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This commit is contained in:
2025-10-01 15:04:40 +04:00
parent 538459f323
commit 3b8da89ad5
31 changed files with 2112 additions and 691 deletions

View File

@@ -22,7 +22,9 @@ func _ready():
var orig_stream = _load_stream()
if not orig_stream:
DebugManager.log_error("Failed to load music stream: %s" % MUSIC_PATH, "AudioManager")
DebugManager.log_error(
"Failed to load music stream: %s" % MUSIC_PATH, "AudioManager"
)
return
var stream = orig_stream.duplicate(true) as AudioStream
@@ -52,7 +54,9 @@ func _configure_stream_loop(stream: AudioStream) -> void:
func _configure_audio_bus() -> void:
music_player.bus = "Music"
music_player.volume_db = linear_to_db(SettingsManager.get_setting("music_volume"))
music_player.volume_db = linear_to_db(
SettingsManager.get_setting("music_volume")
)
func update_music_volume(volume: float) -> void:

View File

@@ -83,7 +83,9 @@ func _log_level_to_string(level: LogLevel) -> String:
return level_strings.get(level, "UNKNOWN")
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 level_str = _log_level_to_string(level)

View File

@@ -49,14 +49,17 @@ func start_game_with_mode(gameplay_mode: String) -> void:
var packed_scene := load(GAME_SCENE_PATH)
if not packed_scene or not packed_scene is PackedScene:
DebugManager.log_error("Failed to load Game scene at: %s" % GAME_SCENE_PATH, "GameManager")
DebugManager.log_error(
"Failed to load Game scene at: %s" % GAME_SCENE_PATH, "GameManager"
)
is_changing_scene = false
return
var result = get_tree().change_scene_to_packed(packed_scene)
if result != OK:
DebugManager.log_error(
"Failed to change to game scene (Error code: %d)" % result, "GameManager"
"Failed to change to game scene (Error code: %d)" % result,
"GameManager"
)
is_changing_scene = false
return
@@ -67,22 +70,31 @@ func start_game_with_mode(gameplay_mode: String) -> void:
# Validate scene was loaded successfully
if not get_tree().current_scene:
DebugManager.log_error("Current scene is null after scene change", "GameManager")
DebugManager.log_error(
"Current scene is null after scene change", "GameManager"
)
is_changing_scene = false
return
# Configure game scene with requested 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)
# Load saved score
if get_tree().current_scene.has_method("set_global_score"):
var saved_score = SaveManager.get_current_score()
DebugManager.log_info("Loading saved score: %d" % saved_score, "GameManager")
DebugManager.log_info(
"Loading saved score: %d" % saved_score, "GameManager"
)
get_tree().current_scene.set_global_score(saved_score)
else:
DebugManager.log_error("Game scene does not have set_gameplay_mode method", "GameManager")
DebugManager.log_error(
"Game scene does not have set_gameplay_mode method", "GameManager"
)
is_changing_scene = false
@@ -91,11 +103,16 @@ func save_game() -> void:
"""Save current game state and score via SaveManager"""
# Get current score from the active game scene
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")
):
current_score = get_tree().current_scene.get_global_score()
SaveManager.finish_game(current_score)
DebugManager.log_info("Game saved with score: %d" % current_score, "GameManager")
DebugManager.log_info(
"Game saved with score: %d" % current_score, "GameManager"
)
func show_credits() -> void:
@@ -103,7 +120,8 @@ func show_credits() -> void:
# Prevent concurrent scene changes
if is_changing_scene:
DebugManager.log_warn(
"Scene change already in progress, ignoring show credits request", "GameManager"
"Scene change already in progress, ignoring show credits request",
"GameManager"
)
return
@@ -113,7 +131,8 @@ func show_credits() -> void:
var packed_scene := load(CREDITS_SCENE_PATH)
if not packed_scene or not packed_scene is PackedScene:
DebugManager.log_error(
"Failed to load Credits scene at: %s" % CREDITS_SCENE_PATH, "GameManager"
"Failed to load Credits scene at: %s" % CREDITS_SCENE_PATH,
"GameManager"
)
is_changing_scene = false
return
@@ -121,7 +140,8 @@ func show_credits() -> void:
var result = get_tree().change_scene_to_packed(packed_scene)
if result != OK:
DebugManager.log_error(
"Failed to change to credits scene (Error code: %d)" % result, "GameManager"
"Failed to change to credits scene (Error code: %d)" % result,
"GameManager"
)
is_changing_scene = false
return
@@ -137,8 +157,12 @@ func exit_to_main_menu() -> void:
"""Exit to main menu with race condition protection"""
# Prevent concurrent scene changes
if is_changing_scene:
DebugManager.log_warn(
"Scene change already in progress, ignoring exit to main menu request", "GameManager"
(
DebugManager
. log_warn(
"Scene change already in progress, ignoring exit to main menu request",
"GameManager"
)
)
return
@@ -147,14 +171,17 @@ func exit_to_main_menu() -> void:
var packed_scene := load(MAIN_SCENE_PATH)
if not packed_scene or not packed_scene is PackedScene:
DebugManager.log_error("Failed to load Main scene at: %s" % MAIN_SCENE_PATH, "GameManager")
DebugManager.log_error(
"Failed to load Main scene at: %s" % MAIN_SCENE_PATH, "GameManager"
)
is_changing_scene = false
return
var result = get_tree().change_scene_to_packed(packed_scene)
if result != OK:
DebugManager.log_error(
"Failed to change to main scene (Error code: %d)" % result, "GameManager"
"Failed to change to main scene (Error code: %d)" % result,
"GameManager"
)
is_changing_scene = false
return
@@ -170,25 +197,33 @@ func _validate_game_mode_request(gameplay_mode: String) -> bool:
"""Validate gameplay mode request with combined checks"""
# Input validation
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"
)
return false
if not gameplay_mode is String:
DebugManager.log_error(
"Invalid gameplay mode type: " + str(typeof(gameplay_mode)), "GameManager"
