Fix save data object redundancy
Note: Requires the use of noPersist quite a bit, but the console will tell you when you missed a spot Also required breaking up events.ts due to cyclical dependencies
This commit is contained in:
parent
ae0d19c267
commit
4207677944
6 changed files with 218 additions and 128 deletions
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@ -1,5 +1,5 @@
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import { globalBus } from "game/events";
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import type { State } from "game/persistence";
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import { NonPersistent, Persistent, State } from "game/persistence";
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import { persistent } from "game/persistence";
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import type { DecimalSource } from "util/bignum";
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import Decimal, { format, formatWhole } from "util/bignum";
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@ -13,18 +13,38 @@ export interface Resource<T = DecimalSource> extends Ref<T> {
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small?: boolean;
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}
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export function createResource<T extends State>(
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defaultValue: T,
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displayName?: string,
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precision?: number,
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small?: boolean | undefined
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): Resource<T> & Persistent<T> & { [NonPersistent]: Resource<T> };
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export function createResource<T extends State>(
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defaultValue: Ref<T>,
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displayName?: string,
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precision?: number,
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small?: boolean | undefined
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): Resource<T>;
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export function createResource<T extends State>(
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defaultValue: T | Ref<T>,
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displayName = "points",
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precision = 0,
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small = undefined
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): Resource<T> {
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small: boolean | undefined = undefined
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) {
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const resource: Partial<Resource<T>> = isRef(defaultValue)
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? defaultValue
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: persistent(defaultValue);
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resource.displayName = displayName;
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resource.precision = precision;
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resource.small = small;
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if (!isRef(defaultValue)) {
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const nonPersistentResource = (resource as Persistent<T>)[
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NonPersistent
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] as unknown as Resource<T>;
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nonPersistentResource.displayName = displayName;
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nonPersistentResource.precision = precision;
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nonPersistentResource.small = small;
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}
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return resource as Resource<T>;
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}
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@ -1,12 +1,6 @@
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import projInfo from "data/projInfo.json";
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import player from "game/player";
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import type { Settings } from "game/settings";
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import settings from "game/settings";
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import state from "game/state";
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import { createNanoEvents } from "nanoevents";
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import Decimal from "util/bignum";
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import type { App, Ref } from "vue";
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import { watch } from "vue";
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import type { App } from "vue";
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import type { GenericLayer } from "./layers";
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/** All types of events able to be sent or emitted from the global event bus. */
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@ -60,102 +54,4 @@ export interface GlobalEvents {
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/** A global event bus for hooking into {@link GlobalEvents}. */
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export const globalBus = createNanoEvents<GlobalEvents>();
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let intervalID: NodeJS.Timer | null = null;
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// Not imported immediately due to dependency cycles
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// This gets set during startGameLoop(), and will only be used in the update function
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let hasWon: null | Ref<boolean> = null;
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function update() {
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const now = Date.now();
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let diff = (now - player.time) / 1e3;
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player.time = now;
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const trueDiff = diff;
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state.lastTenTicks.push(trueDiff);
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if (state.lastTenTicks.length > 10) {
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state.lastTenTicks = state.lastTenTicks.slice(1);
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}
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// Stop here if the game is paused on the win screen
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if (hasWon?.value && !player.keepGoing) {
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return;
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}
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// Stop here if the player had a NaN value
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if (state.hasNaN) {
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return;
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}
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diff = Math.max(diff, 0);
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if (player.devSpeed === 0) {
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return;
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}
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// Add offline time if any
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if (player.offlineTime != undefined) {
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if (Decimal.gt(player.offlineTime, projInfo.offlineLimit * 3600)) {
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player.offlineTime = projInfo.offlineLimit * 3600;
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}
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if (Decimal.gt(player.offlineTime, 0) && player.devSpeed !== 0) {
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const offlineDiff = Math.max(player.offlineTime / 10, diff);
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player.offlineTime = player.offlineTime - offlineDiff;
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diff += offlineDiff;
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} else if (player.devSpeed === 0) {
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player.offlineTime += diff;
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}
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if (!player.offlineProd || Decimal.lt(player.offlineTime, 0)) {
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player.offlineTime = null;
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}
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}
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// Cap at max tick length
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diff = Math.min(diff, projInfo.maxTickLength);
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// Apply dev speed
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if (player.devSpeed != undefined) {
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diff *= player.devSpeed;
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}
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if (!Number.isFinite(diff)) {
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diff = 1e308;
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}
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// Update
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if (Decimal.eq(diff, 0)) {
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return;
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}
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player.timePlayed += diff;
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if (!Number.isFinite(player.timePlayed)) {
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player.timePlayed = 1e308;
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}
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globalBus.emit("update", diff, trueDiff);
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if (settings.unthrottled) {
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requestAnimationFrame(update);
