Fix critical memory leaks, race conditions, and improve code quality
- Fix memory leaks in match3_gameplay.gd with proper queue_free() usage - Add comprehensive error handling and fallback mechanisms to SettingsManager - Resolve scene loading race conditions in GameManager with state protection - Remove problematic static variables from tile.gd, replace with instance-based approach - Consolidate duplicate debug menu classes into shared DebugMenuBase - Add input validation across all user input paths for security and stability
This commit is contained in:
@@ -1,129 +1,36 @@
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extends Control
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@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
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@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
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@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
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@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
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@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
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@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
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@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
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var match3_scene: Node2D
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extends DebugMenuBase
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func _ready():
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DebugManager.log_debug("Match3DebugMenu _ready() called", "Match3")
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DebugManager.debug_toggled.connect(_on_debug_toggled)
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# Initialize with current debug state
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# Set specific configuration for Match3DebugMenu
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log_category = "Match3"
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target_script_path = "res://scenes/game/gameplays/match3_gameplay.gd"
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# Call parent's _ready
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super._ready()
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DebugManager.log_debug("Match3DebugMenu _ready() completed", log_category)
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# Initialize with current debug state if enabled
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var current_debug_state = DebugManager.is_debug_enabled()
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DebugManager.log_debug("Match3DebugMenu current debug state is " + str(current_debug_state), "Match3")
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visible = current_debug_state
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DebugManager.log_debug("Match3DebugMenu initial visibility set to " + str(visible), "Match3")
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if current_debug_state:
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_on_debug_toggled(true)
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regenerate_button.pressed.connect(_on_regenerate_pressed)
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gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
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grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
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grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
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func _find_match3_scene():
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func _find_target_scene():
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# Debug menu is now: Match3 -> UILayer -> Match3DebugMenu
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# So we need to go up two levels: get_parent() = UILayer, get_parent().get_parent() = Match3
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var ui_layer = get_parent()
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if ui_layer and ui_layer is CanvasLayer:
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match3_scene = ui_layer.get_parent()
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if match3_scene and match3_scene.get_script():
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var script_path = match3_scene.get_script().resource_path
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if script_path == "res://scenes/game/gameplays/match3_gameplay.gd":
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DebugManager.log_debug("Found match3 scene: " + match3_scene.name + " at path: " + str(match3_scene.get_path()), "Match3")
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var potential_match3 = ui_layer.get_parent()
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if potential_match3 and potential_match3.get_script():
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var script_path = potential_match3.get_script().resource_path
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if script_path == target_script_path:
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match3_scene = potential_match3
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DebugManager.log_debug("Found match3 scene: " + match3_scene.name + " at path: " + str(match3_scene.get_path()), log_category)
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_update_ui_from_scene()
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_stop_search_timer()
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return
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# If we couldn't find it, clear the reference
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# If we couldn't find it, clear the reference and continue searching
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match3_scene = null
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DebugManager.log_error("Could not find match3_gameplay scene", "Match3")
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func _on_debug_toggled(enabled: bool):
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DebugManager.log_debug("Match3DebugMenu debug toggled to " + str(enabled), "Match3")