"Invalid gameplay mode type: " + str(typeof(gameplay_mode)),
"GameManager"
)
return false
# Prevent concurrent scene changes (race condition protection)
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 false
# Validate gameplay mode
var valid_modes = ["match3", "clickomania"]
if not gameplay_mode in valid_modes:
DebugManager.log_error(
"Invalid gameplay mode: '%s'. Valid modes: %s" % [gameplay_mode, str(valid_modes)],
(
"Invalid gameplay mode: '%s'. Valid modes: %s"
% [gameplay_mode, str(valid_modes)]
),
"GameManager"
)
return false

View File

@@ -42,7 +42,9 @@ func save_game() -> bool:
"""Save current game data with race condition protection and error handling"""
# Prevent concurrent saves
if _save_in_progress:
DebugManager.log_warn("Save already in progress, skipping", "SaveManager")
DebugManager.log_warn(
"Save already in progress, skipping", "SaveManager"
)
return false
_save_in_progress = true
@@ -61,10 +63,13 @@ func _perform_save() -> bool:
# Calculate checksum excluding _checksum field
save_data["_checksum"] = _calculate_checksum(save_data)
var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE)
var save_file: FileAccess = FileAccess.open(
SAVE_FILE_PATH, FileAccess.WRITE
)
if save_file == null:
DebugManager.log_error(
"Failed to open save file for writing: %s" % SAVE_FILE_PATH, "SaveManager"
"Failed to open save file for writing: %s" % SAVE_FILE_PATH,
"SaveManager"
)
return false
@@ -72,7 +77,9 @@ func _perform_save() -> bool:
# Validate JSON creation
if json_string.is_empty():
DebugManager.log_error("Failed to serialize save data to JSON", "SaveManager")
DebugManager.log_error(
"Failed to serialize save data to JSON", "SaveManager"
)
save_file.close()
return false
@@ -92,7 +99,9 @@ func _perform_save() -> bool:
func load_game() -> void:
"""Load game data from disk with comprehensive validation and error recovery"""
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
# Reset restore flag
@@ -111,7 +120,8 @@ func _load_and_parse_save_file() -> Variant:
var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ)
if save_file == null:
DebugManager.log_error(
"Failed to open save file for reading: %s" % SAVE_FILE_PATH, "SaveManager"
"Failed to open save file for reading: %s" % SAVE_FILE_PATH,
"SaveManager"
)
return null
@@ -119,7 +129,11 @@ func _load_and_parse_save_file() -> Variant:
var file_size: int = save_file.get_length()
if file_size > MAX_FILE_SIZE:
DebugManager.log_error(
"Save file too large: %d bytes (max %d)" % [file_size, MAX_FILE_SIZE], "SaveManager"
(
"Save file too large: %d bytes (max %d)"
% [file_size, MAX_FILE_SIZE]
),
"SaveManager"
)
save_file.close()
return null
@@ -128,21 +142,26 @@ func _load_and_parse_save_file() -> Variant:
save_file.close()
if not json_string is String:
DebugManager.log_error("Save file contains invalid data type", "SaveManager")
DebugManager.log_error(
"Save file contains invalid data type", "SaveManager"
)
return null
var json: JSON = JSON.new()
var parse_result: Error = json.parse(json_string)
if parse_result != OK:
DebugManager.log_error(
"Failed to parse save file JSON: %s" % json.error_string, "SaveManager"
"Failed to parse save file JSON: %s" % json.error_string,
"SaveManager"
)
_handle_load_failure("JSON parse failed")
return null
var loaded_data: Variant = json.data
if not loaded_data is Dictionary:
DebugManager.log_error("Save file root is not a dictionary", "SaveManager")
DebugManager.log_error(
"Save file root is not a dictionary", "SaveManager"
)
_handle_load_failure("Invalid data format")
return null
@@ -154,7 +173,8 @@ func _process_loaded_data(loaded_data: Variant) -> void:
# Validate checksum first
if not _validate_checksum(loaded_data):
DebugManager.log_error(
"Save file checksum validation failed - possible tampering", "SaveManager"
"Save file checksum validation failed - possible tampering",
"SaveManager"
)
_handle_load_failure("Checksum validation failed")
return
@@ -162,14 +182,17 @@ func _process_loaded_data(loaded_data: Variant) -> void:
# Handle version migration
var migrated_data: Variant = _handle_version_migration(loaded_data)
if migrated_data == null:
DebugManager.log_error("Save file version migration failed", "SaveManager")
DebugManager.log_error(
"Save file version migration failed", "SaveManager"
)
_handle_load_failure("Migration failed")
return
# Validate and fix loaded data
if not _validate_and_fix_save_data(migrated_data):
DebugManager.log_error(
"Save file failed validation after migration, using defaults", "SaveManager"
"Save file failed validation after migration, using defaults",
"SaveManager"
)
_handle_load_failure("Validation failed")
return
@@ -184,7 +207,8 @@ func _handle_load_failure(reason: String) -> void:
var backup_restored = _restore_backup_if_exists()
if not backup_restored:
DebugManager.log_warn(
"%s and backup restore failed, using defaults" % reason, "SaveManager"
"%s and backup restore failed, using defaults" % reason,
"SaveManager"
)
DebugManager.log_info(
@@ -199,11 +223,14 @@ func _handle_load_failure(reason: String) -> void:
func update_current_score(score: int) -> void:
# Input validation
if score < 0:
DebugManager.log_warn("Negative score rejected: %d" % score, "SaveManager")
DebugManager.log_warn(
"Negative score rejected: %d" % score, "SaveManager"
)
return
if score > MAX_SCORE:
DebugManager.log_warn(
"Score too high, capping at maximum: %d -> %d" % [score, MAX_SCORE], "SaveManager"
"Score too high, capping at maximum: %d -> %d" % [score, MAX_SCORE],
"SaveManager"
)
score = MAX_SCORE
@@ -219,23 +246,33 @@ func start_new_game() -> void:
# Clear saved grid state
game_data.grid_state.grid_layout = []
DebugManager.log_info(
"Started new game #%d (cleared grid state)" % game_data.games_played, "SaveManager"
