Comments and documentation update
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@@ -1,3 +1,9 @@
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## Debug Manager - Global Debug and Logging System
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##
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## Provides centralized debug functionality and structured logging for the Skelly project.
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## Manages debug state, overlay visibility, and log levels with formatted output.
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## Replaces direct print() and push_error() calls with structured logging system.
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extends Node
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signal debug_toggled(enabled: bool)
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@@ -9,52 +15,63 @@ var debug_overlay_visible: bool = false
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var current_log_level: LogLevel = LogLevel.INFO
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func _ready():
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func _ready() -> void:
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"""Initialize the DebugManager on game startup"""
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log_info("DebugManager loaded")
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func toggle_debug():
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func toggle_debug() -> void:
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"""Toggle debug mode on/off and emit signal to connected systems"""
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debug_enabled = !debug_enabled
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debug_toggled.emit(debug_enabled)
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log_info("Debug mode: " + ("ON" if debug_enabled else "OFF"))
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func set_debug_enabled(enabled: bool):
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func set_debug_enabled(enabled: bool) -> void:
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"""Set debug mode to specific state without toggling"""
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if debug_enabled != enabled:
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debug_enabled = enabled
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debug_toggled.emit(debug_enabled)
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func is_debug_enabled() -> bool:
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"""Check if debug mode is currently enabled"""
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return debug_enabled
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func toggle_overlay():
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func toggle_overlay() -> void:
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"""Toggle debug overlay visibility"""
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debug_overlay_visible = !debug_overlay_visible
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func set_overlay_visible(visible: bool):
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func set_overlay_visible(visible: bool) -> void:
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"""Set debug overlay visibility to specific state"""
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debug_overlay_visible = visible
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func is_overlay_visible() -> bool:
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"""Check if debug overlay is currently visible"""
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return debug_overlay_visible
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func set_log_level(level: LogLevel):
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func set_log_level(level: LogLevel) -> void:
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"""Set minimum log level for output filtering"""
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current_log_level = level
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log_info("Log level set to: " + _log_level_to_string(level))
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func get_log_level() -> LogLevel:
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"""Get current minimum log level"""
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return current_log_level
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func _should_log(level: LogLevel) -> bool:
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"""Determine if message should be logged based on current log level"""
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return level >= current_log_level
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func _log_level_to_string(level: LogLevel) -> String:
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"""Convert LogLevel enum to string representation"""
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match level:
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LogLevel.TRACE:
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return "TRACE"
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@@ -73,47 +90,54 @@ func _log_level_to_string(level: LogLevel) -> String:
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func _format_log_message(level: LogLevel, message: String, category: String = "") -> String:
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"""Format log message with timestamp, level, category, and content"""
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var timestamp = Time.get_datetime_string_from_system()
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var level_str = _log_level_to_string(level)
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var category_str = (" [" + category + "]") if category != "" else ""
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return "[%s] %s%s: %s" % [timestamp, level_str, category_str, message]
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func log_trace(message: String, category: String = ""):
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func log_trace(message: String, category: String = "") -> void:
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"""Log trace-level message (lowest priority, only shown in debug mode)"""
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if _should_log(LogLevel.TRACE):
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var formatted = _format_log_message(LogLevel.TRACE, message, category)
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if debug_enabled:
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print(formatted)
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func log_debug(message: String, category: String = ""):
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func log_debug(message: String, category: String = "") -> void:
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"""Log debug-level message (development information, only shown in debug mode)"""
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if _should_log(LogLevel.DEBUG):
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var formatted = _format_log_message(LogLevel.DEBUG, message, category)
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if debug_enabled:
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print(formatted)
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func log_info(message: String, category: String = ""):
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func log_info(message: String, category: String = "") -> void:
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"""Log info-level message (general information, always shown)"""
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if _should_log(LogLevel.INFO):
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var formatted = _format_log_message(LogLevel.INFO, message, category)
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print(formatted)
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func log_warn(message: String, category: String = ""):
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func log_warn(message: String, category: String = "") -> void:
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"""Log warning-level message (potential issues that don't break functionality)"""
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if _should_log(LogLevel.WARN):
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var formatted = _format_log_message(LogLevel.WARN, message, category)
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print(formatted)
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push_warning(formatted)
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func log_error(message: String, category: String = ""):
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func log_error(message: String, category: String = "") -> void:
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"""Log error-level message (serious issues that may break functionality)"""
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if _should_log(LogLevel.ERROR):
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var formatted = _format_log_message(LogLevel.ERROR, message, category)
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print(formatted)
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push_error(formatted)
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func log_fatal(message: String, category: String = ""):
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func log_fatal(message: String, category: String = "") -> void:
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"""Log fatal-level message (critical errors that prevent normal operation)"""
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if _should_log(LogLevel.FATAL):
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var formatted = _format_log_message(LogLevel.FATAL, message, category)
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print(formatted)
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@@ -1,3 +1,9 @@
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## Game Manager - Centralized Scene Transition System
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##
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## Manages all scene transitions with race condition protection and input validation.
