The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/SaveFile.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include <filesystem>
#include "config.h"
#include "Item.h"
#include "AdventuresInLestoria.h"
#include "Unlock.h"
#include "State_OverworldMap.h"
#include "SaveFile.h"
#include "ClassInfo.h"
#include "ScrollableWindowComponent.h"
#include "LoadFileButton.h"
#include "Checkbox.h"
#include "InputDisplayComponent.h"
#include "GameSettings.h"
#include "Tutorial.h"
INCLUDE_game
size_t SaveFile::saveFileID=0;
std::string SaveFile::saveFileName="";
std::string SaveFile::username="";
bool SaveFile::onlineMode=false;
std::function<void()>SaveFile::afterSaveGameDataUpdate;
const size_t SaveFile::GetSaveFileCount(){
std::filesystem::create_directories("save_file_path"_S);
size_t count=0;
if(std::filesystem::exists("save_file_path"_S+"metadata.dat")){
utils::datafile metadata;
utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat");
return metadata.GetKeys().size();
}
return count;
}
const size_t SaveFile::GetOnlineSaveFileCount(){
std::filesystem::create_directories("save_file_path"_S);
size_t count=0;
if(std::filesystem::exists("save_file_path"_S+"metadata.dat"+"_online")){
utils::datafile metadata;
utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat"+"_online");
return metadata.GetKeys().size();
}
return count;
}
const void SaveFile::SaveGame(){
game->saveGameDisplayTime=6.f;
std::filesystem::create_directories("save_file_path"_S);
utils::datafile saveFile;
utils::datafile saveSystemFile;
utils::datafile::INITIAL_SETUP_COMPLETE=false;
for(size_t itemCount=0;auto&item:Inventory::GetInventory()){
saveFile["Items"][std::format("Item[{}]",itemCount)]["Amt"].SetInt(item->Amt());
saveFile["Items"][std::format("Item[{}]",itemCount)]["Enhancement Level"].SetInt(item->EnhancementLevel());
saveFile["Items"][std::format("Item[{}]",itemCount)]["Item Name"].SetString(item->ActualName());
saveFile["Items"][std::format("Item[{}]",itemCount)]["Equip Slot"].SetInt(int(Inventory::GetSlotEquippedIn(item)));
saveFile["Items"][std::format("Item[{}]",itemCount)]["Locked"].SetBool(item->IsLocked());
uint8_t loadoutSlotNumber=255;
for(int i=0;i<game->loadout.size();i++){
if(item==game->GetLoadoutItem(i)){loadoutSlotNumber=i;break;}
}
saveFile["Items"][std::format("Item[{}]",itemCount)]["LoadoutSlot"].SetInt(loadoutSlotNumber);
for(const auto&[attr,val]:item->RandomStats()){
saveFile["Items"][std::format("Item[{}]",itemCount)]["Attributes"][std::string(attr.ActualName())].SetReal(val);
}
itemCount++;
}
saveFile["Player"]["Class"].SetString(game->GetPlayer()->GetClassName());
saveFile["Player"]["Level"].SetInt(game->GetPlayer()->Level());
saveFile["Player"]["Money"].SetInt(game->GetPlayer()->GetMoney());
saveFile["Player"]["Current EXP"].SetInt(game->GetPlayer()->CurrentXP());
saveFile["Player"]["Total EXP"].SetInt(game->GetPlayer()->TotalXP());
for(const auto&[attr,val]:game->GetPlayer()->GetBaseStats()){
saveFile["Player"]["Base Stats"][std::string(attr.ActualName())].SetReal(val);
}
for(const std::string&unlockName:Unlock::unlocks){
if(unlockName=="WORLD_MAP")continue; //This is a special exception, because the world map is not an actual stage.
saveFile["Unlocks"][unlockName].SetString("True");
auto opt_cp=State_OverworldMap::ConnectionPointFromString(unlockName);
if(!opt_cp.has_value())continue; //Harmless, we probably just deleted the map.