"Started new game #%d (cleared grid state)" % game_data.games_played,
"SaveManager"
)
func finish_game(final_score: int) -> void:
# Input validation
if final_score < 0:
DebugManager.log_warn("Negative final score rejected: %d" % final_score, "SaveManager")
DebugManager.log_warn(
"Negative final score rejected: %d" % final_score, "SaveManager"
)
return
if final_score > MAX_SCORE:
DebugManager.log_warn(
"Final score too high, capping: %d -> %d" % [final_score, MAX_SCORE], "SaveManager"
(
"Final score too high, capping: %d -> %d"
% [final_score, MAX_SCORE]
),
"SaveManager"
)
final_score = MAX_SCORE
DebugManager.log_info(
"Finishing game with score: %d (previous: %d)" % [final_score, game_data.current_score],
(
"Finishing game with score: %d (previous: %d)"
% [final_score, game_data.current_score]
),
"SaveManager"
)
game_data.current_score = final_score
@@ -250,7 +287,9 @@ func finish_game(final_score: int) -> void:
if final_score > game_data.high_score:
game_data.high_score = final_score
DebugManager.log_info("New high score achieved: %d" % final_score, "SaveManager")
DebugManager.log_info(
"New high score achieved: %d" % final_score, "SaveManager"
)
save_game()
@@ -271,11 +310,18 @@ func get_total_score() -> int:
func save_grid_state(
grid_size: Vector2i, tile_types_count: int, active_gem_types: Array, grid_layout: Array
grid_size: Vector2i,
tile_types_count: int,
active_gem_types: Array,
grid_layout: Array
) -> void:
# Input validation
if not _validate_grid_parameters(grid_size, tile_types_count, active_gem_types, grid_layout):
DebugManager.log_error("Grid state validation failed, not saving", "SaveManager")
if not _validate_grid_parameters(
grid_size, tile_types_count, active_gem_types, grid_layout
):
DebugManager.log_error(
"Grid state validation failed, not saving", "SaveManager"
)
return
DebugManager.log_info(
@@ -338,10 +384,13 @@ func reset_all_progress() -> bool:
if FileAccess.file_exists(SAVE_FILE_PATH):
var error: Error = DirAccess.remove_absolute(SAVE_FILE_PATH)
if error == OK:
DebugManager.log_info("Main save file deleted successfully", "SaveManager")
DebugManager.log_info(
"Main save file deleted successfully", "SaveManager"
)
else:
DebugManager.log_error(
"Failed to delete main save file: error %d" % error, "SaveManager"
"Failed to delete main save file: error %d" % error,
"SaveManager"
)
# Delete backup file
@@ -349,21 +398,27 @@ func reset_all_progress() -> bool:
if FileAccess.file_exists(backup_path):
var error: Error = DirAccess.remove_absolute(backup_path)
if error == OK:
DebugManager.log_info("Backup save file deleted successfully", "SaveManager")
DebugManager.log_info(
"Backup save file deleted successfully", "SaveManager"
)
else:
DebugManager.log_error(
"Failed to delete backup save file: error %d" % error, "SaveManager"
"Failed to delete backup save file: error %d" % error,
"SaveManager"
)
DebugManager.log_info(
"Progress reset completed - all scores and save data cleared", "SaveManager"
"Progress reset completed - all scores and save data cleared",
"SaveManager"
)
# Clear restore flag
_restore_in_progress = false
# Create fresh save file with default data
DebugManager.log_info("Creating fresh save file with default data", "SaveManager")
DebugManager.log_info(
"Creating fresh save file with default data", "SaveManager"
)
save_game()
return true
@@ -395,11 +450,17 @@ func _validate_save_data(data: Dictionary) -> bool:
func _validate_required_fields(data: Dictionary) -> bool:
"""Validate that all required fields exist"""
var required_fields: Array[String] = [
"high_score", "current_score", "games_played", "total_score", "grid_state"
"high_score",
"current_score",
"games_played",
"total_score",
"grid_state"
]
for field in required_fields:
if not data.has(field):
DebugManager.log_error("Missing required field: %s" % field, "SaveManager")
DebugManager.log_error(
"Missing required field: %s" % field, "SaveManager"
)
return false
return true
@@ -409,7 +470,9 @@ func _validate_score_fields(data: Dictionary) -> bool:
var score_fields = ["high_score", "current_score", "total_score"]
for field in score_fields:
if not _is_valid_score(data.get(field, 0)):
DebugManager.log_error("Invalid %s validation failed" % field, "SaveManager")
DebugManager.log_error(
"Invalid %s validation failed" % field, "SaveManager"
)
return false
return true
@@ -419,7 +482,10 @@ func _validate_games_played_field(data: Dictionary) -> bool:
var games_played: Variant = data.get("games_played", 0)
if not (games_played is int or games_played is float):
DebugManager.log_error(
"Invalid games_played type: %s (type: %s)" % [str(games_played), typeof(games_played)],
(
"Invalid games_played type: %s (type: %s)"
% [str(games_played), typeof(games_played)]
),
"SaveManager"
)
return false
@@ -427,14 +493,18 @@ func _validate_games_played_field(data: Dictionary) -> bool:
# Check for NaN/Infinity in games_played if it's a float
if games_played is float and (is_nan(games_played) or is_inf(games_played)):
DebugManager.log_error(
"Invalid games_played float value: %s" % str(games_played), "SaveManager"
"Invalid games_played float value: %s" % str(games_played),
"SaveManager"
)
return false
var games_played_int: int = int(games_played)
if games_played_int < 0 or games_played_int > MAX_GAMES_PLAYED:
DebugManager.log_error(
"Invalid games_played value: %d (range: 0-%d)" % [games_played_int, MAX_GAMES_PLAYED],
(
"Invalid games_played value: %d (range: 0-%d)"
% [games_played_int, MAX_GAMES_PLAYED]
),
"SaveManager"
)
return false
@@ -447,16 +517,23 @@ func _validate_and_fix_save_data(data: Dictionary) -> bool:
Permissive validation that fixes issues instead of rejecting data entirely.
Used during migration to preserve as much user data as possible.
