Comments and documentation update

This commit is contained in:
2025-09-27 21:00:45 +04:00
parent 821d9aa42c
commit 0cf76d595f
4 changed files with 102 additions and 29 deletions

View File

@@ -3,7 +3,12 @@ extends Node2D
signal score_changed(points: int) signal score_changed(points: int)
signal grid_state_loaded(grid_size: Vector2i, tile_types: int) signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING } # Waiting for player input # First tile selected # Animating tile swap # Processing matches and cascades ## Match-3 Game State Machine
## WAITING: Idle state, accepting player input for tile selection
## SELECTING: First tile selected, waiting for second tile to complete swap
## SWAPPING: Animation in progress, input blocked during tile swap
## PROCESSING: Detecting matches, clearing tiles, dropping new ones, checking cascades
enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING }
var GRID_SIZE := Vector2i(8, 8) var GRID_SIZE := Vector2i(8, 8)
var TILE_TYPES := 5 var TILE_TYPES := 5
@@ -124,6 +129,7 @@ func _initialize_grid():
func _has_match_at(pos: Vector2i) -> bool: func _has_match_at(pos: Vector2i) -> bool:
"""Check if tile at position is part of a 3+ match horizontally or vertically"""
# Bounds and null checks # Bounds and null checks
if not _is_valid_grid_position(pos): if not _is_valid_grid_position(pos):
return false return false
@@ -151,8 +157,8 @@ func _has_match_at(pos: Vector2i) -> bool:
return matches_vertical.size() >= 3 return matches_vertical.size() >= 3
# Check for any matches on the board
func _check_for_matches() -> bool: func _check_for_matches() -> bool:
"""Scan entire grid to detect if any matches exist (used for cascade detection)"""
for y in range(GRID_SIZE.y): for y in range(GRID_SIZE.y):
for x in range(GRID_SIZE.x): for x in range(GRID_SIZE.x):
if _has_match_at(Vector2i(x, y)): if _has_match_at(Vector2i(x, y)):
@@ -161,6 +167,12 @@ func _check_for_matches() -> bool:
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array: func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
"""Find all consecutive matching tiles in a line from start position in given direction.
Returns array of tile nodes that form a continuous match.
Direction must be unit vector (1,0), (-1,0), (0,1), or (0,-1).
Searches bidirectionally from start position.
"""
# Validate input parameters # Validate input parameters
if not _is_valid_grid_position(start): if not _is_valid_grid_position(start):
DebugManager.log_error( DebugManager.log_error(
@@ -185,13 +197,14 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
if not "tile_type" in start_tile: if not "tile_type" in start_tile:
return [] return []
var line = [start_tile] var line = [start_tile] # Initialize with start tile
var type = start_tile.tile_type var type = start_tile.tile_type # Type to match against
# Check both directions with safety limits # Check both directions from start position (bidirectional search)
for offset in [1, -1]: for offset in [1, -1]: # offset 1 = forward direction, -1 = backward direction
var current = start + dir * offset var current = start + dir * offset
var steps = 0 var steps = 0
# Safety limit prevents infinite loops in case of logic errors
while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current): while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current):
if current.y >= grid.size() or current.x >= grid[current.y].size(): if current.y >= grid.size() or current.x >= grid[current.y].size():
break break
@@ -200,17 +213,23 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
if not neighbor or not is_instance_valid(neighbor): if not neighbor or not is_instance_valid(neighbor):
break break
# Stop if tile type doesn't match (end of matching sequence)
if not "tile_type" in neighbor or neighbor.tile_type != type: if not "tile_type" in neighbor or neighbor.tile_type != type:
break break
line.append(neighbor) line.append(neighbor) # Add matching tile to sequence
current += dir * offset current += dir * offset # Move to next position
steps += 1 steps += 1 # Increment safety counter
return line return line
func _clear_matches(): func _clear_matches() -> void:
"""Find and remove all match groups of 3+ tiles, calculating score and triggering effects.
Uses flood-fill approach to group connected matches, prevents double-counting tiles.
Handles tile removal, score calculation, and visual effects.
"""
# Check grid integrity # Check grid integrity
if not _validate_grid_integrity(): if not _validate_grid_integrity():
DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3") DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3")
@@ -693,6 +712,14 @@ func _select_tile_at_cursor() -> void:
func _on_tile_selected(tile: Node2D) -> void: func _on_tile_selected(tile: Node2D) -> void:
"""Handle tile selection with state machine logic for match-3 gameplay.