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if (intervalID != null) {
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clearInterval(intervalID);
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intervalID = null;
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}
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} else if (intervalID == null) {
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intervalID = setInterval(update, 50);
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}
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}
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/** Starts the game loop for the project, which updates the game in ticks. */
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export async function startGameLoop() {
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hasWon = (await import("data/projEntry")).hasWon;
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watch(hasWon, hasWon => {
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if (hasWon) {
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globalBus.emit("gameWon");
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}
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});
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if (settings.unthrottled) {
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requestAnimationFrame(update);
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} else {
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intervalID = setInterval(update, 50);
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}
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}
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document.fonts.onloadingdone = () => globalBus.emit("fontsLoaded");
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106
src/game/gameLoop.ts
Normal file
106
src/game/gameLoop.ts
Normal file
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@ -0,0 +1,106 @@
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import projInfo from "data/projInfo.json";
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import { globalBus } from "game/events";
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import settings from "game/settings";
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import Decimal from "util/bignum";
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import type { Ref } from "vue";
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import { watch } from "vue";
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import player from "./player";
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import state from "./state";
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let intervalID: NodeJS.Timer | null = null;
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// Not imported immediately due to dependency cycles
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// This gets set during startGameLoop(), and will only be used in the update function
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let hasWon: null | Ref<boolean> = null;
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function update() {
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const now = Date.now();
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let diff = (now - player.time) / 1e3;
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player.time = now;
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const trueDiff = diff;
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state.lastTenTicks.push(trueDiff);
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if (state.lastTenTicks.length > 10) {
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state.lastTenTicks = state.lastTenTicks.slice(1);
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}
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// Stop here if the game is paused on the win screen
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if (hasWon?.value && !player.keepGoing) {
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return;
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}
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// Stop here if the player had a NaN value
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if (state.hasNaN) {
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return;
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}
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diff = Math.max(diff, 0);
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if (player.devSpeed === 0) {
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return;
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}
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// Add offline time if any
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if (player.offlineTime != undefined) {
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if (Decimal.gt(player.offlineTime, projInfo.offlineLimit * 3600)) {
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player.offlineTime = projInfo.offlineLimit * 3600;
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}
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if (Decimal.gt(player.offlineTime, 0) && player.devSpeed !== 0) {
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const offlineDiff = Math.max(player.offlineTime / 10, diff);
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player.offlineTime = player.offlineTime - offlineDiff;
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diff += offlineDiff;
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} else if (player.devSpeed === 0) {
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player.offlineTime += diff;
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}
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if (!player.offlineProd || Decimal.lt(player.offlineTime, 0)) {
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player.offlineTime = null;
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}
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}
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// Cap at max tick length
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diff = Math.min(diff, projInfo.maxTickLength);
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// Apply dev speed
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if (player.devSpeed != undefined) {
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diff *= player.devSpeed;
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}
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if (!Number.isFinite(diff)) {
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diff = 1e308;
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}
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// Update
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if (Decimal.eq(diff, 0)) {
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return;
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}
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player.timePlayed += diff;
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if (!Number.isFinite(player.timePlayed)) {
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player.timePlayed = 1e308;
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}
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globalBus.emit("update", diff, trueDiff);
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if (settings.unthrottled) {
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requestAnimationFrame(update);
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if (intervalID != null) {
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clearInterval(intervalID);
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intervalID = null;
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}
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} else if (intervalID == null) {
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intervalID = setInterval(update, 50);
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}
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}
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/** Starts the game loop for the project, which updates the game in ticks. */
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export async function startGameLoop() {
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hasWon = (await import("data/projEntry")).hasWon;
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watch(hasWon, hasWon => {
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if (hasWon) {
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globalBus.emit("gameWon");
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}
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});
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if (settings.unthrottled) {
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requestAnimationFrame(update);
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} else {
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intervalID = setInterval(update, 50);
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}
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}
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@ -1,3 +1,4 @@
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import { identifier } from "@babel/types";
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import { isArray } from "@vue/shared";
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import { globalBus } from "game/events";
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import type { GenericLayer } from "game/layers";
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@ -5,8 +6,8 @@ import { addingLayers, persistentRefs } from "game/layers";
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import type { DecimalSource } from "util/bignum";
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import Decimal from "util/bignum";
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import { ProxyState } from "util/proxies";
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import type { Ref } from "vue";
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import { isReactive, isRef, ref } from "vue";
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import type { Ref, WritableComputedRef } from "vue";
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import { computed, isReactive, isRef, ref } from "vue";
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/**
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* A symbol used in {@link Persistent} objects.