"""
DebugManager.log_info("Running permissive validation with auto-fix", "SaveManager")
DebugManager.log_info(
"Running permissive validation with auto-fix", "SaveManager"
)
# Ensure all required fields exist, create defaults if missing
var required_fields: Array[String] = [
"high_score", "current_score", "games_played", "total_score", "grid_state"
"high_score",
"current_score",
"games_played",
"total_score",
"grid_state"
]
for field in required_fields:
if not data.has(field):
DebugManager.log_warn(
"Missing required field '%s', adding default value" % field, "SaveManager"
"Missing required field '%s', adding default value" % field,
"SaveManager"
)
match field:
"high_score", "current_score", "total_score":
@@ -475,15 +552,21 @@ func _validate_and_fix_save_data(data: Dictionary) -> bool:
for field in ["high_score", "current_score", "total_score"]:
var value: Variant = data.get(field, 0)
if not (value is int or value is float):
DebugManager.log_warn("Invalid type for %s, converting to 0" % field, "SaveManager")
DebugManager.log_warn(
"Invalid type for %s, converting to 0" % field, "SaveManager"
)
data[field] = 0
else:
var numeric_value: int = int(value)
if numeric_value < 0:
DebugManager.log_warn("Negative %s fixed to 0" % field, "SaveManager")
DebugManager.log_warn(
"Negative %s fixed to 0" % field, "SaveManager"
)
data[field] = 0
elif numeric_value > MAX_SCORE:
DebugManager.log_warn("%s too high, clamped to maximum" % field, "SaveManager")
DebugManager.log_warn(
"%s too high, clamped to maximum" % field, "SaveManager"
)
data[field] = MAX_SCORE
else:
data[field] = numeric_value
@@ -491,7 +574,9 @@ func _validate_and_fix_save_data(data: Dictionary) -> bool:
# Fix games_played
var games_played: Variant = data.get("games_played", 0)
if not (games_played is int or games_played is float):
DebugManager.log_warn("Invalid games_played type, converting to 0", "SaveManager")
DebugManager.log_warn(
"Invalid games_played type, converting to 0", "SaveManager"
)
data["games_played"] = 0
else:
var games_played_int: int = int(games_played)
@@ -505,7 +590,9 @@ func _validate_and_fix_save_data(data: Dictionary) -> bool:
# Fix grid_state - ensure it exists and has basic structure
var grid_state: Variant = data.get("grid_state", {})
if not grid_state is Dictionary:
DebugManager.log_warn("Invalid grid_state, creating default", "SaveManager")
DebugManager.log_warn(
"Invalid grid_state, creating default", "SaveManager"
)
data["grid_state"] = {
"grid_size": {"x": 8, "y": 8},
"tile_types_count": 5,
@@ -514,24 +601,48 @@ func _validate_and_fix_save_data(data: Dictionary) -> bool:
}
else:
# Fix grid_state fields if they're missing or invalid
if not grid_state.has("grid_size") or not grid_state.grid_size is Dictionary:
DebugManager.log_warn("Invalid grid_size, using default", "SaveManager")
if (
not grid_state.has("grid_size")
or not grid_state.grid_size is Dictionary
):
DebugManager.log_warn(
"Invalid grid_size, using default", "SaveManager"
)
grid_state["grid_size"] = {"x": 8, "y": 8}
if not grid_state.has("tile_types_count") or not grid_state.tile_types_count is int:
DebugManager.log_warn("Invalid tile_types_count, using default", "SaveManager")
if (
not grid_state.has("tile_types_count")
or not grid_state.tile_types_count is int
):
DebugManager.log_warn(
"Invalid tile_types_count, using default", "SaveManager"
)
grid_state["tile_types_count"] = 5
if not grid_state.has("active_gem_types") or not grid_state.active_gem_types is Array:
DebugManager.log_warn("Invalid active_gem_types, using default", "SaveManager")
if (
not grid_state.has("active_gem_types")
or not grid_state.active_gem_types is Array
):
DebugManager.log_warn(
"Invalid active_gem_types, using default", "SaveManager"
)
grid_state["active_gem_types"] = [0, 1, 2, 3, 4]
if not grid_state.has("grid_layout") or not grid_state.grid_layout is Array:
DebugManager.log_warn("Invalid grid_layout, clearing saved grid", "SaveManager")
if (
not grid_state.has("grid_layout")
or not grid_state.grid_layout is Array
):
DebugManager.log_warn(
"Invalid grid_layout, clearing saved grid", "SaveManager"
)
grid_state["grid_layout"] = []
DebugManager.log_info(
"Permissive validation completed - data has been fixed and will be loaded", "SaveManager"
(
DebugManager
. log_info(
"Permissive validation completed - data has been fixed and will be loaded",
"SaveManager"
)
)
return true
@@ -569,7 +680,10 @@ func _validate_grid_size(grid_state: Dictionary) -> Dictionary:
"""Validate grid size and return validation result with dimensions"""
var result = {"valid": false, "width": 0, "height": 0}
if not grid_state.has("grid_size") or not grid_state.grid_size is Dictionary:
if (
not grid_state.has("grid_size")
or not grid_state.grid_size is Dictionary
):
DebugManager.log_error("Invalid grid_size in save data", "SaveManager")
return result
@@ -581,8 +695,15 @@ func _validate_grid_size(grid_state: Dictionary) -> Dictionary:
var height: Variant = size.y
if not width is int or not height is int:
return result
if width < 3 or height < 3 or width > MAX_GRID_SIZE or height > MAX_GRID_SIZE:
DebugManager.log_error("Grid size out of bounds: %dx%d" % [width, height], "SaveManager")
if (
width < 3
or height < 3
or width > MAX_GRID_SIZE
or height > MAX_GRID_SIZE
):
DebugManager.log_error(
"Grid size out of bounds: %dx%d" % [width, height], "SaveManager"
)
return result
result.valid = true
@@ -595,16 +716,22 @@ func _validate_tile_types(grid_state: Dictionary) -> int:
"""Validate tile types count and return it, or -1 if invalid"""
var tile_types: Variant = grid_state.get("tile_types_count", 0)
if not tile_types is int or tile_types < 3 or tile_types > MAX_TILE_TYPES:
DebugManager.log_error("Invalid tile_types_count: %s" % str(tile_types), "SaveManager")
DebugManager.log_error(
"Invalid tile_types_count: %s" % str(tile_types), "SaveManager"
)
return -1
return tile_types
