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EntityManager.reset_world.emit()
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_load_game_resource(_save_level_data_component.settings.quicksave_file_name)
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game_loaded.emit()
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## Sort the save files list by date created, descending
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func _custom_save_file_sort(a: SaveFileDetailsResource, b: SaveFileDetailsResource) -> bool:
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return a.date_created > b.date_created
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## Find the SaveLevelDataComponent within the level which stores the save paths and filenames
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func _load_save_level_data_component() -> bool:
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_save_level_data_component = get_tree().get_first_node_in_group("save_level_data_component")
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if _save_level_data_component == null:
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push_error("Could not find SaveLevelDataComponent node in level")
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return false
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return true
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func _load_game_resource(resource_filename: String) -> void:
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if not _load_save_level_data_component(): return
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var save_game_file_path: String = _save_level_data_component.settings.save_game_data_path + resource_filename
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if !FileAccess.file_exists(save_game_file_path):
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printerr("Failed to load save. File does not exist: ", save_game_file_path)
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return
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_game_data_resource = ResourceLoader.load(save_game_file_path)
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if _game_data_resource == null:
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printerr("Failed to load save. Unknown format? ", save_game_file_path)
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return
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var root_node: Window = get_tree().root
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for resource: Resource in _game_data_resource.save_data_nodes:
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if resource is Node3DDataResource:
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(resource as Node3DDataResource)._load_data(root_node)
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func _save_game_as_resource(resource_filename: String) -> void:
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if not _load_save_level_data_component(): return
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if !DirAccess.dir_exists_absolute(_save_level_data_component.settings.save_game_data_path):
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DirAccess.make_dir_absolute(_save_level_data_component.settings.save_game_data_path)
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var save_game_file_path: String = _save_level_data_component.settings.save_game_data_path + resource_filename
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_save_node_data()
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var result: int = ResourceSaver.save(_game_data_resource, save_game_file_path)
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if result != OK:
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printerr("Failed to save game (" , result, "): ", save_game_file_path)
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## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block)
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func _save_node_data() -> void:
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var nodes: Array = get_tree().get_nodes_in_group("save_data_component")
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if nodes == null: return
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for node: Node in nodes:
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if node is SaveDataComponent:
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@warning_ignore("unsafe_method_access")
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var save_data_resource: Node3DDataResource = node._save_data()
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var save_final_resource: Node3DDataResource = save_data_resource.duplicate()
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_game_data_resource.save_data_nodes.append(save_final_resource)
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func _on_save_game_as_resource(save_name: String) -> void:
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if not _load_save_level_data_component(): return
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var current_date: String = Time.get_datetime_string_from_system().replace(":", "")
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var _filename: String = "save_" + current_date + ".tres"
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_game_data_resource.save_name = save_name
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_save_game_as_resource(_filename)
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game_saved.emit()
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func _on_delete_save_file(filename: String) -> void:
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if filename.length() < 1:
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printerr("_on_delete_save_file(): Empty filename provided")
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return
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var save_file_path: String = _save_level_data_component.settings.save_game_data_path + filename
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DirAccess.remove_absolute(save_file_path)
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