Files
TheGame/scripts/Systems/Save/SaveManager.cs
Björn Blomberg ed4ce28921 Refactor: reorganize scripts with domain-driven design structure
Move all C# scripts from flat structure to organized folders:
- Core/ for game logic (Game, GameState, GameSettings)
- UI/Menus/ and UI/Dialogs/ for user interface
- Systems/ for reusable systems (Save, Localization)
- Data/ for data models and configuration
- Added framework for future: Gameplay/, Story/, Modding/

Update all .tscn scene files to reference new script paths.
Fix timing issue in AdvancedSaveDialog focus handling.
2025-10-17 14:50:40 +02:00

290 lines
11 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.Json;
namespace TheGame
{
public class SaveData
{
public GameSeed GameSeed { get; set; }
public List<SaveInstance> Instances { get; set; } = new List<SaveInstance>();
// Backward compatibility
public float GameTime { get; set; }
public DateTime SaveDate { get; set; }
public string SaveName { get; set; }
public string DisplayName { get; set; } = "";
public SaveData()
{
GameSeed = new GameSeed();
}
public SaveData(GameSeed gameSeed)
{
GameSeed = gameSeed;
}
public SaveInstance GetLatestInstance()
{
if (Instances.Count == 0) return null;
return Instances.OrderByDescending(i => i.SaveDate).First();
}
public SaveInstance GetInstanceWithHighestGameTime()
{
if (Instances.Count == 0) return null;
return Instances.OrderByDescending(i => i.GameTime).First();
}
}
public class SaveManager
{
private readonly string _saveDirectory;
public SaveManager()
{
// Använd user data directory istället för executable directory
string userDataDir = OS.GetUserDataDir();
_saveDirectory = Path.Combine(userDataDir, "saves");
// Skapa saves mapp om den inte finns
if (!Directory.Exists(_saveDirectory))
{
Directory.CreateDirectory(_saveDirectory);
GD.Print($"Created saves directory: {_saveDirectory}");
}
else
{
GD.Print($"Using saves directory: {_saveDirectory}");
}
}
public bool SaveGame(float gameTime, string displayName = "", GameSeed gameSeed = null, bool overwriteLatest = true)
{
try
{
// Om ingen seed angiven, använd nuvarande eller skapa ny
if (gameSeed == null)
{
gameSeed = GameState.CurrentGameSeed ?? new GameSeed();
GameState.CurrentGameSeed = gameSeed;
}
// Sök efter befintlig SaveData för denna seed
var existingSaveData = FindSaveDataBySeed(gameSeed);
if (existingSaveData == null)
{
// Skapa ny SaveData för denna seed
existingSaveData = new SaveData(gameSeed);
}
// Skapa ny instans
var newInstance = new SaveInstance(gameTime, displayName);
if (overwriteLatest && existingSaveData.Instances.Count > 0)
{
// Skriv över den senaste instansen
var latestInstance = existingSaveData.GetLatestInstance();
existingSaveData.Instances.Remove(latestInstance);
}
existingSaveData.Instances.Add(newInstance);
// Spara till fil
bool saveSuccess = SaveSeedToFile(existingSaveData);
if (saveSuccess)
{
GD.Print($"Game saved - Seed: {gameSeed.SeedValue}, Instance: {newInstance.DisplayName}");
return true;
}
else
{
GD.PrintErr($"Failed to save game - Seed: {gameSeed.SeedValue}");
return false;
}
}
catch (Exception ex)
{
GD.PrintErr($"Error saving game: {ex.Message}");
return false;
}
}
public SaveData FindSaveDataBySeed(GameSeed gameSeed)
{
string fileName = $"seed_{gameSeed.SeedValue}.json";
string filePath = Path.Combine(_saveDirectory, fileName);
if (File.Exists(filePath))
{
try
{
string jsonString = File.ReadAllText(filePath);
var saveData = JsonSerializer.Deserialize<SaveData>(jsonString);
return saveData;
}
catch (Exception ex)
{
GD.PrintErr($"Failed to load seed file {filePath}: {ex.Message}");
}
}
return null;
}