func _validate_active_gem_types(grid_state: Dictionary, tile_types: int) -> bool:
func _validate_active_gem_types(
grid_state: Dictionary, tile_types: int
) -> bool:
"""Validate active gem types array"""
var active_gems: Variant = grid_state.get("active_gem_types", [])
if not active_gems is Array:
DebugManager.log_error("active_gem_types is not an array", "SaveManager")
DebugManager.log_error(
"active_gem_types is not an array", "SaveManager"
)
return false
# If active_gem_types exists, validate its contents
@@ -613,12 +740,17 @@ func _validate_active_gem_types(grid_state: Dictionary, tile_types: int) -> bool
var gem_type: Variant = active_gems[i]
if not gem_type is int:
DebugManager.log_error(
"active_gem_types[%d] is not an integer: %s" % [i, str(gem_type)], "SaveManager"
(
"active_gem_types[%d] is not an integer: %s"
% [i, str(gem_type)]
),
"SaveManager"
)
return false
if gem_type < 0 or gem_type >= tile_types:
DebugManager.log_error(
"active_gem_types[%d] out of range: %d" % [i, gem_type], "SaveManager"
"active_gem_types[%d] out of range: %d" % [i, gem_type],
"SaveManager"
)
return false
return true
@@ -629,7 +761,10 @@ func _validate_grid_layout(
) -> bool:
if layout.size() != expected_height:
DebugManager.log_error(
"Grid layout height mismatch: %d vs %d" % [layout.size(), expected_height],
(
"Grid layout height mismatch: %d vs %d"
% [layout.size(), expected_height]
),
"SaveManager"
)
return false
@@ -637,11 +772,16 @@ func _validate_grid_layout(
for y in range(layout.size()):
var row: Variant = layout[y]
if not row is Array:
DebugManager.log_error("Grid layout row %d is not an array" % y, "SaveManager")
DebugManager.log_error(
"Grid layout row %d is not an array" % y, "SaveManager"
)
return false
if row.size() != expected_width:
DebugManager.log_error(
"Grid layout row %d width mismatch: %d vs %d" % [y, row.size(), expected_width],
(
"Grid layout row %d width mismatch: %d vs %d"
% [y, row.size(), expected_width]
),
"SaveManager"
)
return false
@@ -650,13 +790,20 @@ func _validate_grid_layout(
var tile_type: Variant = row[x]
if not tile_type is int:
DebugManager.log_error(
"Grid tile [%d][%d] is not an integer: %s" % [y, x, str(tile_type)],
(
"Grid tile [%d][%d] is not an integer: %s"
% [y, x, str(tile_type)]
),
"SaveManager"
)
return false
if tile_type < -1 or tile_type >= max_tile_type:
DebugManager.log_error(
"Grid tile [%d][%d] type out of range: %d" % [y, x, tile_type], "SaveManager"
(
"Grid tile [%d][%d] type out of range: %d"
% [y, x, tile_type]
),
"SaveManager"
)
return false
@@ -664,7 +811,10 @@ func _validate_grid_layout(
func _validate_grid_parameters(
grid_size: Vector2i, tile_types_count: int, active_gem_types: Array, grid_layout: Array
grid_size: Vector2i,
tile_types_count: int,
active_gem_types: Array,
grid_layout: Array
) -> bool:
# Validate grid size
if (
@@ -685,7 +835,10 @@ func _validate_grid_parameters(
# Validate tile types count
if tile_types_count < 3 or tile_types_count > MAX_TILE_TYPES:
DebugManager.log_error(
"Invalid tile types count: %d (min 3, max %d)" % [tile_types_count, MAX_TILE_TYPES],
(
"Invalid tile types count: %d (min 3, max %d)"
% [tile_types_count, MAX_TILE_TYPES]
),
"SaveManager"
)
return false
@@ -702,14 +855,20 @@ func _validate_grid_parameters(
return false
# Validate grid layout
return _validate_grid_layout(grid_layout, grid_size.x, grid_size.y, tile_types_count)
return _validate_grid_layout(
grid_layout, grid_size.x, grid_size.y, tile_types_count
)
func _is_valid_score(score: Variant) -> bool:
# Accept both int and float, but convert to int for validation
if not (score is int or score is float):
DebugManager.log_error(
"Score is not a number: %s (type: %s)" % [str(score), typeof(score)], "SaveManager"
(
"Score is not a number: %s (type: %s)"
% [str(score), typeof(score)]
),
"SaveManager"
)
return false
@@ -717,13 +876,16 @@ func _is_valid_score(score: Variant) -> bool:
if score is float:
if is_nan(score) or is_inf(score):
DebugManager.log_error(
"Score contains invalid float value (NaN/Inf): %s" % str(score), "SaveManager"
"Score contains invalid float value (NaN/Inf): %s" % str(score),
"SaveManager"
)
return false
var score_int = int(score)
if score_int < 0 or score_int > MAX_SCORE:
DebugManager.log_error("Score out of bounds: %d" % score_int, "SaveManager")
DebugManager.log_error(
"Score out of bounds: %d" % score_int, "SaveManager"
)
return false
return true
@@ -737,12 +899,16 @@ func _merge_validated_data(loaded_data: Dictionary) -> void:
# Games played should always be an integer
if loaded_data.has("games_played"):
game_data["games_played"] = _safe_get_numeric_value(loaded_data, "games_played", 0)
game_data["games_played"] = _safe_get_numeric_value(
loaded_data, "games_played", 0
)
# Merge grid state carefully
var loaded_grid: Variant = loaded_data.get("grid_state", {})
if loaded_grid is Dictionary:
for grid_key in ["grid_size", "tile_types_count", "active_gem_types", "grid_layout"]:
for grid_key in [
"grid_size", "tile_types_count", "active_gem_types", "grid_layout"
]:
if loaded_grid.has(grid_key):
game_data.grid_state[grid_key] = loaded_grid[grid_key]
@@ -844,15 +1010,22 @@ func _validate_checksum(data: Dictionary) -> bool:
# Try to be more lenient with existing saves to prevent data loss
var data_version: Variant = data.get("_version", 0)
if data_version <= 1:
DebugManager.log_warn(
(
"Checksum mismatch in v%d save file - may be due to JSON serialization issue "
+ (
"(stored: %s, calculated: %s)"
% [data_version, stored_checksum, calculated_checksum]
)
),
"SaveManager"
(
DebugManager
. log_warn(
(
"Checksum mismatch in v%d save file - may be due to JSON serialization issue "
+ (
"(stored: %s, calculated: %s)"
% [
data_version,
stored_checksum,
calculated_checksum
]
)
),
"SaveManager"
)
)
(
DebugManager
@@ -876,7 +1049,9 @@ func _validate_checksum(data: Dictionary) -> bool:
return is_valid
