First pass on save/load system with participant interface
This commit is contained in:
28
Assets/Scripts/Core/SaveLoad/ISaveParticipant.cs
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28
Assets/Scripts/Core/SaveLoad/ISaveParticipant.cs
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@@ -0,0 +1,28 @@
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namespace Core.SaveLoad
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{
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/// <summary>
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/// Interface for objects that participate in the save/load system.
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/// Participants must provide a unique ID and handle their own serialization/deserialization.
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/// </summary>
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public interface ISaveParticipant
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{
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/// <summary>
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/// Returns a globally unique identifier for this participant.
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/// Must be consistent across sessions for the same logical object.
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/// </summary>
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string GetSaveId();
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/// <summary>
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/// Serializes the current state of this participant to a string.
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/// Can use JSON, custom format, or any serialization method.
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/// </summary>
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string SerializeState();
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/// <summary>
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/// Restores the state of this participant from previously serialized data.
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/// Should handle null/empty data gracefully with default behavior.
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/// </summary>
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void RestoreState(string serializedData);
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}
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}
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12
Assets/Scripts/Core/SaveLoad/ISaveParticipant.cs.meta
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12
Assets/Scripts/Core/SaveLoad/ISaveParticipant.cs.meta
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 7f3a4e8c9d2b1a5f6e8c4d9a2b7e5f3a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -5,28 +5,22 @@ namespace Core.SaveLoad
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[System.Serializable]
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public class SaveLoadData
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{
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public bool playedDivingTutorial = false;
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// Snapshot of the player's card collection (MVP)
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public CardCollectionState cardCollection;
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public bool playedDivingTutorial;
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// List of unlocked minigames by name
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public List<string> unlockedMinigames = new List<string>();
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// List of participant states (directly serializable by JsonUtility)
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public List<ParticipantStateEntry> participantStates = new List<ParticipantStateEntry>();
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}
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// Minimal DTOs for card persistence
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/// <summary>
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/// Serializable key-value pair for participant state storage.
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/// </summary>
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[System.Serializable]
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public class CardCollectionState
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public class ParticipantStateEntry
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{
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public int boosterPackCount;
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public List<SavedCardEntry> cards = new List<SavedCardEntry>();
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}
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[System.Serializable]
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public class SavedCardEntry
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{
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public string definitionId;
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public AppleHills.Data.CardSystem.CardRarity rarity;
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public int copiesOwned;
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public string saveId;
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public string serializedState;
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}
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}
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using Bootstrap;
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using UnityEngine;
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@@ -7,12 +8,12 @@ using UnityEngine;
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namespace Core.SaveLoad
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{
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/// <summary>
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/// Simple Save/Load manager that follows the project's bootstrap pattern.
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/// Save/Load manager that follows the project's bootstrap pattern.
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/// - Singleton instance
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/// - Registers a post-boot init action with BootCompletionService
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/// - Exposes simple async Save/Load methods (PlayerPrefs-backed placeholder)
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/// - Manages participant registration for save/load operations
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/// - Exposes simple async Save/Load methods
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/// - Fires events on completion
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/// This is intended as boilerplate to be expanded with a real serialization backend.
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/// </summary>
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public class SaveLoadManager : MonoBehaviour
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{
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@@ -23,19 +24,25 @@ namespace Core.SaveLoad
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private static string DefaultSaveFolder => Path.Combine(Application.persistentDataPath, "GameSaves");
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public SaveLoadData currentSaveData;
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// Participant registry
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private readonly Dictionary<string, ISaveParticipant> participants = new Dictionary<string, ISaveParticipant>();
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// State
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public bool IsSaving { get; private set; }
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public bool IsLoading { get; private set; }
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public bool IsSaveDataLoaded { get; private set; }
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public bool IsRestoringState { get; private set; }
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// Events
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public event Action<string> OnSaveCompleted;
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public event Action<string> OnLoadCompleted;
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public event Action OnParticipantStatesRestored;
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void Awake()
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{
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_instance = this;
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IsSaveDataLoaded = false;
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IsRestoringState = false;
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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@@ -52,22 +59,197 @@ namespace Core.SaveLoad
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private void InitializePostBoot()
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{
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Logging.Debug("[SaveLoadManager] Post-boot initialization complete");
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// Subscribe to scene lifecycle events if SceneManagerService is available
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
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SceneManagerService.Instance.SceneUnloadStarted += OnSceneUnloadStarted;
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Logging.Debug("[SaveLoadManager] Subscribed to SceneManagerService events");
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}
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}
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void OnDestroy()
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{
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if (_instance == this)
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{
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// Unsubscribe from scene events
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
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SceneManagerService.Instance.SceneUnloadStarted -= OnSceneUnloadStarted;
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}
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_instance = null;
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}
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}
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#region Participant Registration
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/// <summary>
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/// Registers a participant with the save/load system.
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/// Should be called by participants during their initialization (post-boot).