State transitions:
WAITING -> SELECTING: First tile selected
SELECTING -> WAITING: Same tile clicked (deselect)
SELECTING -> SWAPPING: Different tile clicked (attempt swap)
"""
# Block tile selection during busy states
if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING: if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING:
DebugManager.log_debug( DebugManager.log_debug(
"Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]], "Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]],
@@ -736,7 +763,7 @@ func _on_tile_selected(tile: Node2D) -> void:
func _select_tile(tile: Node2D) -> void: func _select_tile(tile: Node2D) -> void:
selected_tile = tile selected_tile = tile
tile.is_selected = true tile.is_selected = true
current_state = GameState.SELECTING current_state = GameState.SELECTING # State transition: WAITING -> SELECTING
DebugManager.log_debug( DebugManager.log_debug(
"Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3" "Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3"
) )
@@ -816,8 +843,8 @@ func _attempt_swap(tile1: Node2D, tile2: Node2D) -> void:
"Match3" "Match3"
) )
current_state = GameState.SWAPPING current_state = GameState.SWAPPING # State transition: SELECTING -> SWAPPING
await _swap_tiles(tile1, tile2) await _swap_tiles(tile1, tile2) # Animate tile swap
# Check if swap creates matches # Check if swap creates matches
if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position): if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position):

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@@ -1,3 +1,9 @@
## Debug Manager - Global Debug and Logging System
##
## Provides centralized debug functionality and structured logging for the Skelly project.
## Manages debug state, overlay visibility, and log levels with formatted output.
## Replaces direct print() and push_error() calls with structured logging system.
extends Node extends Node
signal debug_toggled(enabled: bool) signal debug_toggled(enabled: bool)
@@ -9,52 +15,63 @@ var debug_overlay_visible: bool = false
var current_log_level: LogLevel = LogLevel.INFO var current_log_level: LogLevel = LogLevel.INFO
func _ready(): func _ready() -> void:
"""Initialize the DebugManager on game startup"""
log_info("DebugManager loaded") log_info("DebugManager loaded")
func toggle_debug(): func toggle_debug() -> void:
"""Toggle debug mode on/off and emit signal to connected systems"""
debug_enabled = !debug_enabled debug_enabled = !debug_enabled
debug_toggled.emit(debug_enabled) debug_toggled.emit(debug_enabled)
log_info("Debug mode: " + ("ON" if debug_enabled else "OFF")) log_info("Debug mode: " + ("ON" if debug_enabled else "OFF"))
func set_debug_enabled(enabled: bool): func set_debug_enabled(enabled: bool) -> void:
"""Set debug mode to specific state without toggling"""
if debug_enabled != enabled: if debug_enabled != enabled:
debug_enabled = enabled debug_enabled = enabled
debug_toggled.emit(debug_enabled) debug_toggled.emit(debug_enabled)
func is_debug_enabled() -> bool: func is_debug_enabled() -> bool:
"""Check if debug mode is currently enabled"""
return debug_enabled return debug_enabled
func toggle_overlay(): func toggle_overlay() -> void:
"""Toggle debug overlay visibility"""
debug_overlay_visible = !debug_overlay_visible debug_overlay_visible = !debug_overlay_visible
func set_overlay_visible(visible: bool): func set_overlay_visible(visible: bool) -> void:
"""Set debug overlay visibility to specific state"""
debug_overlay_visible = visible debug_overlay_visible = visible
func is_overlay_visible() -> bool: func is_overlay_visible() -> bool:
"""Check if debug overlay is currently visible"""
return debug_overlay_visible return debug_overlay_visible
func set_log_level(level: LogLevel): func set_log_level(level: LogLevel) -> void:
"""Set minimum log level for output filtering"""
current_log_level = level current_log_level = level
log_info("Log level set to: " + _log_level_to_string(level)) log_info("Log level set to: " + _log_level_to_string(level))
func get_log_level() -> LogLevel: func get_log_level() -> LogLevel:
"""Get current minimum log level"""