func _safe_get_numeric_value(data: Dictionary, key: String, default_value: float) -> int:
func _safe_get_numeric_value(
data: Dictionary, key: String, default_value: float
) -> int:
"""Safely extract and convert numeric values with comprehensive validation"""
var value: Variant = data.get(key, default_value)
@@ -910,13 +1085,15 @@ func _safe_get_numeric_value(data: Dictionary, key: String, default_value: float
if key in ["high_score", "current_score", "total_score"]:
if int_value < 0 or int_value > MAX_SCORE:
DebugManager.log_warn(
"Score %s out of bounds: %d, using default" % [key, int_value], "SaveManager"
"Score %s out of bounds: %d, using default" % [key, int_value],
"SaveManager"
)
return int(default_value)
elif key == "games_played":
if int_value < 0 or int_value > MAX_GAMES_PLAYED:
DebugManager.log_warn(
"Games played out of bounds: %d, using default" % int_value, "SaveManager"
"Games played out of bounds: %d, using default" % int_value,
"SaveManager"
)
return int(default_value)
@@ -930,7 +1107,8 @@ func _handle_version_migration(data: Dictionary) -> Variant:
if data_version == SAVE_FORMAT_VERSION:
# Current version, no migration needed
DebugManager.log_info(
"Save file is current version (%d)" % SAVE_FORMAT_VERSION, "SaveManager"
"Save file is current version (%d)" % SAVE_FORMAT_VERSION,
"SaveManager"
)
return data
if data_version > SAVE_FORMAT_VERSION:
@@ -945,7 +1123,10 @@ func _handle_version_migration(data: Dictionary) -> Variant:
return null
# Older version - migrate
DebugManager.log_info(
"Migrating save data from version %d to %d" % [data_version, SAVE_FORMAT_VERSION],
(
"Migrating save data from version %d to %d"
% [data_version, SAVE_FORMAT_VERSION]
),
"SaveManager"
)
return _migrate_save_data(data, data_version)
@@ -960,7 +1141,9 @@ func _migrate_save_data(data: Dictionary, from_version: int) -> Dictionary:
# Add new fields that didn't exist in version 0
if not migrated_data.has("total_score"):
migrated_data["total_score"] = 0
DebugManager.log_info("Added total_score field during migration", "SaveManager")
DebugManager.log_info(
"Added total_score field during migration", "SaveManager"
)
if not migrated_data.has("grid_state"):
migrated_data["grid_state"] = {
@@ -969,7 +1152,9 @@ func _migrate_save_data(data: Dictionary, from_version: int) -> Dictionary:
"active_gem_types": [0, 1, 2, 3, 4],
"grid_layout": []
}
DebugManager.log_info("Added grid_state structure during migration", "SaveManager")
DebugManager.log_info(
"Added grid_state structure during migration", "SaveManager"
)
# Ensure all numeric values are within bounds after migration
for score_key in ["high_score", "current_score", "total_score"]:
@@ -981,11 +1166,17 @@ func _migrate_save_data(data: Dictionary, from_version: int) -> Dictionary:
DebugManager.log_warn(
(
"Clamping %s during migration: %d -> %d"
% [score_key, int_score, clamp(int_score, 0, MAX_SCORE)]
% [
score_key,
int_score,
clamp(int_score, 0, MAX_SCORE)
]
),
"SaveManager"
)
migrated_data[score_key] = clamp(int_score, 0, MAX_SCORE)
migrated_data[score_key] = clamp(
int_score, 0, MAX_SCORE
)
# Future migrations would go here
# if from_version < 2:
@@ -997,7 +1188,9 @@ func _migrate_save_data(data: Dictionary, from_version: int) -> Dictionary:
# Recalculate checksum after migration
migrated_data["_checksum"] = _calculate_checksum(migrated_data)
DebugManager.log_info("Save data migration completed successfully", "SaveManager")
DebugManager.log_info(
"Save data migration completed successfully", "SaveManager"
)
return migrated_data
@@ -1005,7 +1198,9 @@ func _create_backup() -> void:
# Create backup of current save file
if FileAccess.file_exists(SAVE_FILE_PATH):
var backup_path: String = SAVE_FILE_PATH + ".backup"
var original: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ)
var original: FileAccess = FileAccess.open(
SAVE_FILE_PATH, FileAccess.READ
)
var backup: FileAccess = FileAccess.open(backup_path, FileAccess.WRITE)
if original and backup:
backup.store_var(original.get_var())
@@ -1017,7 +1212,9 @@ func _create_backup() -> void:
func _restore_backup_if_exists() -> bool:
var backup_path: String = SAVE_FILE_PATH + ".backup"
if not FileAccess.file_exists(backup_path):
DebugManager.log_warn("No backup file found for recovery", "SaveManager")
DebugManager.log_warn(
"No backup file found for recovery", "SaveManager"
)
return false
DebugManager.log_info("Attempting to restore from backup", "SaveManager")
@@ -1025,12 +1222,16 @@ func _restore_backup_if_exists() -> bool:
# Validate backup file size before attempting restore
var backup_file: FileAccess = FileAccess.open(backup_path, FileAccess.READ)
if backup_file == null:
DebugManager.log_error("Failed to open backup file for reading", "SaveManager")
DebugManager.log_error(
"Failed to open backup file for reading", "SaveManager"
)
return false
var backup_size: int = backup_file.get_length()
if backup_size > MAX_FILE_SIZE:
DebugManager.log_error("Backup file too large: %d bytes" % backup_size, "SaveManager")
DebugManager.log_error(
"Backup file too large: %d bytes" % backup_size, "SaveManager"
)
backup_file.close()
return false
@@ -1045,13 +1246,17 @@ func _restore_backup_if_exists() -> bool:
# Create new save file from backup
var original: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE)
if original == null:
DebugManager.log_error("Failed to create new save file from backup", "SaveManager")
DebugManager.log_error(
"Failed to create new save file from backup", "SaveManager"
)
return false
original.store_var(backup_data)
original.close()
DebugManager.log_info("Backup restored successfully to main save file", "SaveManager")
DebugManager.log_info(
"Backup restored successfully to main save file", "SaveManager"
)
# Note: The restored file will be loaded on the next game restart
# We don't recursively load here to prevent infinite loops
return true

View File