if(opt_cp.value()->Visited()){
saveFile["Unlocks"][unlockName].SetString("True",1U);
}else{
saveFile["Unlocks"][unlockName].SetString("False",1U);
}
}
for(auto&[taskName,task]:Tutorial::taskList){
saveFile["Tutorial"][std::to_string(int(taskName))].SetBool(Tutorial::TaskIsComplete(taskName));
}
saveFile["Overworld Map Location"].SetString(State_OverworldMap::GetCurrentConnectionPoint().name);
saveFile["Chapter"].SetInt(game->GetCurrentChapter());
saveFile["Save Name"].SetString(std::string(GetSaveFileName()));
saveFile["Game Time"].SetReal(game->GetRuntime());
saveFile["TravelingMerchant"].SetString(std::string(Merchant::GetCurrentTravelingMerchant().GetKeyName()));
saveFile["Achievement"]["KillCount"].SetInt(Unlock::GetKillCount());
#pragma region Save Keyboard/Controller mappings
//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1;
const int menuColCount=2;
for(int row=0;row<menuRowCount;row++){
for(int col=0;col<menuColCount;col++){
int inputID=row*menuColCount+col;
if(DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==1&&col==1&&row==menuRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
saveSystemFile["Menu Keyboard Input_"+"Inputs.Menu Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput().GetPrimaryKey(KEY).value().GetKeyCode());
saveSystemFile["Menu Controller Input_"+"Inputs.Menu Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput().GetPrimaryKey(CONTROLLER).value().GetKeyCode());
}
}
const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;
const int ingameControlsColCount=2;
for(int row=0;row<ingameControlsRowCount;row++){
for(int col=0;col<ingameControlsColCount;col++){
int inputID=row*menuColCount+col;
if(DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==1&&col==1&&row==ingameControlsRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
saveFile["Gameplay Keyboard Input_"+"Inputs.Gameplay Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput().GetPrimaryKey(KEY).value().GetKeyCode());
saveFile["Gameplay Controller Input_"+"Inputs.Gameplay Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput().GetPrimaryKey(CONTROLLER).value().GetKeyCode());
}
}
#pragma endregion
#pragma region Save System Settings
saveSystemFile["BGM Level"].SetReal(Audio::GetBGMVolume());
saveSystemFile["SFX Level"].SetReal(Audio::GetSFXVolume());
saveSystemFile["Show Max Health"].SetBool(GameSettings::ShowMaxHealth());
saveSystemFile["Show Max Mana"].SetBool(GameSettings::ShowMaxMana());
saveSystemFile["Screen Shake"].SetBool(GameSettings::ScreenShakeEnabled());
saveSystemFile["Controller Rumble"].SetBool(GameSettings::RumbleEnabled());
saveSystemFile["Terrain Collision Boxes"].SetBool(GameSettings::TerrainCollisionBoxesEnabled());
saveSystemFile["Keyboard Auto-Aim"].SetBool(GameSettings::KeyboardAutoAimEnabled());
saveSystemFile["Controller Icons"].SetInt(int(GameSettings::GetIconType()));
saveSystemFile["VSync"].SetBool(GameSettings::VSyncEnabled());
saveSystemFile["Window Pos"].SetInt(game->GetActualWindowPos().x,0);
saveSystemFile["Window Pos"].SetInt(game->GetActualWindowPos().y,1);
saveSystemFile["Window Size"].SetInt(game->GetWindowSize().x,0);
saveSystemFile["Window Size"].SetInt(game->GetWindowSize().y,1);
saveSystemFile["Fullscreen"].SetBool(game->IsFullscreen());
#pragma endregion
saveFile["Hash"].SetString("");
utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID));
std::string fileHash=util::GetHash("save_file_path"_S+std::format("save.{:04}",saveFileID));
saveFile["Hash"].SetString(fileHash);
utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID)); //Once the hash has been computed and added, save the file a second time.