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visible = enabled
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DebugManager.log_debug("Match3DebugMenu visibility set to " + str(visible), "Match3")
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if enabled:
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# Always refresh match3 scene reference when debug menu opens
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if not match3_scene:
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_find_match3_scene()
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# Update display values
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if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
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gem_types_spinbox.value = match3_scene.TILE_TYPES
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gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
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# Update grid size display values
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if match3_scene and "GRID_SIZE" in match3_scene:
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var grid_size = match3_scene.GRID_SIZE
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grid_width_spinbox.value = grid_size.x
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grid_height_spinbox.value = grid_size.y
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grid_width_label.text = "Width: " + str(grid_size.x)
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grid_height_label.text = "Height: " + str(grid_size.y)
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func _on_regenerate_pressed():
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for regeneration", "Match3")
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return
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if match3_scene.has_method("regenerate_grid"):
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DebugManager.log_debug("Calling regenerate_grid()", "Match3")
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await match3_scene.regenerate_grid()
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else:
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DebugManager.log_error("match3_scene does not have regenerate_grid method", "Match3")
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func _on_gem_types_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for gem types change", "Match3")
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return
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var new_value = int(value)
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if match3_scene.has_method("set_tile_types"):
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DebugManager.log_debug("Setting tile types to " + str(new_value), "Match3")
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await match3_scene.set_tile_types(new_value)
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gem_types_label.text = "Gem Types: " + str(new_value)
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else:
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DebugManager.log_error("match3_scene does not have set_tile_types method", "Match3")
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func _on_grid_width_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for grid width change", "Match3")
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return
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var new_width = int(value)
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grid_width_label.text = "Width: " + str(new_width)
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# Get current height
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var current_height = int(grid_height_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), "Match3")
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await match3_scene.set_grid_size(Vector2i(new_width, current_height))
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func _on_grid_height_changed(value: float):
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if not match3_scene:
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_find_match3_scene()
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if not match3_scene:
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DebugManager.log_error("Could not find match3 scene for grid height change", "Match3")
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return
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var new_height = int(value)
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grid_height_label.text = "Height: " + str(new_height)
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# Get current width
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var current_width = int(grid_width_spinbox.value)
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if match3_scene.has_method("set_grid_size"):
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DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), "Match3")
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await match3_scene.set_grid_size(Vector2i(current_width, new_height))
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DebugManager.log_error("Could not find match3_gameplay scene", log_category)
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_start_search_timer()
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@@ -24,13 +24,7 @@ var keyboard_navigation_enabled: bool = false
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func _ready():
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DebugManager.log_debug("Match3 _ready() started", "Match3")
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# Set up initial gem pool
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/game/gameplays/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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# Gem pool will be set individually on each tile during creation
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_calculate_grid_layout()
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_initialize_grid()
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@@ -58,14 +52,11 @@ func _calculate_grid_layout():
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)
