#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona 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 #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 INCLUDE_ADMIN_MODE size_t SaveFile::saveFileID=0; std::string SaveFile::saveFileName=""; std::string SaveFile::username=""; bool SaveFile::onlineMode=false; std::functionSaveFile::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; game->SetQuitAllowed(false); std::filesystem::create_directories("save_file_path"_S); utils::datafile saveSystemFile; { utils::datafile saveFile; 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;iloadout.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); } if(item->HasEnchant()){ saveFile["Items"][std::format("Item[{}]",itemCount)]["Enchant"]["Name"].SetString(item->GetEnchant().value().Name()); ItemEnchant enchant{item->GetEnchant().value()}; for(const auto&[attr,val]:enchant){ saveFile["Items"][std::format("Item[{}]",itemCount)]["Enchant"]["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"].SetBigInt(game->GetPlayer()->CurrentXP()); saveFile["Player"]["Total EXP"].SetBigInt(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["Minimap Display Mode"].SetInt(int(game->minimap.GetMinimapMode())); #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(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(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(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(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["Auto Pause"].SetBool(GameSettings::AutoPauseEnabled()); 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(""); for(auto&[mapName,chunks]:game->minimap.GetChunkData()){ size_t chunkInd=0; for(auto&chunk:chunks){ saveFile["Minimap"][mapName].SetString(chunk,chunkInd); chunkInd++; } } #pragma region Save save file and prep File Hash 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. #pragma endregion //WARNING! DO NOT WRITE ANY CODE BELOW HERE!!!!! THE HASH HAS ALREADY BEEN WRITTEN. //FILES BECOME CORRUPTED IF THE SAVE FILE IS MODIFIED FROM HERE ONWARDS. } 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::functionRetryResponse; 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!"); } game->SetQuitAllowed(true); }; 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<SetQuitAllowed(true); },[](void*arg){ LOG("Failed to save system file!"); game->SetQuitAllowed(true); }); systemfile.close(); #else game->SetQuitAllowed(true); #endif } #define HASH_VERIFICATION_REQUIRED true 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(HASH_VERIFICATION_REQUIRED){ 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)); auto trim = [](std::string& s) { s.erase(0, s.find_first_not_of(" \t\n\r\f\v")); s.erase(s.find_last_not_of(" \t\n\r\f\v") + 1); }; std::string fileHash=util::GetHash("save_file_path"_S+std::format("save.{:04}",saveFileID)); trim(fileHash); //It's possible the expected file hash has a space at the end/beginning that gets stripped out. We want to trim and match that string. if(!ADMIN_MODE&&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_ptrnewItem=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(); } } if(data.HasProperty("Enchant")){ newItem.lock()->enchant=ItemEnchant{data["Enchant"]["Name"].GetString()}; if(loadFile.GetProperty(std::format("Items.{}.Enchant",key)).HasProperty("Attributes")){ for(auto&[attr,data]:loadFile.GetProperty(std::format("Items.{}.Enchant.Attributes",key)).GetOrderedKeys()){ newItem.lock()->enchant.value().SetAttribute(attr,data.GetReal()); } } } } 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"].GetBigInt()); game->GetPlayer()->SetTotalXPEarned(loadFile["Player"]["Total EXP"].GetBigInt()); 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(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()); if(loadFile.HasProperty("Minimap")){ for(auto&[key,size]:loadFile["Minimap"].GetKeys()){ for(const std::string&chunk:loadFile["Minimap"][key].GetValues()){ vi2d chunkPos={stoi(chunk.substr(0,chunk.find('_'))),stoi(chunk.substr(chunk.find('_')+1))}; game->minimap.UpdateChunk(key,chunkPos,InitialLoad::NO); } } } if(loadFile.HasProperty("Minimap Display Mode")){ game->minimap.SetMinimapMode(MinimapMode(loadFile["Minimap Display Mode"].GetInt())); } #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(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(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))); } } } 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); game->SetQuitAllowed(false); #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<SetQuitAllowed(true); }); }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 "<SetQuitAllowed(true); },[](void*arg){ LOG("Failed to load Save File "<SetQuitAllowed(true); }); } #else LoadFile(); game->SetQuitAllowed(true); #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;iafterSaveGameDataUpdate){ SaveFile::afterSaveGameDataUpdate=afterSaveGameDataUpdate; std::filesystem::create_directories("save_file_path"_S); auto LoadMetadataFile=[](){ auto gameFilesList=Component(LOAD_GAME,"Game Files List"); auto onlineGameFilesList=Component(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;iADD(std::format("Load File Button - Save {}",i),LoadFileButton)(geom2d::rect{{0,offsetY},{gameFilesList->GetSize().x-13,48}},metadata[std::format("save{}",i)],i,[](MenuFuncData data){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(data.component.lock()); saveFileID=comp.lock()->getSaveFileID(); SaveFile::LoadGame(); return true; },ButtonAttr::NONE)END; offsetY+=49; } } offsetY=0; for(size_t i=0;iADD(std::format("Online Load File Button - Save {}",i),LoadFileButton)(geom2d::rect{{0,offsetY},{onlineGameFilesList->GetSize().x-13,48}},online_metadata[std::format("save{}",i)],i,[](MenuFuncData data){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(data.component.lock()); saveFileID=comp.lock()->getSaveFileID(); SaveFile::LoadGame(); return true; },ButtonAttr::NONE)END; offsetY+=49; } } }; auto LoadMetadataFromDB=[&](){ auto gameFilesList=Component(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(LOAD_GAME,"Game Files List"); std::string rawMetadata=(char*)data; std::ofstream file("save_file_path"_S+"metadata.dat"); for(int i=0;iADD(std::format("Load File Button - Save {}",i),LoadFileButton)(geom2d::rect{{0,offsetY},{gameFilesList->GetSize().x-13,48}},metadata[std::format("save{}",i)],i,[](MenuFuncData data){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(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<='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); 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::functionrespCallbackFunc){ game->SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::GET_LOAD_FILES,"0")); game->responseCallback=respCallbackFunc; } const void SaveFile::Server_GetFile(std::functionrespCallbackFunc){ game->SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::GET_FILE,std::to_string(saveFileID))); game->responseCallback=respCallbackFunc; } const void SaveFile::Server_SaveFile(std::functionrespCallbackFunc){ 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<SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::SAVE_FILE,std::to_string(saveFileID)+"|"+fileContents.str())); game->responseCallback=respCallbackFunc; } const void SaveFile::Server_SaveMetadataFile(std::functionrespCallbackFunc){ std::stringstream fileContents; std::ifstream file("save_file_path"_S+"metadata.dat"+"_online"); while(file.good()){ int val=file.get(); if(val!=-1){ fileContents<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(CLASS_SELECTION,"Online Character Checkbox")->SetChecked(onlineMode); }