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@ -28,6 +29,16 @@ export const StackTrace = Symbol("StackTrace");
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* @see {@link Persistent[Deleted]}
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*/
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export const Deleted = Symbol("Deleted");
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/**
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* A symbol used in {@link Persistent} objects.
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* @see {@link Persistent[NonPersistent]}
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*/
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export const NonPersistent = Symbol("NonPersistent");
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/**
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* A symbol used in {@link Persistent} objects.
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* @see {@link Persistent[SaveDataPath]}
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*/
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export const SaveDataPath = Symbol("SaveDataPath");
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/**
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* This is a union of things that should be safely stringifiable without needing special processes or knowing what to load them in as.
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@ -57,6 +68,14 @@ export type Persistent<T extends State = State> = Ref<T> & {
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* @see {@link deletePersistent} for marking a persistent ref as deleted.
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*/
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[Deleted]: boolean;
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/**
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* A non-persistent ref that just reads and writes ot the persistent ref. Used for passing to other features without duplicating the persistent ref in the constructed save data object.
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*/
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[NonPersistent]: WritableComputedRef<T>;
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/**
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* The path this persistent appears in within the save data object. Predominantly used to ensure it's only placed in there one time.
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*/
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[SaveDataPath]: string[] | undefined;
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};
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function getStackTrace() {
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@ -83,6 +102,15 @@ export function persistent<T extends State>(defaultValue: T | Ref<T>): Persisten
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persistent[DefaultValue] = isRef(defaultValue) ? defaultValue.value : defaultValue;
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persistent[StackTrace] = getStackTrace();
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persistent[Deleted] = false;
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persistent[NonPersistent] = computed({
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get() {
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return persistent.value;
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},
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set(value) {
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persistent.value = value;
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}
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});
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persistent[SaveDataPath] = undefined;
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if (addingLayers.length === 0) {
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console.warn(
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@ -97,6 +125,25 @@ export function persistent<T extends State>(defaultValue: T | Ref<T>): Persisten
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return persistent as Persistent<T>;
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}
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/**
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* Type guard for whether an arbitrary value is a persistent ref
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* @param value The value that may or may not be a persistent ref
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*/
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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export function isPersistent(value: any): value is Persistent {
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return value && typeof value === "object" && PersistentState in value;
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}
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/**
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* Unwraps the non-persistent ref inside of persistent refs, to be passed to other features without duplicating values in the save data object.
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* @param persistent The persistent ref to unwrap
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*/
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export function noPersist<T extends Persistent<S>, S extends State>(
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persistent: T
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): T[typeof NonPersistent] {
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return persistent[NonPersistent];
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}
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/**
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* Mark a {@link Persistent} as deleted, so it won't be saved and loaded.
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* Since persistent refs must be created during a layer's options func, features can not create persistent refs after evaluating their own options funcs.