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func _initialize_grid():
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# Update gem pool BEFORE creating any tiles
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# Create gem pool for current tile types
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/game/gameplays/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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for y in range(GRID_SIZE.y):
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grid.append([])
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for x in range(GRID_SIZE.x):
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@@ -74,9 +65,14 @@ func _initialize_grid():
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tile.position = tile_position
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tile.grid_position = Vector2i(x, y)
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add_child(tile)
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# Set gem types for this tile
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tile.set_active_gem_types(gem_indices)
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# Set tile type after adding to scene tree so sprite reference is available
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var new_type = randi() % TILE_TYPES
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tile.tile_type = new_type
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# Connect tile signals
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tile.tile_selected.connect(_on_tile_selected)
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DebugManager.log_debug("Created tile at grid(%d,%d) world_pos(%s) with type %d" % [x, y, tile_position, new_type], "Match3")
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@@ -147,10 +143,13 @@ func _clear_matches():
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if to_clear.size() == 0:
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return
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# Clear grid references first, then queue nodes for removal
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for tile in to_clear:
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grid[tile.grid_position.y][tile.grid_position.x] = null
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tile.queue_free()
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# Wait one frame for nodes to be queued properly
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await get_tree().process_frame
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_drop_tiles()
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await get_tree().create_timer(0.2).timeout
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_fill_empty_cells()
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@@ -174,16 +173,29 @@ func _drop_tiles():
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moved = true
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func _fill_empty_cells():
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# Create gem pool for current tile types
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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for y in range(GRID_SIZE.y):
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for x in range(GRID_SIZE.x):
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if not grid[y][x]:
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var tile = TILE_SCENE.instantiate()
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tile.grid_position = Vector2i(x, y)
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tile.tile_type = randi() % TILE_TYPES
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tile.position = grid_offset + Vector2(x, y) * tile_size
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grid[y][x] = tile
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add_child(tile)
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# Set gem types for this tile
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tile.set_active_gem_types(gem_indices)
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# Set random tile type
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tile.tile_type = randi() % TILE_TYPES
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grid[y][x] = tile
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# Connect tile signals for new tiles
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tile.tile_selected.connect(_on_tile_selected)
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# Fixed: Add recursion protection to prevent stack overflow
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await get_tree().create_timer(0.1).timeout
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var max_iterations = 10
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@@ -208,21 +220,21 @@ func regenerate_grid():
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if script_path == "res://scenes/game/gameplays/tile.gd":
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children_to_remove.append(child)
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# Remove all found tile children
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for child in children_to_remove:
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child.free()
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# Also clear grid array references
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# First clear grid array references to prevent access to nodes being freed
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for y in range(grid.size()):
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if grid[y] and grid[y] is Array:
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for x in range(grid[y].size()):
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# Set to null since we already freed the nodes above
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grid[y][x] = null
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# Clear the grid array
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grid.clear()
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# No need to wait for nodes to be freed since we used free()
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# Remove all found tile children using queue_free for safe cleanup