utils::datafile::Write(saveSystemFile,"save_file_path"_S+"system.conf");
utils::datafile metadata;
if(onlineMode){
if(std::filesystem::exists("save_file_path"_S+"metadata.dat"+"_online")){
utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat"+"_online");
}
}else{
if(std::filesystem::exists("save_file_path"_S+"metadata.dat")){
utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat");
}
}
metadata.GetProperty(std::format("save{}",saveFileID)).SetReal(game->GetRuntime(),0U);
metadata.GetProperty(std::format("save{}",saveFileID)).SetInt(game->GetCurrentChapter(),1U);
metadata.GetProperty(std::format("save{}",saveFileID)).SetInt(game->GetPlayer()->Level(),2U);
metadata.GetProperty(std::format("save{}",saveFileID)).SetString(game->GetPlayer()->GetClassName(),3U);
metadata.GetProperty(std::format("save{}",saveFileID)).SetString(std::string(SaveFile::GetSaveFileName()),4U);
if(!onlineMode){
utils::datafile::Write(metadata,"save_file_path"_S+"metadata.dat");
}else{
utils::datafile::Write(metadata,"save_file_path"_S+"metadata.dat"+"_online");
}
utils::datafile::INITIAL_SETUP_COMPLETE=true;
#ifdef __EMSCRIPTEN__
if(onlineMode){
std::function<void(std::string_view response)>RetryResponse;
RetryResponse=[&](std::string_view response){
if(response!="ERR"){
Server_SaveFile([](std::string_view response){
if(response=="ERR"){
LOG("WARNING! Could not save data to server!");
}
});
}else{
LOG("WARNING! Could not save metadata to server!");
}
};
Server_SaveMetadataFile(RetryResponse);
}else{
std::stringstream fileContents;
std::ifstream file("save_file_path"_S+std::format("save.{:04}",saveFileID));
while(file.good()){
int val=file.get();
if(val!=-1){
fileContents<<char(val);
}
}
std::string contents=fileContents.str();
emscripten_idb_async_store("/assets",("save_file_path"_S+std::format("save.{:04}",saveFileID)).c_str(),contents.data(),contents.length(),0,[](void*arg){
LOG("Successfully saved save file "<<saveFileID<<"!");
},[](void*arg){
LOG("Failed to save save file "<<saveFileID<<"!");
});
file.close();
std::stringstream metafileContents;
std::ifstream metafile("save_file_path"_S+"metadata.dat");
while(metafile.good()){
int val=metafile.get();
if(val!=-1){
metafileContents<<char(val);
}
}
std::string metaContents=metafileContents.str();
emscripten_idb_async_store("/assets",("save_file_path"_S+"metadata.dat").c_str(),metaContents.data(),metaContents.length(),0,[](void*arg){
LOG("Successfully saved metafile!");
},[](void*arg){
LOG("Failed to save save metafile!");
});
metafile.close();
}
std::stringstream systemFileContents;
std::ifstream systemfile("save_file_path"_S+"system.conf");
while(systemfile.good()){
int val=systemfile.get();
if(val!=-1){
systemFileContents<<char(val);
}
}
std::string systemContents=systemFileContents.str();
emscripten_idb_async_store("/assets",("save_file_path"_S+"system.conf").c_str(),systemContents.data(),systemContents.length(),0,[](void*arg){
LOG("Successfully saved system file!");
},[](void*arg){
LOG("Failed to save system file!");
});
systemfile.close();
#endif
}
void SaveFile::LoadFile(){
utils::datafile loadFile;
std::string loadFilename="save_file_path"_S+std::format("save.{:04}",saveFileID);
if(std::filesystem::exists(loadFilename)){
utils::datafile::Read(loadFile,"save_file_path"_S+std::format("save.{:04}",saveFileID));
if(!loadFile.HasProperty("Hash")){
LOG(std::format("WARNING! Filehash for file {} does not exist!","save_file_path"_S+std::format("save.{:04}",saveFileID)));
return;
}
if(loadFile.HasProperty("Hash")){
std::string expectedFileHash=loadFile["Hash"].GetString();
loadFile["Hash"].SetString("");
utils::datafile::Write(loadFile,"save_file_path"_S+std::format("save.{:04}",saveFileID));
std::string fileHash=util::GetHash("save_file_path"_S+std::format("save.{:04}",saveFileID));
if(expectedFileHash!=fileHash){
LOG(std::format("WARNING! Filehash for file {} was not identified as proper! Will not load this file!","save_file_path"_S+std::format("save.{:04}",saveFileID)));
return;
}
loadFile["Hash"].SetString(expectedFileHash); //Now write the hash back into the file since we tampered with it.
