Files
skelly/src/autoloads/SettingsManager.gd
Vladimir nett00n Budylnikov eb99c6a18e
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lint fixes
2025-09-28 19:16:20 +04:00

396 lines
12 KiB
GDScript

extends Node
const LANGUAGES_JSON_PATH := "res://localization/languages.json"
const SETTINGS_FILE = "user://settings.cfg"
const MAX_JSON_FILE_SIZE = 65536 # 64KB limit for languages.json
const MAX_SETTING_STRING_LENGTH = 10 # Max length for string settings like language code
# dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly`
# prod `user://`=`%APPDATA%\Skelly\`
var settings: Dictionary = {}
var default_settings: Dictionary = {
"master_volume": 0.50, "music_volume": 0.40, "sfx_volume": 0.50, "language": "en"
}
var languages_data: Dictionary = {}
func _ready() -> void:
DebugManager.log_info("SettingsManager ready", "SettingsManager")
load_languages()
load_settings()
func load_settings() -> void:
var config = ConfigFile.new()
var load_result = config.load(SETTINGS_FILE)
# Ensure settings dictionary exists
if settings.is_empty():
settings = default_settings.duplicate()
if load_result == OK:
for key in default_settings.keys():
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
else:
DebugManager.log_warn(
(
"Invalid setting value for '%s', using default: %s"
% [key, str(default_settings[key])]
),
"SettingsManager"
)
settings[key] = default_settings[key]
DebugManager.log_info("Settings loaded: " + str(settings), "SettingsManager")
else:
DebugManager.log_warn(
"No settings file found (Error code: %d), using defaults" % load_result,
"SettingsManager"
)
settings = default_settings.duplicate()
# Apply settings with error handling
_apply_all_settings()
func _apply_all_settings():
DebugManager.log_info("Applying settings: " + str(settings), "SettingsManager")
# Apply language setting
if "language" in settings:
TranslationServer.set_locale(settings["language"])
# Apply audio settings with error checking
var master_bus = AudioServer.get_bus_index("Master")
var music_bus = AudioServer.get_bus_index("Music")
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"]))
else:
DebugManager.log_warn(
"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"]))
else:
DebugManager.log_warn(
"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"]))
else:
DebugManager.log_warn(
"SFX audio bus not found or sfx_volume setting missing", "SettingsManager"
)
func save_settings():
var config = ConfigFile.new()
for key in settings.keys():
config.set_value("settings", key, settings[key])
var save_result = config.save(SETTINGS_FILE)
if save_result != OK:
DebugManager.log_error(
"Failed to save settings (Error code: %d)" % save_result, "SettingsManager"
)
return false
DebugManager.log_info("Settings saved: " + str(settings), "SettingsManager")
return true
func get_setting(key: String):
return settings.get(key)
func set_setting(key: String, value) -> bool:
if not key in default_settings:
DebugManager.log_error("Unknown setting key: " + key, "SettingsManager")
return false
# 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"
)
return false
settings[key] = value
_apply_setting_side_effect(key, value)
return true
func _validate_setting_value(key: String, value) -> bool:
match key:
"master_volume", "music_volume", "sfx_volume":
return _validate_volume_setting(key, value)
"language":
return _validate_language_setting(value)
_:
return _validate_default_setting(key, value)
func _validate_volume_setting(key: String, value) -> bool:
## Validate volume settings with numeric validation.
##
## Validates audio volume values are numbers within range (0.0 to 1.0).
## Handles edge cases like NaN and infinity values.
##
## Args:
## key: The setting key being validated (for error reporting)
## value: The volume value to validate
##
## Returns:
## bool: True if the value is a valid volume setting, False otherwise
if not (value is float or value is int):
return false
# Convert to float for validation
var float_value = float(value)
# 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"
)
return false
# Range validation
return float_value >= 0.0 and float_value <= 1.0
func _validate_language_setting(value) -> bool:
if not value is String:
return false
# Prevent extremely long strings
if value.length() > MAX_SETTING_STRING_LENGTH:
DebugManager.log_warn(
"Language code too long: %d characters" % value.length(), "SettingsManager"
)
return false
# Check for valid characters (alphanumeric and common separators only)
var regex = RegEx.new()
regex.compile("^[a-zA-Z0-9_-]+$")
if not regex.search(value):
DebugManager.log_warn(
"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:
return value in languages_data.languages
# Fallback to basic validation if languages not loaded
return value in ["en", "ru"]
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")
return false
return typeof(value) == typeof(default_value)
func _apply_setting_side_effect(key: String, value) -> void:
match key:
"language":
TranslationServer.set_locale(value)
"master_volume":
if AudioServer.get_bus_index("Master") >= 0:
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("Master"), linear_to_db(value)
)
"music_volume":
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))
func load_languages():
var file_content = _load_languages_file()
if file_content.is_empty():
_load_default_languages_with_fallback("File loading failed")
return
var parsed_data = _parse_languages_json(file_content)
if not parsed_data:
_load_default_languages_with_fallback("JSON parsing failed")
return
if not _validate_languages_structure(parsed_data):
_load_default_languages_with_fallback("Structure validation failed")
return
languages_data = parsed_data
DebugManager.log_info(
"Languages loaded successfully: " + str(languages_data.languages.keys()), "SettingsManager"
)
func _load_languages_file() -> String:
var file = FileAccess.open(LANGUAGES_JSON_PATH, FileAccess.READ)
if not file:
var error_code = FileAccess.get_open_error()
DebugManager.log_error(
"Could not open languages.json (Error code: %d)" % error_code, "SettingsManager"
)
return ""
# Check file size to prevent memory exhaustion
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],
"SettingsManager"
)
file.close()
return ""
if file_size == 0:
DebugManager.log_error("Languages.json file is empty", "SettingsManager")
file.close()
return ""
var json_string = file.get_as_text()
var file_error = file.get_error()
file.close()
if file_error != OK:
DebugManager.log_error(
"Error reading languages.json (Error code: %d)" % file_error, "SettingsManager"
)
return ""
return json_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")
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],
"SettingsManager"
)
return {}
if not json.data or not json.data is Dictionary:
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")
_load_default_languages()
func _load_default_languages():
# Fallback language data when JSON file fails to load
languages_data = {
"languages":
{"en": {"name": "English", "flag": "🇺🇸"}, "ru": {"name": "Русский", "flag": "🇷🇺"}}
}
DebugManager.log_info("Default languages loaded as fallback", "SettingsManager")
func get_languages_data():
return languages_data
func reset_settings_to_defaults() -> void:
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")
else:
DebugManager.log_error("Failed to save reset settings", "SettingsManager")
func _validate_languages_structure(data: Dictionary) -> bool:
## Validate the structure and content of languages.json data.
##
## Validates language data loaded from the languages.json file.
## Ensures the data structure is valid and contains required fields.
##
## Args:
## data: Dictionary containing the parsed languages.json data
##
## Returns:
## bool: True if data structure is valid, False if validation fails
if not _validate_languages_root_structure(data):
return false
var languages = data["languages"]
return _validate_individual_languages(languages)
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")
return false
var languages = data["languages"]
if not languages is Dictionary:
DebugManager.log_error("'languages' is not a dictionary", "SettingsManager")
return false
if languages.is_empty():
DebugManager.log_error("Languages dictionary is empty", "SettingsManager")
return false
return true
func _validate_individual_languages(languages: Dictionary) -> bool:
"""Validate each individual language entry"""
for lang_code in languages.keys():
if not _validate_single_language_entry(lang_code, languages[lang_code]):
return false
return true
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"
)
return false
if lang_code.length() > MAX_SETTING_STRING_LENGTH:
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"
)
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"
)
return false
return true