private bool SaveSeedToFile(SaveData saveData)
{
string fileName = $"seed_{saveData.GameSeed.SeedValue}.json";
string filePath = Path.Combine(_saveDirectory, fileName);
try
{
string jsonString = JsonSerializer.Serialize(saveData, new JsonSerializerOptions
{
WriteIndented = true
});
File.WriteAllText(filePath, jsonString);
GD.Print($"Seed saved to: {filePath}");
return true;
}
catch (Exception ex)
{
GD.PrintErr($"Failed to save seed file: {ex.Message}");
return false;
}
}
public List<SaveData> GetSavedGames()
{
var savedGames = new List<SaveData>();
GD.Print($"Looking for saves in: {_saveDirectory}");
if (!Directory.Exists(_saveDirectory))
{
GD.Print("Save directory does not exist");
return savedGames;
}
try
{
// Ladda både nya seed-filer och gamla format för backward compatibility
var allFiles = Directory.GetFiles(_saveDirectory, "*.json");
GD.Print($"Found {allFiles.Length} save files");
foreach (string filePath in allFiles)
{
GD.Print($"Processing save file: {filePath}");
try
{
string jsonString = File.ReadAllText(filePath);
if (Path.GetFileName(filePath).StartsWith("seed_"))
{
// Ny seed-baserad fil
var saveData = JsonSerializer.Deserialize<SaveData>(jsonString);
if (saveData != null && saveData.Instances.Count > 0)
{
savedGames.Add(saveData);
GD.Print($"Successfully loaded seed: {saveData.GameSeed.SeedValue} with {saveData.Instances.Count} instances");
}
}
else
{
// Gammal fil - konvertera till nytt format
var oldSaveData = JsonSerializer.Deserialize<Dictionary<string, object>>(jsonString);
if (oldSaveData != null)
{
var convertedSave = ConvertOldSaveFormat(oldSaveData);
if (convertedSave != null)
{
savedGames.Add(convertedSave);
GD.Print($"Converted old save format");
}
}
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to load save file {filePath}: {ex.Message}");
}
}
// Sortera efter senaste aktivitet
savedGames = savedGames.OrderByDescending(s => s.GetLatestInstance()?.SaveDate ?? DateTime.MinValue).ToList();
GD.Print($"Total loaded saves: {savedGames.Count}");
}
catch (Exception ex)
{
GD.PrintErr($"Failed to read saves directory: {ex.Message}");
}
return savedGames;
}
private SaveData ConvertOldSaveFormat(Dictionary<string, object> oldData)
{
try
{
// Extrahera värden från gammal format
var gameTime = Convert.ToSingle(oldData.GetValueOrDefault("GameTime", 0f));
var saveDateStr = oldData.GetValueOrDefault("SaveDate", "")?.ToString();
var displayName = oldData.GetValueOrDefault("DisplayName", "")?.ToString();
if (DateTime.TryParse(saveDateStr, out DateTime saveDate))
{
var gameSeed = new GameSeed($"OLD_{DateTime.Now.Ticks % 100000000:X}", "Converted Save");
var saveData = new SaveData(gameSeed);
var instance = new SaveInstance(gameTime, displayName ?? "Converted Save");
instance.SaveDate = saveDate;
saveData.Instances.Add(instance);
return saveData;
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to convert old save format: {ex.Message}");
}
return null;
}
public bool LoadGame(SaveData saveData, SaveInstance instance = null)
{
try
{
// Om ingen specifik instans angiven, ta den med högst speltid
if (instance == null)
{
instance = saveData.GetInstanceWithHighestGameTime();
}
if (instance == null)
{
GD.PrintErr("No valid instance found to load");
return false;
}
GameState.LoadedGameTime = instance.GameTime;
GameState.CurrentGameSeed = saveData.GameSeed;
GameState.LoadedInstance = instance;
GD.Print($"Loaded game - Seed: {saveData.GameSeed.SeedValue}, Instance: {instance.DisplayName}, Time: {instance.GetFormattedGameTime()}");
return true;
}
catch (Exception ex)
{
GD.PrintErr($"Failed to load game: {ex.Message}");
return false;
}
}
}
}