@tool extends Node signal archive_loaded @export var user_root_dir := "user://data/" # must end with "/" @export var archive_dir := "user://data/archives/" @export var archive_prefix := "save" @export var archive: AssembledArchive # current archive var archives: Array[int] # archive id list in ascending order var autosave_timer := Timer.new() func _ready() -> void: # 禁用默认退出行为,在 _notification 处理 NOTIFICATION_WM_CLOSE_REQUEST 时保存数据 get_tree().set_auto_accept_quit(false) if not _check_dirs_and_archives(): _handle_load_error("存档目录", "读写") return autosave_timer.timeout.connect(_try_auto_save) autosave_timer.stop() add_child(autosave_timer) # config should be loaded first load_config() # 在 debug or editor 模式下,直接保证有 archive if GlobalConfig.DEBUG or Engine.is_editor_hint(): if archives.size() == 0: create_and_use_new_archive() else: GlobalConfigManager.config.current_selected_archive_id = archives[0] func _notification(what): # handle window close request if what == NOTIFICATION_WM_CLOSE_REQUEST: save_all() if has_node("/root/Main"): print("Saved all success before Quit") SceneManager.pop_notification("已保存所有数据") var tree = get_tree() tree.create_timer(1.5).timeout.connect(tree.quit) else: get_tree().quit() func _on_archive_id_changed(): var selected_id = GlobalConfigManager.config.current_selected_archive_id if archive: if selected_id != archive.archive_id: ResourceSaver.save(archive) archive = null else: return if selected_id < 0: return var path = archive_dir + archive_prefix + str(selected_id) + GlobalConfig.RES_FILE_FORMAT archive = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_REPLACE_DEEP) if !archive: create_and_use_new_archive(selected_id) SceneManager.pop_notification("已创建新存档") else: load_archive() # emit signal archive_loaded.emit() func check_autosave_options(): if not GlobalConfigManager.config.auto_save_enabled: autosave_timer.stop() elif archive and GlobalConfigManager.config.auto_save_seconds > 1: # reset left time autosave_timer.stop() autosave_timer.one_shot = false autosave_timer.wait_time = GlobalConfigManager.config.auto_save_seconds autosave_timer.start() if GlobalConfig.DEBUG: print( "check_autosave_options:", GlobalConfigManager.config.auto_save_enabled, autosave_timer.wait_time ) func _try_auto_save(): if GlobalConfig.DEBUG: print("Auto save") if archive and GlobalConfigManager.config.auto_save_seconds > 1: save_all() SceneManager.pop_notification("自动保存成功") func _check_dirs_and_archives() -> bool: if !DirAccess.dir_exists_absolute(user_root_dir): DirAccess.make_dir_recursive_absolute(user_root_dir) print("Create user_root_dir:", user_root_dir) # Check if the archive directory is accessible if !DirAccess.dir_exists_absolute(archive_dir): DirAccess.make_dir_recursive_absolute(archive_dir) print("Create archive_dir:", archive_dir) var archive_dir_access = DirAccess.open(archive_dir) if !archive_dir_access: _handle_load_error("存档目录", "读取") # TODO pop up a dialog to inform the user return false archives.clear() var files = archive_dir_access.get_files() # get archive number for file in files: if file.begins_with(archive_prefix): var id_str = file.substr(archive_prefix.length()) var id = int(id_str) archives.append(id) archives.sort() return true # id = -1 means create a new archive, otherwise create an archive with the given id func create_and_use_new_archive(id := -1) -> void: _check_dirs_and_archives() archive = AssembledArchive.new() var archive_path = archive_dir + archive_prefix + str(id) + GlobalConfig.RES_FILE_FORMAT if id < 0: id = 0 # find a new id archive_path = (archive_dir + archive_prefix + str(id) + GlobalConfig.RES_FILE_FORMAT) while FileAccess.file_exists(archive_path): id += 1 archive_path = (archive_dir + archive_prefix + str(id) + GlobalConfig.RES_FILE_FORMAT) archive.resource_path = archive_path archive.archive_id = id archive.created_time = Time.get_datetime_string_from_system(false, true) ResourceSaver.save(archive, archive_path) archives.append(id) # this will auto trigger signal and load the new archive GlobalConfigManager.config.current_selected_archive_id = id func save_all() -> void: # save config var config = GlobalConfigManager.config if config: ResourceSaver.save(config) # player_global_position var player = SceneManager.get_player() as MainPlayer if archive and player: archive.player_global_position = player.global_position archive.player_direction = player.facing_direction if archive: ResourceSaver.save(archive) # reset autosave timer check_autosave_options() func load_config() -> void: if GlobalConfigManager.config: return var path = user_root_dir + "config" + GlobalConfig.RES_FILE_FORMAT if FileAccess.file_exists(path): var config = ResourceLoader.load(path) GlobalConfigManager.config = config else: var config = GlobalConfig.new() GlobalConfigManager.config = config ResourceSaver.save(config, path) GlobalConfigManager.config.resource_path = path if Engine.is_editor_hint(): return # connect signals GlobalConfigManager.config.current_selected_archive_id_changed.connect(_on_archive_id_changed) GlobalConfigManager.config.auto_save_seconds_changed.connect(check_autosave_options) GlobalConfigManager.config.auto_save_enabled_changed.connect(check_autosave_options) func load_archive() -> void: _check_dirs_and_archives() var selected_id = GlobalConfigManager.config.current_selected_archive_id if not archives.has(selected_id): _handle_load_error(str(selected_id) + " 号存档", "查找") return var path = archive_dir + archive_prefix + str(selected_id) + GlobalConfig.RES_FILE_FORMAT archive = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_REPLACE_DEEP) if !archive: _handle_load_error(str(selected_id) + " 号存档", "加载") return archive.resource_path = path check_autosave_options() func _handle_load_error(target, action) -> void: var msg = str(target) + " " + str(action) + " 失败,请检查文件访问权限" SceneManager.pop_notification(msg) printerr(msg) # TODO handle error