return current_log_level return current_log_level
func _should_log(level: LogLevel) -> bool: func _should_log(level: LogLevel) -> bool:
"""Determine if message should be logged based on current log level"""
return level >= current_log_level return level >= current_log_level
func _log_level_to_string(level: LogLevel) -> String: func _log_level_to_string(level: LogLevel) -> String:
"""Convert LogLevel enum to string representation"""
match level: match level:
LogLevel.TRACE: LogLevel.TRACE:
return "TRACE" return "TRACE"
@@ -73,47 +90,54 @@ func _log_level_to_string(level: LogLevel) -> String:
func _format_log_message(level: LogLevel, message: String, category: String = "") -> String: func _format_log_message(level: LogLevel, message: String, category: String = "") -> String:
"""Format log message with timestamp, level, category, and content"""
var timestamp = Time.get_datetime_string_from_system() var timestamp = Time.get_datetime_string_from_system()
var level_str = _log_level_to_string(level) var level_str = _log_level_to_string(level)
var category_str = (" [" + category + "]") if category != "" else "" var category_str = (" [" + category + "]") if category != "" else ""
return "[%s] %s%s: %s" % [timestamp, level_str, category_str, message] return "[%s] %s%s: %s" % [timestamp, level_str, category_str, message]
func log_trace(message: String, category: String = ""): func log_trace(message: String, category: String = "") -> void:
"""Log trace-level message (lowest priority, only shown in debug mode)"""
if _should_log(LogLevel.TRACE): if _should_log(LogLevel.TRACE):
var formatted = _format_log_message(LogLevel.TRACE, message, category) var formatted = _format_log_message(LogLevel.TRACE, message, category)
if debug_enabled: if debug_enabled:
print(formatted) print(formatted)
func log_debug(message: String, category: String = ""): func log_debug(message: String, category: String = "") -> void:
"""Log debug-level message (development information, only shown in debug mode)"""
if _should_log(LogLevel.DEBUG): if _should_log(LogLevel.DEBUG):
var formatted = _format_log_message(LogLevel.DEBUG, message, category) var formatted = _format_log_message(LogLevel.DEBUG, message, category)
if debug_enabled: if debug_enabled:
print(formatted) print(formatted)
func log_info(message: String, category: String = ""): func log_info(message: String, category: String = "") -> void:
"""Log info-level message (general information, always shown)"""
if _should_log(LogLevel.INFO): if _should_log(LogLevel.INFO):
var formatted = _format_log_message(LogLevel.INFO, message, category) var formatted = _format_log_message(LogLevel.INFO, message, category)
print(formatted) print(formatted)
func log_warn(message: String, category: String = ""): func log_warn(message: String, category: String = "") -> void:
"""Log warning-level message (potential issues that don't break functionality)"""
if _should_log(LogLevel.WARN): if _should_log(LogLevel.WARN):
var formatted = _format_log_message(LogLevel.WARN, message, category) var formatted = _format_log_message(LogLevel.WARN, message, category)
print(formatted) print(formatted)
push_warning(formatted) push_warning(formatted)
func log_error(message: String, category: String = ""): func log_error(message: String, category: String = "") -> void:
"""Log error-level message (serious issues that may break functionality)"""
if _should_log(LogLevel.ERROR): if _should_log(LogLevel.ERROR):
var formatted = _format_log_message(LogLevel.ERROR, message, category) var formatted = _format_log_message(LogLevel.ERROR, message, category)
print(formatted) print(formatted)
push_error(formatted) push_error(formatted)
func log_fatal(message: String, category: String = ""): func log_fatal(message: String, category: String = "") -> void:
"""Log fatal-level message (critical errors that prevent normal operation)"""
if _should_log(LogLevel.FATAL): if _should_log(LogLevel.FATAL):
var formatted = _format_log_message(LogLevel.FATAL, message, category) var formatted = _format_log_message(LogLevel.FATAL, message, category)
print(formatted) print(formatted)