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/// </summary>
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public void RegisterParticipant(ISaveParticipant participant)
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{
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if (participant == null)
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{
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Logging.Warning("[SaveLoadManager] Attempted to register null participant");
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return;
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}
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string saveId = participant.GetSaveId();
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if (string.IsNullOrEmpty(saveId))
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{
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Logging.Warning("[SaveLoadManager] Participant provided null or empty save ID");
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return;
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}
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if (participants.ContainsKey(saveId))
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{
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Logging.Warning($"[SaveLoadManager] Participant with ID '{saveId}' is already registered. Overwriting.");
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}
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participants[saveId] = participant;
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Logging.Debug($"[SaveLoadManager] Registered participant: {saveId}");
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// If we have save data loaded and we're not currently restoring, restore this participant's state immediately
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if (IsSaveDataLoaded && !IsRestoringState && currentSaveData != null)
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{
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RestoreParticipantState(participant);
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}
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}
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/// <summary>
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/// Unregisters a participant from the save/load system.
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/// Should be called by participants during their destruction.
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/// </summary>
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public void UnregisterParticipant(string saveId)
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{
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if (string.IsNullOrEmpty(saveId))
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{
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Logging.Warning("[SaveLoadManager] Attempted to unregister with null or empty save ID");
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return;
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}
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if (participants.Remove(saveId))
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{
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Logging.Debug($"[SaveLoadManager] Unregistered participant: {saveId}");
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}
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}
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/// <summary>
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/// Gets a registered participant by their save ID. Returns null if not found.
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/// </summary>
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public ISaveParticipant GetParticipant(string saveId)
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{
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participants.TryGetValue(saveId, out var participant);
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return participant;
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}
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#endregion
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#region Scene Lifecycle
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private void OnSceneLoadCompleted(string sceneName)
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{
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Logging.Debug($"[SaveLoadManager] Scene '{sceneName}' loaded. Participants can now register and will be restored.");
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// Participants register themselves, so we just wait for them
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// After registration, they'll be automatically restored if data is available
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}
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private void OnSceneUnloadStarted(string sceneName)
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{
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Logging.Debug($"[SaveLoadManager] Scene '{sceneName}' unloading. Note: Participants should unregister themselves.");
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// We don't force-clear here because participants should manage their own lifecycle
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// This allows for proper cleanup in OnDestroy
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}
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#endregion
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#region State Restoration
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/// <summary>
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/// Restores state for a single participant from the current save data.
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/// </summary>
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private void RestoreParticipantState(ISaveParticipant participant)
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{
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if (currentSaveData == null || currentSaveData.participantStates == null)
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return;
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string saveId = participant.GetSaveId();
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// Find the participant state in the list
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var entry = currentSaveData.participantStates.Find(e => e.saveId == saveId);
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if (entry != null && !string.IsNullOrEmpty(entry.serializedState))
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{
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try
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{
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participant.RestoreState(entry.serializedState);
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Logging.Debug($"[SaveLoadManager] Restored state for participant: {saveId}");
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}
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catch (Exception ex)
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{
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Logging.Warning($"[SaveLoadManager] Exception while restoring state for '{saveId}': {ex}");
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}
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}
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else
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{
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Logging.Debug($"[SaveLoadManager] No saved state found for participant: {saveId}");
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}
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}
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/// <summary>
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/// Restores state for all currently registered participants.
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/// Called after loading save data.
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/// </summary>
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private void RestoreAllParticipantStates()
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{
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if (currentSaveData == null || currentSaveData.participantStates == null)
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return;
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IsRestoringState = true;
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int restoredCount = 0;
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foreach (var kvp in participants)
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{
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string saveId = kvp.Key;
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ISaveParticipant participant = kvp.Value;
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// Find the participant state in the list
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var entry = currentSaveData.participantStates.Find(e => e.saveId == saveId);
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if (entry != null && !string.IsNullOrEmpty(entry.serializedState))
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{
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try
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{
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participant.RestoreState(entry.serializedState);
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restoredCount++;
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Logging.Debug($"[SaveLoadManager] Restored state for participant: {saveId}");
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}
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catch (Exception ex)
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{
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Logging.Warning($"[SaveLoadManager] Exception while restoring state for '{saveId}': {ex}");
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}
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}
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}
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IsRestoringState = false;
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Logging.Debug($"[SaveLoadManager] Restored state for {restoredCount} participants");
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OnParticipantStatesRestored?.Invoke();
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}
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#endregion
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private string GetFilePath(string slot)
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{
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return Path.Combine(DefaultSaveFolder, $"save_{slot}.json");
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}
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/// <summary>
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/// Entry point to save to a named slot. Starts an async coroutine that writes to PlayerPrefs
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/// (placeholder behavior). Fires OnSaveCompleted when finished.
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/// Entry point to save to a named slot. Starts an async coroutine that writes to disk.
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/// Fires OnSaveCompleted when finished.