@@ -10,7 +10,10 @@ const MAX_SETTING_STRING_LENGTH = 10 # Max length for string settings like lang
var settings: Dictionary = {}
var default_settings: Dictionary = {
"master_volume": 0.50, "music_volume": 0.40, "sfx_volume": 0.50, "language": "en"
"master_volume": 0.50,
"music_volume": 0.40,
"sfx_volume": 0.50,
"language": "en"
}
var languages_data: Dictionary = {}
@@ -32,7 +35,9 @@ func load_settings() -> void:
if load_result == OK:
for key in default_settings.keys():
var loaded_value = config.get_value("settings", key, default_settings[key])
var loaded_value = config.get_value(
"settings", key, default_settings[key]
)
# Validate loaded settings before applying
if _validate_setting_value(key, loaded_value):
settings[key] = loaded_value
@@ -45,10 +50,15 @@ func load_settings() -> void:
"SettingsManager"
)
settings[key] = default_settings[key]
DebugManager.log_info("Settings loaded: " + str(settings), "SettingsManager")
DebugManager.log_info(
"Settings loaded: " + str(settings), "SettingsManager"
)
else:
DebugManager.log_warn(
"No settings file found (Error code: %d), using defaults" % load_result,
(
"No settings file found (Error code: %d), using defaults"
% load_result
),
"SettingsManager"
)
settings = default_settings.duplicate()
@@ -58,7 +68,9 @@ func load_settings() -> void:
func _apply_all_settings():
DebugManager.log_info("Applying settings: " + str(settings), "SettingsManager")
DebugManager.log_info(
"Applying settings: " + str(settings), "SettingsManager"
)
# Apply language setting
if "language" in settings:
@@ -70,24 +82,33 @@ func _apply_all_settings():
var sfx_bus = AudioServer.get_bus_index("SFX")
if master_bus >= 0 and "master_volume" in settings:
AudioServer.set_bus_volume_db(master_bus, linear_to_db(settings["master_volume"]))
AudioServer.set_bus_volume_db(
master_bus, linear_to_db(settings["master_volume"])
)
else:
DebugManager.log_warn(
"Master audio bus not found or master_volume setting missing", "SettingsManager"
"Master audio bus not found or master_volume setting missing",
"SettingsManager"
)
if music_bus >= 0 and "music_volume" in settings:
AudioServer.set_bus_volume_db(music_bus, linear_to_db(settings["music_volume"]))
AudioServer.set_bus_volume_db(
music_bus, linear_to_db(settings["music_volume"])
)
else:
DebugManager.log_warn(
"Music audio bus not found or music_volume setting missing", "SettingsManager"
"Music audio bus not found or music_volume setting missing",
"SettingsManager"
)
if sfx_bus >= 0 and "sfx_volume" in settings:
AudioServer.set_bus_volume_db(sfx_bus, linear_to_db(settings["sfx_volume"]))
AudioServer.set_bus_volume_db(
sfx_bus, linear_to_db(settings["sfx_volume"])
)
else:
DebugManager.log_warn(
"SFX audio bus not found or sfx_volume setting missing", "SettingsManager"
"SFX audio bus not found or sfx_volume setting missing",
"SettingsManager"
)
@@ -99,7 +120,8 @@ func save_settings():
var save_result = config.save(SETTINGS_FILE)
if save_result != OK:
DebugManager.log_error(
"Failed to save settings (Error code: %d)" % save_result, "SettingsManager"
"Failed to save settings (Error code: %d)" % save_result,
"SettingsManager"
)
return false
@@ -119,7 +141,8 @@ func set_setting(key: String, value) -> bool:
# Validate value type and range based on key
if not _validate_setting_value(key, value):
DebugManager.log_error(
"Invalid value for setting '%s': %s" % [key, str(value)], "SettingsManager"
"Invalid value for setting '%s': %s" % [key, str(value)],
"SettingsManager"
)
return false
@@ -157,7 +180,8 @@ func _validate_volume_setting(key: String, value) -> bool:
# Check for NaN and infinity
if is_nan(float_value) or is_inf(float_value):
DebugManager.log_warn(
"Invalid float value for %s: %s" % [key, str(value)], "SettingsManager"
"Invalid float value for %s: %s" % [key, str(value)],
"SettingsManager"
)
return false
# Range validation
@@ -170,7 +194,8 @@ func _validate_language_setting(value) -> bool:
# Prevent extremely long strings
if value.length() > MAX_SETTING_STRING_LENGTH:
DebugManager.log_warn(
"Language code too long: %d characters" % value.length(), "SettingsManager"
"Language code too long: %d characters" % value.length(),
"SettingsManager"
)
return false
# Check for valid characters (alphanumeric and common separators only)
@@ -178,11 +203,15 @@ func _validate_language_setting(value) -> bool:
regex.compile("^[a-zA-Z0-9_-]+$")
if not regex.search(value):
DebugManager.log_warn(
"Language code contains invalid characters: %s" % value, "SettingsManager"
"Language code contains invalid characters: %s" % value,
"SettingsManager"
)
return false
# Check if language is supported
if languages_data.has("languages") and languages_data.languages is Dictionary:
if (
languages_data.has("languages")
and languages_data.languages is Dictionary
):
return value in languages_data.languages
# Fallback to basic validation if languages not loaded
return value in ["en", "ru"]
@@ -192,7 +221,9 @@ func _validate_default_setting(key: String, value) -> bool:
# Default validation: accept if type matches default setting type
var default_value = default_settings.get(key)
if default_value == null:
DebugManager.log_warn("Unknown setting key in validation: %s" % key, "SettingsManager")
DebugManager.log_warn(
"Unknown setting key in validation: %s" % key, "SettingsManager"
)
return false
return typeof(value) == typeof(default_value)
@@ -210,7 +241,9 @@ func _apply_setting_side_effect(key: String, value) -> void:
AudioManager.update_music_volume(value)
"sfx_volume":
if AudioServer.get_bus_index("SFX") >= 0:
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(value))
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("SFX"), linear_to_db(value)
)
func load_languages():
@@ -230,7 +263,11 @@ func load_languages():
languages_data = parsed_data
DebugManager.log_info(
"Languages loaded successfully: " + str(languages_data.languages.keys()), "SettingsManager"
(
"Languages loaded successfully: "