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## Provides safe scene switching for different gameplay modes with error handling.
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## Never call get_tree().change_scene_to_file() directly - use GameManager methods.
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extends Node
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const GAME_SCENE_PATH := "res://scenes/game/game.tscn"
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@@ -8,26 +14,31 @@ var is_changing_scene: bool = false
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func start_new_game() -> void:
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"""Start a new match-3 game with fresh save data"""
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SaveManager.start_new_game()
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start_game_with_mode("match3")
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func continue_game() -> void:
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"""Continue existing match-3 game with saved score intact"""
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# Don't reset score
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start_game_with_mode("match3")
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func start_match3_game() -> void:
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"""Start new match-3 gameplay mode"""
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SaveManager.start_new_game()
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start_game_with_mode("match3")
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func start_clickomania_game() -> void:
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"""Start new clickomania gameplay mode"""
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SaveManager.start_new_game()
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start_game_with_mode("clickomania")
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func start_game_with_mode(gameplay_mode: String) -> void:
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"""Load game scene with specified gameplay mode and safety validation"""
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# Input validation
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if not gameplay_mode or gameplay_mode.is_empty():
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DebugManager.log_error("Empty or null gameplay mode provided", "GameManager")
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@@ -39,7 +50,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
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)
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return
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# Prevent concurrent scene changes
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# Prevent concurrent scene changes (race condition protection)
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if is_changing_scene:
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DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager")
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return
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@@ -72,7 +83,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
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# Wait for scene instantiation and tree addition
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await get_tree().process_frame
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await get_tree().process_frame # Additional frame for complete initialization
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await get_tree().process_frame # Additional frame ensures complete initialization
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# Validate scene was loaded successfully
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if not get_tree().current_scene:
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@@ -80,7 +91,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
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is_changing_scene = false
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return
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# Set gameplay mode with timeout protection
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# Configure game scene with requested gameplay mode
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if get_tree().current_scene.has_method("set_gameplay_mode"):
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DebugManager.log_info("Setting gameplay mode to: %s" % pending_gameplay_mode, "GameManager")
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get_tree().current_scene.set_gameplay_mode(pending_gameplay_mode)
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@@ -97,6 +108,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
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func save_game() -> void:
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"""Save current game state and score via SaveManager"""
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# Get current score from the active game scene
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var current_score = 0
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if get_tree().current_scene and get_tree().current_scene.has_method("get_global_score"):
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@@ -107,6 +119,7 @@ func save_game() -> void:
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func exit_to_main_menu() -> void:
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"""Exit to main menu with race condition protection"""
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# Prevent concurrent scene changes
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if is_changing_scene:
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DebugManager.log_warn(
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@@ -1,3 +1,9 @@
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## Save Manager - Secure Game Data Persistence System
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##
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## Provides secure save/load functionality with tamper detection, race condition protection,
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## and permissive validation. Features backup/restore, version migration, and data integrity.
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## Implements multi-layered security: checksums, size limits, type validation, and bounds checking.
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extends Node
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const SAVE_FILE_PATH: String = "user://savegame.save"
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@@ -8,7 +14,7 @@ const MAX_SCORE: int = 999999999
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const MAX_GAMES_PLAYED: int = 100000
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const MAX_FILE_SIZE: int = 1048576 # 1MB limit
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# Save operation protection
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# Save operation protection - prevents race conditions
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var _save_in_progress: bool = false
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var _restore_in_progress: bool = false
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@@ -28,10 +34,12 @@ var game_data: Dictionary = {
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func _ready() -> void:
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"""Initialize SaveManager and load existing save data on startup"""
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load_game()
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func save_game() -> bool:
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"""Save current game data with race condition protection and error handling"""
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# Prevent concurrent saves
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if _save_in_progress:
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DebugManager.log_warn("Save already in progress, skipping", "SaveManager")
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@@ -82,6 +90,7 @@ func _perform_save() -> bool:
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func load_game() -> void:
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"""Load game data from disk with comprehensive validation and error recovery"""
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if not FileAccess.file_exists(SAVE_FILE_PATH):
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DebugManager.log_info("No save file found, using defaults", "SaveManager")
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return
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