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for child in children_to_remove:
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child.queue_free()
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# Wait for nodes to be properly freed from the scene tree
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await get_tree().process_frame
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# Fixed: Recalculate grid layout before regenerating tiles
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_calculate_grid_layout()
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@@ -315,25 +327,37 @@ func _input(event: InputEvent) -> void:
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func _move_cursor(direction: Vector2i) -> void:
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# Input validation for direction vector
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if abs(direction.x) > 1 or abs(direction.y) > 1:
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DebugManager.log_error("Invalid cursor direction vector: " + str(direction), "Match3")
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return
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if direction.x != 0 and direction.y != 0:
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DebugManager.log_error("Diagonal cursor movement not supported: " + str(direction), "Match3")
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return
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var old_pos = cursor_position
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var new_pos = cursor_position + direction
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# Bounds checking
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new_pos.x = clamp(new_pos.x, 0, GRID_SIZE.x - 1)
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new_pos.y = clamp(new_pos.y, 0, GRID_SIZE.y - 1)
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if new_pos != cursor_position:
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# Validate old position before accessing grid
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if old_pos.x >= 0 and old_pos.y >= 0 and old_pos.x < GRID_SIZE.x and old_pos.y < GRID_SIZE.y:
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var old_tile = grid[cursor_position.y][cursor_position.x]
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if old_tile and not old_tile.is_selected:
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old_tile.is_highlighted = false
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DebugManager.log_debug("Cursor moved from (%d,%d) to (%d,%d)" % [old_pos.x, old_pos.y, new_pos.x, new_pos.y], "Match3")
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# Clear highlighting from old cursor position (only if not selected)
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var old_tile = grid[cursor_position.y][cursor_position.x]
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if old_tile and not old_tile.is_selected:
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old_tile.is_highlighted = false
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cursor_position = new_pos
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# Highlight new cursor position (only if not selected)
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var new_tile = grid[cursor_position.y][cursor_position.x]
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if new_tile and not new_tile.is_selected:
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new_tile.is_highlighted = true
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# Validate new position before accessing grid
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if cursor_position.x >= 0 and cursor_position.y >= 0 and cursor_position.x < GRID_SIZE.x and cursor_position.y < GRID_SIZE.y:
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var new_tile = grid[cursor_position.y][cursor_position.x]
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if new_tile and not new_tile.is_selected:
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new_tile.is_highlighted = true
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func _select_tile_at_cursor() -> void:
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if cursor_position.x >= 0 and cursor_position.y >= 0 and cursor_position.x < GRID_SIZE.x and cursor_position.y < GRID_SIZE.y:
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@@ -25,11 +25,8 @@ var all_gem_textures = [
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preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem
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]
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# Static variable to store the current gem pool for all tiles
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static var current_gem_pool = [0, 1, 2, 3, 4] # Start with first 5 gems
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# Currently active gem types (indices into all_gem_textures)
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var active_gem_types = [] # Will be set from current_gem_pool
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var active_gem_types = [] # Will be set from TileManager
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func _set_tile_type(value: int) -> void:
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tile_type = value
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@@ -54,65 +51,59 @@ func _scale_sprite_to_fit() -> void:
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sprite.scale = original_scale
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DebugManager.log_debug("Set original scale to %s for tile (%d,%d)" % [original_scale, grid_position.x, grid_position.y], "Match3")
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# Gem pool management functions
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static func set_active_gem_pool(gem_indices: Array) -> void:
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# Update static gem pool for new tiles
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current_gem_pool = gem_indices.duplicate()
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func set_active_gem_types(gem_indices: Array) -> void:
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if not gem_indices or gem_indices.is_empty():