utils::datafile::Write(loadFile,"save_file_path"_S+std::format("save.{:04}",saveFileID));
}
game->ResetGame();
for(auto&[key,data]:loadFile["Items"].GetOrderedKeys()){
std::weak_ptr<Item>newItem=Inventory::AddItem(data["Item Name"].GetString(),data["Amt"].GetInt());
newItem.lock()->enhancementLevel=data["Enhancement Level"].GetInt();
if(loadFile.GetProperty(std::format("Items.{}",key)).HasProperty("Attributes")){
for(auto&[attr,data]:loadFile.GetProperty(std::format("Items.{}.Attributes",key)).GetOrderedKeys()){
newItem.lock()->randomizedStats.A(attr)=data.GetReal();
}
}
if(data.HasProperty("LoadoutSlot")){
uint8_t loadoutSlot=data["LoadoutSlot"].GetInt();
if(loadoutSlot!=255){
game->SetLoadoutItem(loadoutSlot,newItem.lock()->ActualName());
}
}
EquipSlot slot=EquipSlot(loadFile.GetProperty(std::format("Items.{}.Equip Slot",key)).GetInt());
if(slot!=EquipSlot::NONE){ //This should be equipped somewhere!
Inventory::EquipItem(newItem,slot);
}
if(loadFile.GetProperty(std::format("Items.{}",key)).HasProperty("Locked")){
bool locked=loadFile.GetProperty(std::format("Items.{}",key))["Locked"].GetBool();
if(locked){
newItem.lock()->Lock();
}
}
}
game->ChangePlayerClass(classutils::StringToClass(loadFile["Player"]["Class"].GetString()));
game->GetPlayer()->SetLevel(loadFile["Player"]["Level"].GetInt());
game->GetPlayer()->SetMoney(loadFile["Player"]["Money"].GetInt());
game->GetPlayer()->SetXP(loadFile["Player"]["Current EXP"].GetInt());
game->GetPlayer()->SetTotalXPEarned(loadFile["Player"]["Total EXP"].GetInt());
for(auto&[key,data]:loadFile["Player"]["Base Stats"].GetOrderedKeys()){
game->GetPlayer()->SetBaseStat(key,data.GetReal());
}
if(loadFile.HasProperty("Unlocks")){
for(const auto&[key,data]:loadFile["Unlocks"].GetOrderedKeys()){
Unlock::UnlockArea(key);
if(data.GetValueCount()>1&&data.GetBool(1U)){
auto opt_cp=State_OverworldMap::ConnectionPointFromString(key);
if(!opt_cp)continue; //Harmless, it just means the connection point used to exist and doesn't anymore.
else opt_cp.value()->SetVisited();
}
}
}
if(State_OverworldMap::HasStageMarker(loadFile["Overworld Map Location"].GetString())){
State_OverworldMap::SetStageMarker(loadFile["Overworld Map Location"].GetString());
}
State_OverworldMap::UpdateCurrentConnectionPoint(const_cast<ConnectionPoint&>(State_OverworldMap::GetCurrentConnectionPoint()));
game->SetChapter(loadFile["Chapter"].GetInt());
SaveFile::SetSaveFileName(loadFile["Save Name"].GetString());
game->SetRuntime(loadFile["Game Time"].GetReal());
game->GetPlayer()->RecalculateEquipStats();
if(loadFile.HasProperty("TravelingMerchant"))Merchant::SetTravelingMerchant(loadFile["TravelingMerchant"].GetString());
#pragma region Load Keyboard/Controller mappings
//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;
const int ingameControlsColCount=2;
for(int row=0;row<ingameControlsRowCount;row++){
for(int col=0;col<ingameControlsColCount;col++){
int inputID=row*ingameControlsColCount+col;
if(DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==1&&col==1&&row==ingameControlsRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
std::string keyName="Gameplay Keyboard Input_"+"Inputs.Gameplay Input Names"_s[inputID];
if(loadFile.HasProperty(keyName)){
InputGroup&group=Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput();
group.SetNewPrimaryKeybind({KEY,loadFile[keyName].GetInt()});
}
keyName="Gameplay Controller Input_"+"Inputs.Gameplay Input Names"_s[inputID];
if(loadFile.HasProperty(keyName)){
InputGroup&group=Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput();
group.SetNewPrimaryKeybind({CONTROLLER,loadFile[keyName].GetInt()});
}
}
}
#pragma endregion
if(loadFile.HasProperty("Tutorial")){
for(auto&[key,size]:loadFile["Tutorial"].GetKeys()){