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@@ -1,3 +1,9 @@
## Game Manager - Centralized Scene Transition System
##
## Manages all scene transitions with race condition protection and input validation.
## Provides safe scene switching for different gameplay modes with error handling.
## Never call get_tree().change_scene_to_file() directly - use GameManager methods.
extends Node extends Node
const GAME_SCENE_PATH := "res://scenes/game/game.tscn" const GAME_SCENE_PATH := "res://scenes/game/game.tscn"
@@ -8,26 +14,31 @@ var is_changing_scene: bool = false
func start_new_game() -> void: func start_new_game() -> void:
"""Start a new match-3 game with fresh save data"""
SaveManager.start_new_game() SaveManager.start_new_game()
start_game_with_mode("match3") start_game_with_mode("match3")
func continue_game() -> void: func continue_game() -> void:
"""Continue existing match-3 game with saved score intact"""
# Don't reset score # Don't reset score
start_game_with_mode("match3") start_game_with_mode("match3")
func start_match3_game() -> void: func start_match3_game() -> void:
"""Start new match-3 gameplay mode"""
SaveManager.start_new_game() SaveManager.start_new_game()
start_game_with_mode("match3") start_game_with_mode("match3")
func start_clickomania_game() -> void: func start_clickomania_game() -> void:
"""Start new clickomania gameplay mode"""
SaveManager.start_new_game() SaveManager.start_new_game()
start_game_with_mode("clickomania") start_game_with_mode("clickomania")
func start_game_with_mode(gameplay_mode: String) -> void: func start_game_with_mode(gameplay_mode: String) -> void:
"""Load game scene with specified gameplay mode and safety validation"""
# Input validation # Input validation
if not gameplay_mode or gameplay_mode.is_empty(): if not gameplay_mode or gameplay_mode.is_empty():
DebugManager.log_error("Empty or null gameplay mode provided", "GameManager") DebugManager.log_error("Empty or null gameplay mode provided", "GameManager")
@@ -39,7 +50,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
) )
return return
# Prevent concurrent scene changes # Prevent concurrent scene changes (race condition protection)
if is_changing_scene: if is_changing_scene:
DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager") DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager")
return return
@@ -72,7 +83,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
# Wait for scene instantiation and tree addition # Wait for scene instantiation and tree addition
await get_tree().process_frame await get_tree().process_frame
await get_tree().process_frame # Additional frame for complete initialization await get_tree().process_frame # Additional frame ensures complete initialization
# Validate scene was loaded successfully # Validate scene was loaded successfully
if not get_tree().current_scene: if not get_tree().current_scene:
@@ -80,7 +91,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
is_changing_scene = false is_changing_scene = false
return return
# Set gameplay mode with timeout protection # Configure game scene with requested gameplay mode
if get_tree().current_scene.has_method("set_gameplay_mode"): if get_tree().current_scene.has_method("set_gameplay_mode"):
DebugManager.log_info("Setting gameplay mode to: %s" % pending_gameplay_mode, "GameManager") DebugManager.log_info("Setting gameplay mode to: %s" % pending_gameplay_mode, "GameManager")
get_tree().current_scene.set_gameplay_mode(pending_gameplay_mode) get_tree().current_scene.set_gameplay_mode(pending_gameplay_mode)
@@ -97,6 +108,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
func save_game() -> void: func save_game() -> void:
"""Save current game state and score via SaveManager"""
# Get current score from the active game scene # Get current score from the active game scene
var current_score = 0 var current_score = 0
if get_tree().current_scene and get_tree().current_scene.has_method("get_global_score"): if get_tree().current_scene and get_tree().current_scene.has_method("get_global_score"):
@@ -107,6 +119,7 @@ func save_game() -> void:
func exit_to_main_menu() -> void: func exit_to_main_menu() -> void:
"""Exit to main menu with race condition protection"""
# Prevent concurrent scene changes # Prevent concurrent scene changes
if is_changing_scene: if is_changing_scene:
DebugManager.log_warn( DebugManager.log_warn(

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@@ -1,3 +1,9 @@
## Save Manager - Secure Game Data Persistence System
##
## Provides secure save/load functionality with tamper detection, race condition protection,
## and permissive validation. Features backup/restore, version migration, and data integrity.
## Implements multi-layered security: checksums, size limits, type validation, and bounds checking.
extends Node extends Node
const SAVE_FILE_PATH: String = "user://savegame.save" const SAVE_FILE_PATH: String = "user://savegame.save"
@@ -8,7 +14,7 @@ const MAX_SCORE: int = 999999999
const MAX_GAMES_PLAYED: int = 100000 const MAX_GAMES_PLAYED: int = 100000
const MAX_FILE_SIZE: int = 1048576 # 1MB limit const MAX_FILE_SIZE: int = 1048576 # 1MB limit
# Save operation protection # Save operation protection - prevents race conditions
var _save_in_progress: bool = false var _save_in_progress: bool = false
var _restore_in_progress: bool = false var _restore_in_progress: bool = false
@@ -28,10 +34,12 @@ var game_data: Dictionary = {
func _ready() -> void: func _ready() -> void:
"""Initialize SaveManager and load existing save data on startup"""
load_game() load_game()
func save_game() -> bool: func save_game() -> bool:
"""Save current game data with race condition protection and error handling"""
# Prevent concurrent saves # Prevent concurrent saves
if _save_in_progress: if _save_in_progress:
DebugManager.log_warn("Save already in progress, skipping", "SaveManager") DebugManager.log_warn("Save already in progress, skipping", "SaveManager")
@@ -82,6 +90,7 @@ func _perform_save() -> bool:
func load_game() -> void: func load_game() -> void:
"""Load game data from disk with comprehensive validation and error recovery"""
if not FileAccess.file_exists(SAVE_FILE_PATH): if not FileAccess.file_exists(SAVE_FILE_PATH):
DebugManager.log_info("No save file found, using defaults", "SaveManager") DebugManager.log_info("No save file found, using defaults", "SaveManager")
return return