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DebugManager.log_error("Empty gem indices array provided", "Tile")
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return
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# Update all existing tile instances to use new gem pool
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_update_active_gems"):
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tile._update_active_gems(gem_indices)
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func _update_active_gems(gem_indices: Array) -> void:
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active_gem_types = gem_indices.duplicate()
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# Validate all gem indices are within bounds
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for gem_index in active_gem_types:
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if gem_index < 0 or gem_index >= all_gem_textures.size():
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DebugManager.log_error("Invalid gem index: %d (valid range: 0-%d)" % [gem_index, all_gem_textures.size() - 1], "Tile")
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# Use default fallback
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active_gem_types = [0, 1, 2, 3, 4]
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break
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# Re-validate current tile type
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if tile_type >= active_gem_types.size():
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# Generate a new random tile type within valid range
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tile_type = randi() % active_gem_types.size()
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_set_tile_type(tile_type)
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static func get_active_gem_count() -> int:
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# Get from any tile instance or default
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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if tiles.size() > 0:
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return tiles[0].active_gem_types.size()
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return 5 # Default
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func get_active_gem_count() -> int:
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return active_gem_types.size()
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static func add_gem_to_pool(gem_index: int) -> void:
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
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var tiles = scene_tree.get_nodes_in_group("tiles")
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for tile in tiles:
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if tile.has_method("_add_gem_type"):
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tile._add_gem_type(gem_index)
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func add_gem_type(gem_index: int) -> bool:
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if gem_index < 0 or gem_index >= all_gem_textures.size():
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DebugManager.log_error("Invalid gem index: %d" % gem_index, "Tile")
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return false
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func _add_gem_type(gem_index: int) -> void:
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if gem_index >= 0 and gem_index < all_gem_textures.size():
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if not active_gem_types.has(gem_index):
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active_gem_types.append(gem_index)
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if not active_gem_types.has(gem_index):
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active_gem_types.append(gem_index)
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return true
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static func remove_gem_from_pool(gem_index: int) -> void:
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var scene_tree = Engine.get_main_loop() as SceneTree
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if scene_tree:
|
||||
var tiles = scene_tree.get_nodes_in_group("tiles")
|
||||
for tile in tiles:
|
||||
if tile.has_method("_remove_gem_type"):
|
||||
tile._remove_gem_type(gem_index)
|
||||
return false
|
||||
|
||||
func _remove_gem_type(gem_index: int) -> void:
|
||||
func remove_gem_type(gem_index: int) -> bool:
|
||||
var type_index = active_gem_types.find(gem_index)
|
||||
if type_index != -1 and active_gem_types.size() > 2: # Keep at least 2 gem types
|
||||
active_gem_types.erase(gem_index)
|
||||
# Update tiles that were using removed type
|
||||
if tile_type >= active_gem_types.size():
|
||||
tile_type = 0
|
||||
_set_tile_type(tile_type)
|
||||
if type_index == -1:
|
||||
return false
|
||||
|
||||
if active_gem_types.size() <= 2: # Keep at least 2 gem types
|
||||
DebugManager.log_warn("Cannot remove gem type - minimum 2 types required", "Tile")
|
||||
return false
|
||||
|
||||
active_gem_types.erase(gem_index)
|
||||
|
||||
# Update tile if it was using the removed type
|
||||
if tile_type >= active_gem_types.size():
|
||||
tile_type = 0
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
return true
|
||||
|
||||
func _set_selected(value: bool) -> void:
|
||||
var old_value = is_selected
|
||||
@@ -184,8 +175,11 @@ func force_reset_visual_state() -> void:
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
add_to_group("tiles") # Add to group for gem pool management
|
||||
# Initialize with current static gem pool
|
||||
active_gem_types = current_gem_pool.duplicate()
|
||||
|
||||
# Initialize with default gem pool if not already set
|
||||
if active_gem_types.is_empty():
|
||||
active_gem_types = [0, 1, 2, 3, 4] # Default to first 5 gems
|
||||
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
|
||||
|
||||
@@ -1,71 +1,17 @@
|
||||
extends Control
|
||||
extends DebugMenuBase
|
||||
|
||||
@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
|
||||
@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
|
||||
@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
|
||||
@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
|
||||