+ str(languages_data.languages.keys())
),
"SettingsManager"
)
@@ -239,7 +276,8 @@ func _load_languages_file() -> String:
if not file:
var error_code = FileAccess.get_open_error()
DebugManager.log_error(
"Could not open languages.json (Error code: %d)" % error_code, "SettingsManager"
"Could not open languages.json (Error code: %d)" % error_code,
"SettingsManager"
)
return ""
@@ -247,14 +285,19 @@ func _load_languages_file() -> String:
var file_size = file.get_length()
if file_size > MAX_JSON_FILE_SIZE:
DebugManager.log_error(
"Languages.json file too large: %d bytes (max %d)" % [file_size, MAX_JSON_FILE_SIZE],
(
"Languages.json file too large: %d bytes (max %d)"
% [file_size, MAX_JSON_FILE_SIZE]
),
"SettingsManager"
)
file.close()
return ""
if file_size == 0:
DebugManager.log_error("Languages.json file is empty", "SettingsManager")
DebugManager.log_error(
"Languages.json file is empty", "SettingsManager"
)
file.close()
return ""
@@ -264,7 +307,8 @@ func _load_languages_file() -> String:
if file_error != OK:
DebugManager.log_error(
"Error reading languages.json (Error code: %d)" % file_error, "SettingsManager"
"Error reading languages.json (Error code: %d)" % file_error,
"SettingsManager"
)
return ""
@@ -274,27 +318,36 @@ func _load_languages_file() -> String:
func _parse_languages_json(json_string: String) -> Dictionary:
# Validate the JSON string is not empty
if json_string.is_empty():
DebugManager.log_error("Languages.json contains empty content", "SettingsManager")
DebugManager.log_error(
"Languages.json contains empty content", "SettingsManager"
)
return {}
var json = JSON.new()
var parse_result = json.parse(json_string)
if parse_result != OK:
DebugManager.log_error(
"JSON parsing failed at line %d: %s" % [json.error_line, json.error_string],
(
"JSON parsing failed at line %d: %s"
% [json.error_line, json.error_string]
),
"SettingsManager"
)
return {}
if not json.data or not json.data is Dictionary:
DebugManager.log_error("Invalid JSON data structure in languages.json", "SettingsManager")
DebugManager.log_error(
"Invalid JSON data structure in languages.json", "SettingsManager"
)
return {}
return json.data
func _load_default_languages_with_fallback(reason: String):
DebugManager.log_warn("Loading default languages due to: " + reason, "SettingsManager")
DebugManager.log_warn(
"Loading default languages due to: " + reason, "SettingsManager"
)
_load_default_languages()
@@ -302,9 +355,14 @@ func _load_default_languages():
# Fallback language data when JSON file fails to load
languages_data = {
"languages":
{"en": {"name": "English", "flag": "🇺🇸"}, "ru": {"name": "Русский", "flag": "🇷🇺"}}
{
"en": {"name": "English", "flag": "🇺🇸"},
"ru": {"name": "Русский", "flag": "🇷🇺"}
}
}
DebugManager.log_info("Default languages loaded as fallback", "SettingsManager")
DebugManager.log_info(
"Default languages loaded as fallback", "SettingsManager"
)
func get_languages_data():
@@ -312,15 +370,21 @@ func get_languages_data():
func reset_settings_to_defaults() -> void:
DebugManager.log_info("Resetting all settings to defaults", "SettingsManager")
DebugManager.log_info(
"Resetting all settings to defaults", "SettingsManager"
)
for key in default_settings.keys():
settings[key] = default_settings[key]
_apply_setting_side_effect(key, settings[key])
var save_success = save_settings()
if save_success:
DebugManager.log_info("Settings reset completed successfully", "SettingsManager")
DebugManager.log_info(
"Settings reset completed successfully", "SettingsManager"
)
else:
DebugManager.log_error("Failed to save reset settings", "SettingsManager")
DebugManager.log_error(
"Failed to save reset settings", "SettingsManager"
)
func _validate_languages_structure(data: Dictionary) -> bool:
@@ -344,16 +408,22 @@ func _validate_languages_structure(data: Dictionary) -> bool:
func _validate_languages_root_structure(data: Dictionary) -> bool:
"""Validate the root structure of languages data"""
if not data.has("languages"):
DebugManager.log_error("Languages.json missing 'languages' key", "SettingsManager")
DebugManager.log_error(
"Languages.json missing 'languages' key", "SettingsManager"
)
return false
var languages = data["languages"]
if not languages is Dictionary:
DebugManager.log_error("'languages' is not a dictionary", "SettingsManager")
DebugManager.log_error(
"'languages' is not a dictionary", "SettingsManager"
)
return false
if languages.is_empty():
DebugManager.log_error("Languages dictionary is empty", "SettingsManager")
DebugManager.log_error(
"Languages dictionary is empty", "SettingsManager"
)
return false
return true
@@ -367,28 +437,35 @@ func _validate_individual_languages(languages: Dictionary) -> bool:
return true
func _validate_single_language_entry(lang_code: Variant, lang_data: Variant) -> bool:
func _validate_single_language_entry(
lang_code: Variant, lang_data: Variant
) -> bool:
"""Validate a single language entry"""
if not lang_code is String:
DebugManager.log_error(
"Language code is not a string: %s" % str(lang_code), "SettingsManager"
"Language code is not a string: %s" % str(lang_code),
"SettingsManager"
)
return false
if lang_code.length() > MAX_SETTING_STRING_LENGTH:
DebugManager.log_error("Language code too long: %s" % lang_code, "SettingsManager")
DebugManager.log_error(
"Language code too long: %s" % lang_code, "SettingsManager"
)
return false
if not lang_data is Dictionary:
DebugManager.log_error(
"Language data for '%s' is not a dictionary" % lang_code, "SettingsManager"
"Language data for '%s' is not a dictionary" % lang_code,
"SettingsManager"
)
return false
# Validate required fields in language data
if not lang_data.has("name") or not lang_data["name"] is String:
DebugManager.log_error(
"Language '%s' missing valid 'name' field" % lang_code, "SettingsManager"
"Language '%s' missing valid 'name' field" % lang_code,
"SettingsManager"
)
return false