- 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
135 lines
5.2 KiB
GDScript
135 lines
5.2 KiB
GDScript
extends Control
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signal back_to_main_menu
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@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider
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@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider
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@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider
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@onready var language_selector = $SettingsContainer/LanguageContainer/LanguageSelector
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@export var settings_manager: Node = SettingsManager
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@export var localization_manager: Node = LocalizationManager
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var language_codes = []
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func _ready():
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add_to_group("localizable")
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DebugManager.log_info("SettingsMenu ready", "Settings")
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setup_language_selector()
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var master_callback = _on_volume_slider_changed.bind("master_volume")
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if not master_slider.value_changed.is_connected(master_callback):
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master_slider.value_changed.connect(master_callback)
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var music_callback = _on_volume_slider_changed.bind("music_volume")
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if not music_slider.value_changed.is_connected(music_callback):
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music_slider.value_changed.connect(music_callback)
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var sfx_callback = _on_volume_slider_changed.bind("sfx_volume")
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if not sfx_slider.value_changed.is_connected(sfx_callback):
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sfx_slider.value_changed.connect(sfx_callback)
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if not language_selector.item_selected.is_connected(Callable(self, "_on_language_selector_item_selected")):
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language_selector.item_selected.connect(_on_language_selector_item_selected)
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_update_controls_from_settings()
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update_text()
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func _update_controls_from_settings():
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master_slider.value = settings_manager.get_setting("master_volume")
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music_slider.value = settings_manager.get_setting("music_volume")
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sfx_slider.value = settings_manager.get_setting("sfx_volume")
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var current_lang = settings_manager.get_setting("language")
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var lang_index = language_codes.find(current_lang)
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if lang_index >= 0:
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language_selector.selected = lang_index
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func _on_volume_slider_changed(value, setting_key):
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# Input validation for volume settings
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if not setting_key in ["master_volume", "music_volume", "sfx_volume"]:
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DebugManager.log_error("Invalid volume setting key: " + str(setting_key), "Settings")
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return
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if not (value is float or value is int):
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DebugManager.log_error("Invalid volume value type: " + str(typeof(value)), "Settings")
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return
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# Clamp value to valid range
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var clamped_value = clamp(float(value), 0.0, 1.0)
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if clamped_value != value:
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DebugManager.log_warn("Volume value %f clamped to %f" % [value, clamped_value], "Settings")
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if not settings_manager.set_setting(setting_key, clamped_value):
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DebugManager.log_error("Failed to set volume setting: " + setting_key, "Settings")
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func _exit_settings():
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DebugManager.log_info("Exiting settings", "Settings")
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settings_manager.save_settings()
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back_to_main_menu.emit()
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func _input(event):
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if event.is_action_pressed("ui_cancel") or event.is_action_pressed("ui_menu_toggle"):
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DebugManager.log_debug("ESC pressed in settings", "Settings")
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_exit_settings()
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get_viewport().set_input_as_handled()
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func _on_back_button_pressed():
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AudioManager.play_ui_click()
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DebugManager.log_info("Back button pressed", "Settings")
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_exit_settings()
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func setup_language_selector():
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var languages_data = settings_manager.get_languages_data()
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if languages_data.has("languages"):
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language_selector.clear()
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language_codes.clear()
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for lang_code in languages_data.languages.keys():
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language_codes.append(lang_code)
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var display_name = languages_data.languages[lang_code]["display_name"]
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language_selector.add_item(display_name)
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var current_lang = settings_manager.get_setting("language")
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var lang_index = language_codes.find(current_lang)
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if lang_index >= 0:
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language_selector.selected = lang_index
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func _on_language_selector_item_selected(index: int):
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# Input validation for language selection
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if index < 0:
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DebugManager.log_error("Invalid language index (negative): " + str(index), "Settings")
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return
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if index >= language_codes.size():
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DebugManager.log_error("Language index out of bounds: %d (max: %d)" % [index, language_codes.size() - 1], "Settings")
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return
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var selected_lang = language_codes[index]
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if not selected_lang or selected_lang.is_empty():
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DebugManager.log_error("Empty or null language code at index " + str(index), "Settings")
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return
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if not settings_manager.set_setting("language", selected_lang):
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DebugManager.log_error("Failed to set language setting: " + selected_lang, "Settings")
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return
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DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
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localization_manager.change_language(selected_lang)
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func update_text():
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$SettingsContainer/SettingsTitle.text = tr("settings_title")
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$SettingsContainer/MasterVolumeContainer/MasterVolume.text = tr("master_volume")
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$SettingsContainer/MusicVolumeContainer/MusicVolume.text = tr("music_volume")
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$SettingsContainer/SFXVolumeContainer/SFXVolume.text = tr("sfx_volume")
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$SettingsContainer/LanguageContainer/LanguageLabel.text = tr("language")
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$BackButtonContainer/BackButton.text = tr("back")
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func _on_reset_setting_button_pressed() -> void:
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AudioManager.play_ui_click()
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DebugManager.log_info("Resetting settings", "Settings")
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settings_manager.reset_settings_to_defaults()
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_update_controls_from_settings()
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localization_manager.change_language(settings_manager.get_setting("language"))
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