@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
|
||||
@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
|
||||
@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
|
||||
|
||||
var match3_scene: Node2D
|
||||
var search_timer: Timer
|
||||
|
||||
# Fixed: Add cleanup function
|
||||
func _exit_tree():
|
||||
if search_timer:
|
||||
search_timer.queue_free()
|
||||
|
||||
func _ready():
|
||||
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||
|
||||
# Initialize with current debug state
|
||||
var current_debug_state = DebugManager.is_debug_enabled()
|
||||
visible = current_debug_state
|
||||
regenerate_button.pressed.connect(_on_regenerate_pressed)
|
||||
gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
|
||||
grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
|
||||
grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
|
||||
|
||||
# Initialize gem types spinbox
|
||||
gem_types_spinbox.min_value = 3
|
||||
gem_types_spinbox.max_value = 8
|
||||
gem_types_spinbox.step = 1
|
||||
gem_types_spinbox.value = 5 # Default value
|
||||
|
||||
# Initialize grid size spinboxes
|
||||
grid_width_spinbox.min_value = 4
|
||||
grid_width_spinbox.max_value = 12
|
||||
grid_width_spinbox.step = 1
|
||||
grid_width_spinbox.value = 8 # Default value
|
||||
|
||||
grid_height_spinbox.min_value = 4
|
||||
grid_height_spinbox.max_value = 12
|
||||
grid_height_spinbox.step = 1
|
||||
grid_height_spinbox.value = 8 # Default value
|
||||
|
||||
# Fixed: Create timer for periodic match3 scene search
|
||||
search_timer = Timer.new()
|
||||
search_timer.wait_time = 0.1
|
||||
search_timer.timeout.connect(_find_match3_scene)
|
||||
add_child(search_timer)
|
||||
|
||||
# Start searching immediately and continue until found
|
||||
_find_match3_scene()
|
||||
|
||||
func _find_match3_scene():
|
||||
func _find_target_scene():
|
||||
# Fixed: Search more thoroughly for match3 scene
|
||||
if match3_scene:
|
||||
# Already found, stop searching
|
||||
if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
|
||||
search_timer.stop()
|
||||
_stop_search_timer()
|
||||
return
|
||||
|
||||
# Search in current scene tree
|
||||
var current_scene = get_tree().current_scene
|
||||
if current_scene:
|
||||
# Try to find match3 by class name first
|
||||
match3_scene = _find_node_by_script(current_scene, "res://scenes/game/gameplays/match3_gameplay.gd")
|
||||
# Try to find match3 by script path first
|
||||
match3_scene = _find_node_by_script(current_scene, target_script_path)
|
||||
|
||||
# Fallback: search by common node names
|
||||
if not match3_scene:
|
||||
@@ -75,132 +21,9 @@ func _find_match3_scene():
|
||||
break
|
||||
|
||||
if match3_scene:
|
||||
DebugManager.log_debug("Found match3 scene: " + match3_scene.name, "DebugMenu")
|
||||
# Update UI with current values
|
||||
if match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
|
||||
gem_types_spinbox.value = match3_scene.TILE_TYPES
|
||||
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
|
||||
|
||||
# Update grid size values
|
||||
if "GRID_SIZE" in match3_scene:
|
||||
var grid_size = match3_scene.GRID_SIZE
|
||||
grid_width_spinbox.value = grid_size.x
|
||||
grid_height_spinbox.value = grid_size.y
|
||||
grid_width_label.text = "Width: " + str(grid_size.x)
|
||||
grid_height_label.text = "Height: " + str(grid_size.y)
|
||||
|
||||
# Stop the search timer
|
||||
if search_timer and search_timer.timeout.is_connected(_find_match3_scene):
|
||||
search_timer.stop()
|
||||
DebugManager.log_debug("Found match3 scene: " + match3_scene.name, log_category)
|
||||
_update_ui_from_scene()
|
||||
_stop_search_timer()
|
||||
else:
|
||||
# Continue searching if not found
|
||||
if search_timer and not search_timer.timeout.is_connected(_find_match3_scene):
|
||||
search_timer.timeout.connect(_find_match3_scene)
|
||||
search_timer.start()
|
||||
|
||||
func _find_node_by_script(node: Node, script_path: String) -> Node:
|
||||
# Helper function to find node by its script path
|
||||
if node.get_script():
|
||||
var node_script = node.get_script()
|
||||
if node_script.resource_path == script_path:
|
||||
return node
|
||||
|
||||
for child in node.get_children():
|
||||
var result = _find_node_by_script(child, script_path)
|
||||
if result:
|
||||
return result
|
||||
|
||||
return null
|
||||
|
||||
func _on_debug_toggled(enabled: bool):
|
||||
visible = enabled
|
||||
if enabled:
|
||||
# Always refresh match3 scene reference when debug menu opens
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
# Update display values
|
||||
if match3_scene and match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
|
||||
gem_types_spinbox.value = match3_scene.TILE_TYPES
|
||||
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
|
||||
|
||||
# Update grid size display values
|
||||
if match3_scene and "GRID_SIZE" in match3_scene:
|
||||
var grid_size = match3_scene.GRID_SIZE
|
||||
grid_width_spinbox.value = grid_size.x
|
||||
grid_height_spinbox.value = grid_size.y
|
||||
grid_width_label.text = "Width: " + str(grid_size.x)
|
||||
grid_height_label.text = "Height: " + str(grid_size.y)
|
||||
|
||||
func _on_regenerate_pressed():
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
|
||||
if not match3_scene:
|
||||
DebugManager.log_error("Could not find match3 scene for regeneration", "DebugMenu")
|
||||
return
|
||||
|
||||
if match3_scene.has_method("regenerate_grid"):
|
||||
DebugManager.log_debug("Calling regenerate_grid()", "DebugMenu")
|
||||
await match3_scene.regenerate_grid()
|
||||
else:
|
||||
DebugManager.log_error("match3_scene does not have regenerate_grid method", "DebugMenu")
|
||||
|
||||
func _on_gem_types_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
|
||||
if not match3_scene:
|
||||
DebugManager.log_error("Could not find match3 scene for gem types change", "DebugMenu")
|
||||
return
|
||||
|
||||
var new_value = int(value)
|
||||
if match3_scene.has_method("set_tile_types"):
|
||||
DebugManager.log_debug("Setting tile types to " + str(new_value), "DebugMenu")
|
||||
await match3_scene.set_tile_types(new_value)
|
||||
gem_types_label.text = "Gem Types: " + str(new_value)
|
||||
else:
|
||||
DebugManager.log_error("match3_scene does not have set_tile_types method", "DebugMenu")
|
||||
# Fallback: try to set TILE_TYPES directly
|
||||
if "TILE_TYPES" in match3_scene:
|
||||
match3_scene.TILE_TYPES = new_value