if(loadFile["Tutorial"][key].GetBool()){
Tutorial::CompleteTask(TutorialTaskName(stoi(key)));
}
}
}
#pragma region Achievement-related loading
if(loadFile.HasProperty("Achievement.KillCount")){
Unlock::SetKillCount(loadFile.GetProperty("Achievement.KillCount").GetInt());
}
#pragma endregion
GameState::ChangeState(States::OVERWORLD_MAP,0.5f);
}else{
LOG(std::format("WARNING! File {} does not exist for loading!","save_file_path"_S+std::format("save.{:04}",saveFileID)));
}
};
const void SaveFile::LoadGame(){
std::filesystem::create_directories("save_file_path"_S);
#ifdef __EMSCRIPTEN__
if(onlineMode){
Server_GetFile([&](std::string_view response){
if(response!="ERR"){
std::ofstream file("save_file_path"_S+std::format("save.{:04}",saveFileID));
file<<response;
file.close();
LoadFile();
}else{
LOG("WARNING! Could not load save file!");
}
});
}else{
emscripten_idb_async_load("/assets",("save_file_path"_S+std::format("save.{:04}",saveFileID)).c_str(),0,[](void*arg,void*data,int length){
LOG("Loaded Save File "<<saveFileID<<" successfully!");
std::string rawMetadata=(char*)data;
std::ofstream file("save_file_path"_S+std::format("save.{:04}",saveFileID));
for(int i=0;i<length;i++){
file<<rawMetadata[i];
}
file.close();
LoadFile();
},[](void*arg){
LOG("Failed to load Save File "<<saveFileID<<"!");
});
}
#else
LoadFile();
#endif
}
const std::string_view SaveFile::GetSaveFileName(){
return saveFileName;
}
const void SaveFile::SetSaveFileName(std::string_view saveFileName){
SaveFile::saveFileName=saveFileName;
}
const void SaveFile::SetSaveFileID(size_t saveFileID){
SaveFile::saveFileID=saveFileID;
}
const void SaveFile::SetSaveFileOfflineID_TransitionToOverworldMap(){
#ifdef __EMSCRIPTEN__
emscripten_idb_async_load("/assets",("save_file_path"_S+"metadata.dat").c_str(),0,[](void*arg,void*data,int length){
std::string rawMetadata=(char*)data;
std::ofstream file("save_file_path"_S+"metadata.dat");
for(int i=0;i<length;i++){
file<<rawMetadata[i];
}
file.close();
utils::datafile metadata;
utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat");
const size_t saveFileCount=metadata.GetKeys().size();
SaveFile::saveFileID=saveFileCount;
GameState::ChangeState(States::OVERWORLD_MAP);
},[](void*arg){
LOG("Failed to load metadata! Initializing as save file 0.");
SaveFile::saveFileID=0; //Since we couldn't find metadata, we are assuming we start at save file 0.
GameState::ChangeState(States::OVERWORLD_MAP);
});
#else
ERR("WARNING! Calling wrong save file ID setting function! Use SetSaveFileID() instead!")
#endif
}
const void SaveFile::UpdateSaveGameData(std::function<void()>afterSaveGameDataUpdate){
SaveFile::afterSaveGameDataUpdate=afterSaveGameDataUpdate;
std::filesystem::create_directories("save_file_path"_S);
auto LoadMetadataFile=[](){
auto gameFilesList=Component<ScrollableWindowComponent>(LOAD_GAME,"Game Files List");
auto onlineGameFilesList=Component<ScrollableWindowComponent>(LOAD_GAME,"Online Game Files List");
gameFilesList->RemoveAllComponents();
onlineGameFilesList->RemoveAllComponents();
const size_t saveFileCount=GetSaveFileCount();
const size_t onlineSaveFileCount=GetOnlineSaveFileCount();
utils::datafile metadata,online_metadata;
if(!std::filesystem::exists("save_file_path"_S+"metadata.dat")){
utils::datafile::Write(metadata,"save_file_path"_S+"metadata.dat");
}
if(!std::filesystem::exists("save_file_path"_S+"metadata.dat"+"_online")){
utils::datafile::Write(online_metadata,"save_file_path"_S+"metadata.dat"+"_online");
}
std::string saveGameFilename="save_file_path"_S+"metadata.dat";
std::string onlineSaveGameFilename="save_file_path"_S+"metadata.dat"+"_online";
utils::datafile::Read(metadata,saveGameFilename);
utils::datafile::Read(online_metadata,onlineSaveGameFilename);