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/// </summary>
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public void Save(string slot = "default")
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{
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@@ -81,8 +263,8 @@ namespace Core.SaveLoad
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}
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/// <summary>
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/// Entry point to load from a named slot. Starts an async coroutine that reads from PlayerPrefs
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/// (placeholder behavior). Fires OnLoadCompleted when finished.
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/// Entry point to load from a named slot. Starts an async coroutine that reads from disk.
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/// Fires OnLoadCompleted when finished.
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/// </summary>
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public void Load(string slot = "default")
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{
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@@ -95,7 +277,6 @@ namespace Core.SaveLoad
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StartCoroutine(LoadAsync(slot));
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}
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// TODO: This is stupid overkill, but over verbose logging is king for now
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private IEnumerator SaveAsync(string slot)
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{
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Logging.Debug($"[SaveLoadManager] Starting save for slot '{slot}'");
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@@ -106,7 +287,7 @@ namespace Core.SaveLoad
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string json = null;
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bool prepFailed = false;
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// Prep phase: ensure folder exists and serialize (no yields allowed inside try/catch)
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// Prep phase: ensure folder exists and serialize
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try
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{
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Directory.CreateDirectory(DefaultSaveFolder);
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@@ -117,11 +298,42 @@ namespace Core.SaveLoad
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currentSaveData = new SaveLoadData();
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}
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// Pull latest card collection snapshot from CardSystem before serializing (don't overwrite with null)
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if (Data.CardSystem.CardSystemManager.Instance != null)
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// Ensure participantStates list exists
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if (currentSaveData.participantStates == null)
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{
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currentSaveData.cardCollection = Data.CardSystem.CardSystemManager.Instance.ExportCardCollectionState();
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currentSaveData.participantStates = new List<ParticipantStateEntry>();
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}
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else
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{
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currentSaveData.participantStates.Clear();
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}
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// Capture state from all registered participants directly into the list
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int savedCount = 0;
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foreach (var kvp in participants)
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{
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string saveId = kvp.Key;
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ISaveParticipant participant = kvp.Value;
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try
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{
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string serializedState = participant.SerializeState();
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currentSaveData.participantStates.Add(new ParticipantStateEntry
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{
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saveId = saveId,
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serializedState = serializedState
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});
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savedCount++;
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Logging.Debug($"[SaveLoadManager] Captured state for participant: {saveId}");
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}
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catch (Exception ex)
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{
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Logging.Warning($"[SaveLoadManager] Exception while serializing participant '{saveId}': {ex}");
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}
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}
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Logging.Debug($"[SaveLoadManager] Captured state from {savedCount} participants");
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json = JsonUtility.ToJson(currentSaveData, true);
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}
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@@ -133,7 +345,6 @@ namespace Core.SaveLoad
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if (prepFailed || string.IsNullOrEmpty(json))
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{
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// Ensure we clean up state and notify listeners outside of the try/catch
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IsSaving = false;
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OnSaveCompleted?.Invoke(slot);
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Logging.Warning($"[SaveLoadManager] Aborting save for slot '{slot}' due to prep failure");
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@@ -172,7 +383,6 @@ namespace Core.SaveLoad
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}
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}
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// TODO: This is stupid overkill, but over verbose logging is king for now
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private IEnumerator LoadAsync(string slot)
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{
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Logging.Debug($"[SaveLoadManager] Starting load for slot '{slot}'");
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@@ -185,16 +395,18 @@ namespace Core.SaveLoad
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Logging.Debug($"[SaveLoadManager] No save found at '{path}', creating defaults");
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currentSaveData = new SaveLoadData();
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// Simulate async operation and finish
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yield return null;
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IsLoading = false;
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IsSaveDataLoaded = true;
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// Restore any already-registered participants (e.g., those initialized during boot)
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RestoreAllParticipantStates();
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OnLoadCompleted?.Invoke(slot);
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yield break;
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}
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// Simulate async operation (optional)
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yield return null;
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try
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@@ -208,7 +420,6 @@ namespace Core.SaveLoad
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}
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else
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{
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// Attempt to deserialize; if it fails or returns null, fall back to defaults
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var loaded = JsonUtility.FromJson<SaveLoadData>(json);
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if (loaded == null)
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{
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@@ -218,6 +429,12 @@ namespace Core.SaveLoad
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else
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{
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currentSaveData = loaded;
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// Ensure participantStates list exists even if not in save file
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if (currentSaveData.participantStates == null)
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{
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currentSaveData.participantStates = new List<ParticipantStateEntry>();
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}
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}
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}
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}
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@@ -230,6 +447,10 @@ namespace Core.SaveLoad
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{
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IsLoading = false;
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IsSaveDataLoaded = true;
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// Restore state for any already-registered participants
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RestoreAllParticipantStates();
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OnLoadCompleted?.Invoke(slot);
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Logging.Debug($"[SaveLoadManager] Load completed for slot '{slot}'");
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}
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