|
||||
gem_types_label.text = "Gem Types: " + str(new_value)
|
||||
|
||||
func _on_grid_width_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
|
||||
if not match3_scene:
|
||||
DebugManager.log_error("Could not find match3 scene for grid width change", "DebugMenu")
|
||||
return
|
||||
|
||||
var new_width = int(value)
|
||||
grid_width_label.text = "Width: " + str(new_width)
|
||||
|
||||
# Get current height
|
||||
var current_height = int(grid_height_spinbox.value)
|
||||
|
||||
if match3_scene.has_method("set_grid_size"):
|
||||
DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), "DebugMenu")
|
||||
await match3_scene.set_grid_size(Vector2i(new_width, current_height))
|
||||
else:
|
||||
DebugManager.log_error("match3_scene does not have set_grid_size method", "DebugMenu")
|
||||
|
||||
func _on_grid_height_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_match3_scene()
|
||||
|
||||
if not match3_scene:
|
||||
DebugManager.log_error("Could not find match3 scene for grid height change", "DebugMenu")
|
||||
return
|
||||
|
||||
var new_height = int(value)
|
||||
grid_height_label.text = "Height: " + str(new_height)
|
||||
|
||||
# Get current width
|
||||
var current_width = int(grid_width_spinbox.value)
|
||||
|
||||
if match3_scene.has_method("set_grid_size"):
|
||||
DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), "DebugMenu")
|
||||
await match3_scene.set_grid_size(Vector2i(current_width, new_height))
|
||||
else:
|
||||
DebugManager.log_error("match3_scene does not have set_grid_size method", "DebugMenu")
|
||||
_start_search_timer()
|
||||
|
||||
213
scenes/ui/DebugMenuBase.gd
Normal file
213
scenes/ui/DebugMenuBase.gd
Normal file
@@ -0,0 +1,213 @@
|
||||
class_name DebugMenuBase
|
||||
extends Control
|
||||
|
||||
@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
|
||||
@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
|
||||
@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
|
||||
@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox
|
||||
@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox
|
||||
@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel
|
||||
@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
|
||||
|
||||
@export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd"
|
||||
@export var log_category: String = "DebugMenu"
|
||||
|
||||
var match3_scene: Node2D
|
||||
var search_timer: Timer
|
||||
|
||||
func _exit_tree():
|
||||
if search_timer:
|
||||
search_timer.queue_free()
|
||||
|
||||
func _ready():
|
||||
DebugManager.log_debug("DebugMenuBase _ready() called", log_category)
|
||||
DebugManager.debug_toggled.connect(_on_debug_toggled)
|
||||
|
||||
# Initialize with current debug state
|
||||
var current_debug_state = DebugManager.is_debug_enabled()
|
||||
visible = current_debug_state
|
||||
|
||||
# Connect signals
|
||||
regenerate_button.pressed.connect(_on_regenerate_pressed)
|
||||
gem_types_spinbox.value_changed.connect(_on_gem_types_changed)
|
||||
grid_width_spinbox.value_changed.connect(_on_grid_width_changed)
|
||||
grid_height_spinbox.value_changed.connect(_on_grid_height_changed)
|
||||
|
||||
# Initialize spinbox values with validation
|
||||
_initialize_spinboxes()
|
||||
|
||||
# Set up scene finding
|
||||
_setup_scene_finding()
|
||||
|
||||
# Start searching for target scene
|
||||
_find_target_scene()
|
||||
|
||||
func _initialize_spinboxes():
|
||||
# Initialize gem types spinbox
|
||||
gem_types_spinbox.min_value = 3
|
||||
gem_types_spinbox.max_value = 8
|
||||
gem_types_spinbox.step = 1
|
||||
gem_types_spinbox.value = 5 # Default value
|
||||
|
||||
# Initialize grid size spinboxes
|
||||
grid_width_spinbox.min_value = 4
|
||||
grid_width_spinbox.max_value = 12
|
||||
grid_width_spinbox.step = 1
|
||||
grid_width_spinbox.value = 8 # Default value
|
||||
|
||||
grid_height_spinbox.min_value = 4
|
||||
grid_height_spinbox.max_value = 12
|
||||
grid_height_spinbox.step = 1
|
||||
grid_height_spinbox.value = 8 # Default value
|
||||
|
||||
func _setup_scene_finding():
|
||||
# Create timer for periodic scene search
|
||||
search_timer = Timer.new()
|
||||
search_timer.wait_time = 0.1
|
||||
search_timer.timeout.connect(_find_target_scene)
|
||||
add_child(search_timer)
|
||||
|
||||
# Virtual method - override in derived classes for specific finding logic
|
||||
func _find_target_scene():
|
||||
DebugManager.log_error("_find_target_scene() not implemented in derived class", log_category)
|
||||
|
||||
func _find_node_by_script(node: Node, script_path: String) -> Node:
|
||||
# Helper function to find node by its script path
|
||||
if not node:
|
||||
return null
|
||||
|
||||
if node.get_script():
|
||||
var node_script = node.get_script()
|
||||
if node_script.resource_path == script_path:
|
||||
return node
|
||||
|
||||
for child in node.get_children():
|
||||
var result = _find_node_by_script(child, script_path)
|
||||
if result:
|
||||
return result
|
||||
|
||||
return null
|
||||
|
||||
func _update_ui_from_scene():
|
||||
if not match3_scene:
|
||||
return
|
||||
|
||||
# Update gem types display
|
||||
if match3_scene.has_method("get") and "TILE_TYPES" in match3_scene:
|
||||
gem_types_spinbox.value = match3_scene.TILE_TYPES
|
||||
gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES)
|
||||
|
||||
# Update grid size display
|
||||
if "GRID_SIZE" in match3_scene:
|
||||
var grid_size = match3_scene.GRID_SIZE
|
||||
grid_width_spinbox.value = grid_size.x
|
||||
grid_height_spinbox.value = grid_size.y
|
||||
grid_width_label.text = "Width: " + str(grid_size.x)
|
||||
grid_height_label.text = "Height: " + str(grid_size.y)
|
||||
|
||||
func _stop_search_timer():
|
||||
if search_timer and search_timer.timeout.is_connected(_find_target_scene):
|
||||
search_timer.stop()
|
||||
|
||||
func _start_search_timer():
|
||||
if search_timer and not search_timer.timeout.is_connected(_find_target_scene):
|
||||
search_timer.timeout.connect(_find_target_scene)
|
||||
search_timer.start()
|
||||
|
||||
func _on_debug_toggled(enabled: bool):
|
||||
DebugManager.log_debug("Debug toggled to " + str(enabled), log_category)
|
||||
visible = enabled
|
||||
if enabled:
|
||||
# Always refresh scene reference when debug menu opens
|
||||
if not match3_scene:
|
||||
_find_target_scene()
|
||||
_update_ui_from_scene()
|
||||
|
||||
func _on_regenerate_pressed():
|
||||
if not match3_scene:
|
||||
_find_target_scene()
|
||||
|
||||
if not match3_scene:
|
||||
DebugManager.log_error("Could not find target scene for regeneration", log_category)
|
||||
return
|
||||
|
||||
if match3_scene.has_method("regenerate_grid"):
|
||||
DebugManager.log_debug("Calling regenerate_grid()", log_category)
|
||||
await match3_scene.regenerate_grid()
|
||||
else:
|
||||
DebugManager.log_error("Target scene does not have regenerate_grid method", log_category)
|
||||
|
||||
func _on_gem_types_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_target_scene()
|
||||
|
||||
if not match3_scene:
|
||||
DebugManager.log_error("Could not find target scene for gem types change", log_category)
|
||||
return
|
||||
|
||||
var new_value = int(value)
|
||||
# Input validation
|
||||
if new_value < gem_types_spinbox.min_value or new_value > gem_types_spinbox.max_value:
|
||||
DebugManager.log_error("Invalid gem types value: %d (range: %d-%d)" % [new_value, gem_types_spinbox.min_value, gem_types_spinbox.max_value], log_category)
|
||||
return
|
||||
|
||||
if match3_scene.has_method("set_tile_types"):
|
||||
DebugManager.log_debug("Setting tile types to " + str(new_value), log_category)
|
||||
await match3_scene.set_tile_types(new_value)
|
||||
gem_types_label.text = "Gem Types: " + str(new_value)
|
||||
else:
|
||||
DebugManager.log_error("Target scene does not have set_tile_types method", log_category)
|
||||
# Fallback: try to set TILE_TYPES directly
|
||||
if "TILE_TYPES" in match3_scene:
|
||||
match3_scene.TILE_TYPES = new_value
|
||||
gem_types_label.text = "Gem Types: " + str(new_value)
|
||||
|
||||
func _on_grid_width_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_target_scene()
|
||||
|
||||
if not match3_scene:
|
||||
DebugManager.log_error("Could not find target scene for grid width change", log_category)
|
||||
return
|
||||
|
||||
var new_width = int(value)
|
||||
# Input validation
|
||||
if new_width < grid_width_spinbox.min_value or new_width > grid_width_spinbox.max_value:
|
||||
DebugManager.log_error("Invalid grid width value: %d (range: %d-%d)" % [new_width, grid_width_spinbox.min_value, grid_width_spinbox.max_value], log_category)
|
||||
return
|
||||
|
||||
grid_width_label.text = "Width: " + str(new_width)
|
||||
|
||||
# Get current height
|
||||
var current_height = int(grid_height_spinbox.value)
|
||||
|
||||
if match3_scene.has_method("set_grid_size"):
|
||||
DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), log_category)
|
||||
await match3_scene.set_grid_size(Vector2i(new_width, current_height))
|
||||
else:
|
||||
DebugManager.log_error("Target scene does not have set_grid_size method", log_category)
|
||||
|
||||
func _on_grid_height_changed(value: float):
|
||||
if not match3_scene:
|
||||
_find_target_scene()
|
||||
|
||||
if not match3_scene:
|
||||
DebugManager.log_error("Could not find target scene for grid height change", log_category)
|
||||
return
|
||||
|
||||
var new_height = int(value)
|
||||
# Input validation
|
||||
if new_height < grid_height_spinbox.min_value or new_height > grid_height_spinbox.max_value:
|
||||
DebugManager.log_error("Invalid grid height value: %d (range: %d-%d)" % [new_height, grid_height_spinbox.min_value, grid_height_spinbox.max_value], log_category)
|
||||
return
|
||||
|
||||
grid_height_label.text = "Height: " + str(new_height)
|
||||
|
||||
# Get current width
|
||||
var current_width = int(grid_width_spinbox.value)
|
||||
|
||||
if match3_scene.has_method("set_grid_size"):
|
||||
DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), log_category)
|
||||
await match3_scene.set_grid_size(Vector2i(current_width, new_height))
|
||||
else:
|
||||
DebugManager.log_error("Target scene does not have set_grid_size method", log_category)
|
||||
@@ -46,7 +46,22 @@ func _update_controls_from_settings():
|
||||
language_selector.selected = lang_index
|
||||
|
||||
func _on_volume_slider_changed(value, setting_key):
|
||||
settings_manager.set_setting(setting_key, value)
|
||||
# Input validation for volume settings
|
||||
if not setting_key in ["master_volume", "music_volume", "sfx_volume"]:
|
||||
DebugManager.log_error("Invalid volume setting key: " + str(setting_key), "Settings")
|
||||
return
|
||||
|
||||
if not (value is float or value is int):
|
||||
DebugManager.log_error("Invalid volume value type: " + str(typeof(value)), "Settings")
|
||||
return
|
||||
|
||||
# Clamp value to valid range
|
||||
var clamped_value = clamp(float(value), 0.0, 1.0)
|
||||
if clamped_value != value:
|
||||
DebugManager.log_warn("Volume value %f clamped to %f" % [value, clamped_value], "Settings")
|
||||
|
||||
if not settings_manager.set_setting(setting_key, clamped_value):
|
||||
DebugManager.log_error("Failed to set volume setting: " + setting_key, "Settings")
|
||||
|
||||
func _exit_settings():
|
||||
DebugManager.log_info("Exiting settings", "Settings")
|
||||
@@ -81,11 +96,26 @@ func setup_language_selector():
|
||||
language_selector.selected = lang_index
|
||||
|
||||
func _on_language_selector_item_selected(index: int):
|
||||
if index < language_codes.size():
|
||||
var selected_lang = language_codes[index]
|
||||
settings_manager.set_setting("language", selected_lang)
|
||||
DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
|
||||
localization_manager.change_language(selected_lang)
|
||||
# Input validation for language selection
|
||||
if index < 0:
|
||||
DebugManager.log_error("Invalid language index (negative): " + str(index), "Settings")
|
||||
return
|
||||
|
||||
if index >= language_codes.size():
|
||||
DebugManager.log_error("Language index out of bounds: %d (max: %d)" % [index, language_codes.size() - 1], "Settings")
|
||||
return
|
||||
|
||||
var selected_lang = language_codes[index]
|
||||
if not selected_lang or selected_lang.is_empty():
|
||||
DebugManager.log_error("Empty or null language code at index " + str(index), "Settings")
|
||||
return
|
||||
|
||||
if not settings_manager.set_setting("language", selected_lang):
|
||||
DebugManager.log_error("Failed to set language setting: " + selected_lang, "Settings")
|
||||
return
|
||||
|
||||
DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
|
||||
localization_manager.change_language(selected_lang)
|
||||
|
||||
func update_text():
|
||||
$SettingsContainer/SettingsTitle.text = tr("settings_title")
|
||||
|
||||
Reference in New Issue
Block a user