float offsetY=0;
for(size_t i=0;i<saveFileCount;i++){
if(metadata.HasProperty(std::format("save{}",i))){
gameFilesList->ADD(std::format("Load File Button - Save {}",i),LoadFileButton)(geom2d::rect<float>{{0,offsetY},{gameFilesList->GetSize().x-13,48}},metadata[std::format("save{}",i)],i,[](MenuFuncData data){
std::weak_ptr<LoadFileButton>comp=DYNAMIC_POINTER_CAST<LoadFileButton>(data.component.lock());
saveFileID=comp.lock()->getSaveFileID();
SaveFile::LoadGame();
return true;
},ButtonAttr::NONE)END;
offsetY+=49;
}
}
offsetY=0;
for(size_t i=0;i<onlineSaveFileCount;i++){
if(online_metadata.HasProperty(std::format("save{}",i))){
onlineGameFilesList->ADD(std::format("Online Load File Button - Save {}",i),LoadFileButton)(geom2d::rect<float>{{0,offsetY},{onlineGameFilesList->GetSize().x-13,48}},online_metadata[std::format("save{}",i)],i,[](MenuFuncData data){
std::weak_ptr<LoadFileButton>comp=DYNAMIC_POINTER_CAST<LoadFileButton>(data.component.lock());
saveFileID=comp.lock()->getSaveFileID();
SaveFile::LoadGame();
return true;
},ButtonAttr::NONE)END;
offsetY+=49;
}
}
};
auto LoadMetadataFromDB=[&](){
auto gameFilesList=Component<ScrollableWindowComponent>(LOAD_GAME,"Game Files List");
gameFilesList->RemoveAllComponents();
#ifdef __EMSCRIPTEN__
emscripten_idb_async_load("/assets",("save_file_path"_S+"metadata.dat").c_str(),0,[](void*arg,void*data,int length){
LOG("Loaded metadata successfully!");
auto gameFilesList=Component<ScrollableWindowComponent>(LOAD_GAME,"Game Files List");
std::string rawMetadata=(char*)data;
std::ofstream file("save_file_path"_S+"metadata.dat");
for(int i=0;i<length;i++){
file<<rawMetadata[i];
}
file.close();
utils::datafile metadata;
utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat");
const size_t saveFileCount=metadata.GetKeys().size();
float offsetY=0;
for(size_t i=0;i<saveFileCount;i++){
if(metadata.HasProperty(std::format("save{}",i))){
gameFilesList->ADD(std::format("Load File Button - Save {}",i),LoadFileButton)(geom2d::rect<float>{{0,offsetY},{gameFilesList->GetSize().x-13,48}},metadata[std::format("save{}",i)],i,[](MenuFuncData data){
std::weak_ptr<LoadFileButton>comp=DYNAMIC_POINTER_CAST<LoadFileButton>(data.component.lock());
saveFileID=comp.lock()->getSaveFileID();
SaveFile::LoadGame();
return true;
},ButtonAttr::NONE)END;
offsetY+=49;
}
}
SaveFile::afterSaveGameDataUpdate();
},[](void*arg){
LOG("Failed to load metadata!");
SaveFile::afterSaveGameDataUpdate();
});
#endif
};
#ifdef __EMSCRIPTEN__
if(onlineMode){
Server_GetLoadInfo([&](std::string_view response){
if(response!="ERR"){
std::ofstream file("save_file_path"_S+"metadata.dat"+"_online");
std::stringstream str;
file<<response;
file.close();
LoadMetadataFile();
utils::datafile metadata;
utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat"+"_online");
const size_t saveFileCount=metadata.GetKeys().size();
SaveFile::saveFileID=saveFileCount;
SaveFile::afterSaveGameDataUpdate();
}
});
}else{
LoadMetadataFromDB();
}
#else
LoadMetadataFile();
afterSaveGameDataUpdate();
#endif
}
const std::string SaveFile::CreateServerRequest(const SaveFileOperation::Operation operation,std::string_view data){
auto CalculateChecksum=[](std::string_view operation,std::string_view data){
return username.length()*8+data.length()*2+operation.length();
};
auto EncodeURI=[](std::string str){
return std::accumulate(str.begin(),str.end(),""s,[](std::string str,const char&c){
/*
* Implementation Source: https://262.ecma-international.org/5.1/#sec-15.1.3.4
uriReserved ::: one of
; / ? : @ & = + $ ,
uriMark ::: one of
- _ . ! ~ * ' ( )
Let unescapedURISet be a String containing one instance of each character valid in uriReserved and uriUnescaped plus <EFBFBD>#<EFBFBD>.