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@ -117,24 +164,40 @@ globalBus.on("addLayer", (layer: GenericLayer, saveData: Record<string, unknown>
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const handleObject = (obj: Record<string, unknown>, path: string[] = []): boolean => {
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let foundPersistent = false;
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Object.keys(obj).forEach(key => {
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const value = obj[key];
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let value = obj[key];
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if (value && typeof value === "object") {
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if (PersistentState in value) {
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if (ProxyState in value) {
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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value = (value as any)[ProxyState] as object;
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}
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if (isPersistent(value)) {
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foundPersistent = true;
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if ((value as Persistent)[Deleted]) {
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if (value[Deleted]) {
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console.warn(
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"Deleted persistent ref present in returned object. Ignoring...",
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value,
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"\nCreated at:\n" + (value as Persistent)[StackTrace]
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"\nCreated at:\n" + value[StackTrace]
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);
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return;
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}
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persistentRefs[layer.id].delete(
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ProxyState in value
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? // eslint-disable-next-line @typescript-eslint/no-explicit-any
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((value as any)[ProxyState] as Persistent)
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: (value as Persistent)
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);
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persistentRefs[layer.id].delete(value);
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// Handle SaveDataPath
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const newPath = [layer.id, ...path, key];
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if (
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value[SaveDataPath] != undefined &&
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JSON.stringify(newPath) !== JSON.stringify(value[SaveDataPath])
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) {
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console.error(
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`Persistent ref is being saved to \`${newPath.join(
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"."
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)}\` when it's already present at \`${value[SaveDataPath].join(
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"."
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)}\`. This can cause unexpected behavior when loading saves between updates.`,
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value
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);
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}
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value[SaveDataPath] = newPath;
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// Construct save path if it doesn't exist
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const persistentState = path.reduce<Record<string, unknown>>((acc, curr) => {
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@ -147,21 +210,19 @@ globalBus.on("addLayer", (layer: GenericLayer, saveData: Record<string, unknown>
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// Cache currently saved value
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const savedValue = persistentState[key];
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// Add ref to save data
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persistentState[key] = (value as Persistent)[PersistentState];
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persistentState[key] = value[PersistentState];
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// Load previously saved value
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if (isReactive(persistentState)) {
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if (savedValue != null) {
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persistentState[key] = savedValue;
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} else {
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persistentState[key] = (value as Persistent)[DefaultValue];
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persistentState[key] = value[DefaultValue];
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}
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} else {
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if (savedValue != null) {
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(persistentState[key] as Ref<unknown>).value = savedValue;
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} else {
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(persistentState[key] as Ref<unknown>).value = (value as Persistent)[
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DefaultValue
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];
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(persistentState[key] as Ref<unknown>).value = value[DefaultValue];
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}
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}
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} else if (
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@ -200,7 +261,8 @@ globalBus.on("addLayer", (layer: GenericLayer, saveData: Record<string, unknown>
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});
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return foundPersistent;
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};
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handleObject(layer);
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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handleObject((layer as any)[ProxyState]);
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persistentRefs[layer.id].forEach(persistent => {
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console.error(
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`Created persistent ref in ${layer.id} without registering it to the layer! Make sure to include everything persistent in the returned object`,
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|
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@ -36,7 +36,8 @@ requestAnimationFrame(async () => {
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"padding: 4px;"
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);
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await load();
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const { globalBus, startGameLoop } = await import("./game/events");
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const { globalBus } = await import("./game/events");
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const { startGameLoop } = await import("./game/gameLoop");
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// Create Vue
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const vue = (window.vue = createApp(App));
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|
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|
@ -1,3 +1,4 @@
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import { NonPersistent } from "game/persistence";
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import Decimal from "util/bignum";
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export const ProxyState = Symbol("ProxyState");
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@ -37,7 +38,11 @@ export function createLazyProxy<T extends object, S extends T>(
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return calculateObj();
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}
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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return (calculateObj() as any)[key];
|
||||
const val = (calculateObj() as any)[key];
|
||||
if (val && typeof val === "object" && NonPersistent in val) {
|
||||
return val[NonPersistent];
|
||||
}
|
||||
return val;
|
||||
},
|
||||
set(target, key, value) {
|
||||
// TODO give warning about this? It should only be done with caution
|
||||
|
|
Loading…
Reference in a new issue