d5debc5bcb
Die Befehlszeile wählt ein Profil, einen Namen und einen Direktstart. Zwei Fenster auf einem Rechner sind so zwei Spieler. Ein Schlüssel oder Spielstand, der sich gerade nicht lesen lässt, wird nicht mehr ersetzt. Name und zuletzt genutzte Adresse bleiben gespeichert. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
188 lines
6.5 KiB
GDScript
188 lines
6.5 KiB
GDScript
class_name SaveStore
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extends RefCounted
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## The game's files on the player's machine: the player key, the save, the
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## session recordings for bug reports and the player's settings.
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const KEY_FILE := "player.key"
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const SAVE_FILE := "world.grw"
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## Holds the previous save while write_save replaces it.
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const BACKUP_FILE := SAVE_FILE + ".bak"
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const RECORDINGS_DIR := "recordings"
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const SETTINGS_FILE := "settings.cfg"
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## Recordings beyond this number are deleted, oldest first.
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const KEEP_RECORDINGS := 10
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const KEY_BYTES := 16
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var base_dir: String
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## The result of the last attempt to read the key or the save: OK, or why
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## the file could not be read. A file that exists but cannot be read right
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## now, for example because another program holds it, is never replaced.
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var last_read_error: Error = OK
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## Opens the folder and creates it if it is missing. If a crash interrupted a
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## save and left only the backup of the previous one (see write_save), the
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## backup becomes the save again.
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func _init(directory: String = "user://") -> void:
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base_dir = directory
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DirAccess.make_dir_recursive_absolute(base_dir)
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_restore_backup()
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## The key that identifies this installation in every world. It is created
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## on first use and kept from then on. Returns an empty key if the key file
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## exists but cannot be read; last_read_error then says why.
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func player_key() -> PackedByteArray:
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var path := base_dir.path_join(KEY_FILE)
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if FileAccess.file_exists(path):
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var stored := _read_file(path)
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if last_read_error != OK:
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return PackedByteArray()
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if stored.size() == KEY_BYTES:
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return stored
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var key := Crypto.new().generate_random_bytes(KEY_BYTES)
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if not _write(path, key):
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push_error("player key could not be stored at %s" % path)
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return key
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func has_save() -> bool:
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return FileAccess.file_exists(base_dir.path_join(SAVE_FILE))
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## The bytes of the save. If it cannot be read, they are empty and
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## last_read_error says why.
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func read_save() -> PackedByteArray:
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return _read_file(base_dir.path_join(SAVE_FILE))
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## Writes the save through a temporary file, so that a crash or a failed
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## write never destroys the previous save. Returns false if the new save was
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## not stored completely; the previous save then stays as it was.
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##
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## The temporary file replaces the previous save in two moves: the previous
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## save becomes the backup, then the temporary file becomes the save. A single
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## move onto the previous save would not be safe, because on Windows Godot
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## deletes the target first and only then moves the file. If that move failed,
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## for example because a virus scanner holds the temporary file, the previous
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## save would already be gone. If the second move fails, the backup is moved
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## back. A crash between the two moves leaves only the backup; the next
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## SaveStore on the folder restores it.
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func write_save(bytes: PackedByteArray) -> bool:
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if bytes.is_empty():
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return false
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var path := base_dir.path_join(SAVE_FILE)
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var temporary := path + ".tmp"
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var backup := base_dir.path_join(BACKUP_FILE)
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if not _write(temporary, bytes) or FileAccess.get_file_as_bytes(temporary) != bytes:
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DirAccess.remove_absolute(temporary)
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return false
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var has_previous := FileAccess.file_exists(path)
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if has_previous and DirAccess.rename_absolute(path, backup) != OK:
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DirAccess.remove_absolute(temporary)
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return false
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if DirAccess.rename_absolute(temporary, path) != OK:
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if has_previous:
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DirAccess.rename_absolute(backup, path)
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return false
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if has_previous:
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DirAccess.remove_absolute(backup)
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return true
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## Moves an unusable save out of the way, so that the next save does not
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## overwrite it. An older set-aside save is replaced. Returns the new path,
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## or an empty text if there was no save or it could not be moved.
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func set_aside_save() -> String:
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var path := base_dir.path_join(SAVE_FILE)
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var aside := path + ".broken"
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if DirAccess.rename_absolute(path, aside) != OK:
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return ""
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return aside
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## Stores a session recording and deletes the oldest ones beyond
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## KEEP_RECORDINGS. Returns the path, or an empty text if nothing was written.
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func write_recording(bytes: PackedByteArray) -> String:
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if bytes.is_empty():
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return ""
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var directory := base_dir.path_join(RECORDINGS_DIR)
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DirAccess.make_dir_recursive_absolute(directory)
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# Microseconds since 1970, padded so that names sort by age.
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var stamp := int(Time.get_unix_time_from_system() * 1_000_000.0)
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var path := directory.path_join("session-%016d.grwr" % stamp)
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if not _write(path, bytes):
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return ""
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var names := recordings()
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while names.size() > KEEP_RECORDINGS:
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DirAccess.remove_absolute(directory.path_join(names[0]))
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names.remove_at(0)
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return path
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## File names of the stored recordings, oldest first.
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func recordings() -> PackedStringArray:
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var names := DirAccess.get_files_at(base_dir.path_join(RECORDINGS_DIR))
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names.sort()
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return names
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## The name the player gave last time, or an empty text.
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func player_name() -> String:
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return _setting("player", "name")
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func set_player_name(player_name: String) -> void:
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_set_setting("player", "name", player_name)
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## The address of the host the player joined last time, or an empty text.
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func last_address() -> String:
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return _setting("network", "address")
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func set_last_address(address: String) -> void:
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_set_setting("network", "address", address)
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func _setting(section: String, key: String) -> String:
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var settings := ConfigFile.new()
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if settings.load(base_dir.path_join(SETTINGS_FILE)) != OK:
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return ""
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return str(settings.get_value(section, key, ""))
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func _set_setting(section: String, key: String, value: String) -> void:
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var path := base_dir.path_join(SETTINGS_FILE)
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var settings := ConfigFile.new()
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settings.load(path)
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settings.set_value(section, key, value)
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if settings.save(path) != OK:
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push_warning("settings could not be stored at %s" % path)
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## Moves the backup back to the save if there is no save, see write_save.
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func _restore_backup() -> void:
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var path := base_dir.path_join(SAVE_FILE)
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var backup := base_dir.path_join(BACKUP_FILE)
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if FileAccess.file_exists(path) or not FileAccess.file_exists(backup):
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return
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if DirAccess.rename_absolute(backup, path) != OK:
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push_warning("the previous save could not be restored from %s" % backup)
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## Reads a whole file and records the result in last_read_error.
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func _read_file(path: String) -> PackedByteArray:
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var bytes := FileAccess.get_file_as_bytes(path)
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last_read_error = FileAccess.get_open_error()
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return bytes
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func _write(path: String, bytes: PackedByteArray) -> bool:
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var file := FileAccess.open(path, FileAccess.WRITE)
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if file == null:
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return false
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var stored := file.store_buffer(bytes)
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file.close()
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return stored
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