*/
const std::array uriReserved={';','/','?',':','@','&','=','+','$',',','-','_','.','!','~','*','\'','(',')','#'};
if(c>='A'&&c<='Z'||c>='a'&&c<='z'||c>='0'&&c<='9'||std::find(uriReserved.begin(),uriReserved.end(),c)!=uriReserved.end())return std::move(str)+c;
std::string convertedChar=std::format("%{:02x}",c);
std::for_each(convertedChar.begin(),convertedChar.end(),[](char&c){c=char(std::toupper(c));});
return std::move(str)+convertedChar;
});
};
std::string dataString=std::format("\"username\":\"{}\"",EncodeURI(username));
std::string operationName="";
switch(operation){
case SaveFileOperation::GET_LOAD_FILES:{
operationName=std::format("GET_LOAD_FILES");
//Data should be blank.
}break;
case SaveFileOperation::GET_FILE:{
operationName=std::format("GET_FILE");
//Data should contain the file ID we want.
}break;
case SaveFileOperation::SAVE_FILE:{
operationName=std::format("SAVE_FILE");
//Data should contain the entire contents of our save file.
}break;
case SaveFileOperation::SAVE_METADATA_FILE:{
operationName=std::format("SAVE_METADATA_FILE");
//Data should contain the entire contents of our metadata save file.
}break;
}
dataString+=",\"operation\":\""+EncodeURI(operationName)+"\"";
dataString+=",\"checksum\":\""+EncodeURI(std::to_string(CalculateChecksum(operationName,data)))+"\"";
dataString+=",\"data\":\""+EncodeURI(std::string(data))+"\"";
return "{"+dataString+"}";
}
const void SaveFile::Server_GetLoadInfo(std::function<void(std::string_view)>respCallbackFunc){
game->SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::GET_LOAD_FILES,"0"));
game->responseCallback=respCallbackFunc;
}
const void SaveFile::Server_GetFile(std::function<void(std::string_view)>respCallbackFunc){
game->SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::GET_FILE,std::to_string(saveFileID)));
game->responseCallback=respCallbackFunc;
}
const void SaveFile::Server_SaveFile(std::function<void(std::string_view)>respCallbackFunc){
std::stringstream fileContents;
std::ifstream file("save_file_path"_S+std::format("save.{:04}",saveFileID));
while(file.good()){
int val=file.get();
if(val!=-1){
fileContents<<char(val);
}
}
game->SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::SAVE_FILE,std::to_string(saveFileID)+"|"+fileContents.str()));
game->responseCallback=respCallbackFunc;
}
const void SaveFile::Server_SaveMetadataFile(std::function<void(std::string_view)>respCallbackFunc){
std::stringstream fileContents;
std::ifstream file("save_file_path"_S+"metadata.dat"+"_online");
while(file.good()){
int val=file.get();
if(val!=-1){
fileContents<<char(val);
}
}
std::string contents=fileContents.str();
#ifdef __EMSCRIPTEN__
emscripten_idb_async_store("/assets",("save_file_path"_S+"metadata.dat"+"_online").c_str(),contents.data(),contents.length(),0,[](void*arg){
LOG("Saved metadata successfully!");
},[](void*arg){
LOG("Failed to save metadata!");
});
#endif
game->SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::SAVE_METADATA_FILE,fileContents.str()));
game->responseCallback=respCallbackFunc;
}
const std::string_view SaveFile::GetUserID(){
return SaveFile::username;
}
const void SaveFile::SetUserID(std::string_view userID){
SaveFile::username=userID;
}
const bool SaveFile::IsOnline(){
return onlineMode;
}
void SaveFile::SetOnlineMode(bool online){
onlineMode=online;
Component<Checkbox>(CLASS_SELECTION,"Online Character Checkbox")->SetChecked(onlineMode);
}