Profectus-Demo/src/util/save.ts

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import projInfo from "data/projInfo.json";
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import { globalBus } from "game/events";
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import type { Player, PlayerData } from "game/player";
import player, { stringifySave } from "game/player";
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import settings, { loadSettings } from "game/settings";
import LZString from "lz-string";
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import { ProxyState } from "util/proxies";
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import { ref } from "vue";
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export function setupInitialStore(player: Partial<PlayerData> = {}): Player {
return Object.assign(
{
id: `${projInfo.id}-0`,
name: "Default Save",
tabs: projInfo.initialTabs.slice(),
time: Date.now(),
autosave: true,
offlineProd: true,
offlineTime: 0,
timePlayed: 0,
keepGoing: false,
modID: projInfo.id,
modVersion: projInfo.versionNumber,
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layers: {}
},
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player
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) as Player;
}
export function save(playerData?: PlayerData): string {
const stringifiedSave = LZString.compressToUTF16(
stringifySave(playerData ?? player[ProxyState])
);
localStorage.setItem((playerData ?? player[ProxyState]).id, stringifiedSave);
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return stringifiedSave;
}
export async function load(): Promise<void> {
// Load global settings
loadSettings();
try {
let save = localStorage.getItem(settings.active);
if (save == null) {
await loadSave(newSave());
return;
}
if (save[0] === "{") {
// plaintext. No processing needed
} else if (save[0] === "e") {
// Assumed to be base64, which starts with e
save = decodeURIComponent(escape(atob(save)));
} else if (save[0] === "ᯡ") {
// Assumed to be lz, which starts with ᯡ
// eslint-disable-next-line @typescript-eslint/no-non-null-assertion
save = LZString.decompressFromUTF16(save)!;
} else {
throw `Unable to determine save encoding`;
}
const player = JSON.parse(save);
if (player.modID !== projInfo.id) {
await loadSave(newSave());
return;
}
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player.id = settings.active;
await loadSave(player);
} catch (e) {
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console.error("Failed to load save. Falling back to new save.\n", e);
await loadSave(newSave());
}
}
export function newSave(): PlayerData {
const id = getUniqueID();
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const player = setupInitialStore({ id });
save(player);
settings.saves.push(id);
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return player;
}
export function getUniqueID(): string {
let id,
i = 0;
do {
id = `${projInfo.id}-${i++}`;
} while (localStorage.getItem(id));
return id;
}
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export const loadingSave = ref(false);
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export async function loadSave(playerObj: Partial<PlayerData>): Promise<void> {
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console.info("Loading save", playerObj);
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loadingSave.value = true;
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const { layers, removeLayer, addLayer } = await import("game/layers");
const { fixOldSave, getInitialLayers } = await import("data/projEntry");
for (const layer in layers) {
const l = layers[layer];
if (l) {
removeLayer(l);
}
}
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getInitialLayers(playerObj).forEach(layer => addLayer(layer, playerObj));
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playerObj = setupInitialStore(playerObj);
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if (playerObj.offlineProd && playerObj.time && playerObj.devSpeed !== 0) {
if (playerObj.offlineTime == undefined) playerObj.offlineTime = 0;
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playerObj.offlineTime += Math.min(
playerObj.offlineTime + (Date.now() - playerObj.time) / 1000,
projInfo.offlineLimit * 3600
);
}
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playerObj.time = Date.now();
if (playerObj.modVersion !== projInfo.versionNumber) {
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fixOldSave(playerObj.modVersion, playerObj);
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playerObj.modVersion = projInfo.versionNumber;
}
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Object.assign(player, playerObj);
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settings.active = player.id;
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globalBus.emit("onLoad");
}
setInterval(() => {
if (player.autosave) {
save();
}
}, 1000);
window.onbeforeunload = () => {
if (player.autosave) {
save();
}
};
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declare global {
/**
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* Augment the window object so the save function, and the hard reset function can be access from the console.
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*/
interface Window {
save: VoidFunction;
hardReset: VoidFunction;
}
}
window.save = save;
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export const hardReset = (window.hardReset = async () => {
await loadSave(newSave());
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});