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1058 lines
32 KiB
GDScript
1058 lines
32 KiB
GDScript
## Save Manager - Secure Game Data Persistence System
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##
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## Provides secure save/load functionality with tamper detection, race condition protection,
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## and permissive validation. Features backup/restore, version migration, and data integrity.
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## Implements multi-layered security: checksums, size limits, type validation, and bounds checking.
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extends Node
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const SAVE_FILE_PATH: String = "user://savegame.save"
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const SAVE_FORMAT_VERSION: int = 1
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const MAX_GRID_SIZE: int = 15
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const MAX_TILE_TYPES: int = 10
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const MAX_SCORE: int = 999999999
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const MAX_GAMES_PLAYED: int = 100000
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const MAX_FILE_SIZE: int = 1048576 # 1MB limit
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var game_data: Dictionary = {
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"high_score": 0,
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"current_score": 0,
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"games_played": 0,
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"total_score": 0,
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"grid_state":
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{
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"grid_size": {"x": 8, "y": 8},
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"tile_types_count": 5,
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"active_gem_types": [0, 1, 2, 3, 4],
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"grid_layout": [] # 2D array of tile types
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}
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}
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# Save operation protection - prevents race conditions
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var _save_in_progress: bool = false
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var _restore_in_progress: bool = false
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func _ready() -> void:
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"""Initialize SaveManager and load existing save data on startup"""
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load_game()
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func save_game() -> bool:
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"""Save current game data with race condition protection and error handling"""
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# Prevent concurrent saves
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if _save_in_progress:
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DebugManager.log_warn("Save already in progress, skipping", "SaveManager")
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return false
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_save_in_progress = true
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var result: bool = _perform_save()
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_save_in_progress = false
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return result
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func _perform_save() -> bool:
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# Create backup before saving
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_create_backup()
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# Add version and checksum
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var save_data: Dictionary = game_data.duplicate(true)
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save_data["_version"] = SAVE_FORMAT_VERSION
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# Calculate checksum excluding _checksum field
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save_data["_checksum"] = _calculate_checksum(save_data)
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var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE)
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if save_file == null:
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DebugManager.log_error(
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"Failed to open save file for writing: %s" % SAVE_FILE_PATH, "SaveManager"
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)
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return false
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var json_string: String = JSON.stringify(save_data)
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# Validate JSON creation
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if json_string.is_empty():
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DebugManager.log_error("Failed to serialize save data to JSON", "SaveManager")
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save_file.close()
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return false
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save_file.store_var(json_string)
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save_file.close()
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DebugManager.log_info(
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(
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"Game saved successfully. High score: %d, Current score: %d"
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% [game_data.high_score, game_data.current_score]
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),
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"SaveManager"
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)
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return true
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func load_game() -> void:
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"""Load game data from disk with comprehensive validation and error recovery"""
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if not FileAccess.file_exists(SAVE_FILE_PATH):
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DebugManager.log_info("No save file found, using defaults", "SaveManager")
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return
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# Reset restore flag
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_restore_in_progress = false
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var loaded_data = _load_and_parse_save_file()
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if loaded_data == null:
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return
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# Process the loaded data
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_process_loaded_data(loaded_data)
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func _load_and_parse_save_file() -> Variant:
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"""Load and parse the save file, returning null on failure"""
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var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ)
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if save_file == null:
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DebugManager.log_error(
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"Failed to open save file for reading: %s" % SAVE_FILE_PATH, "SaveManager"
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)
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return null
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# Check file size
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var file_size: int = save_file.get_length()
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if file_size > MAX_FILE_SIZE:
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DebugManager.log_error(
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"Save file too large: %d bytes (max %d)" % [file_size, MAX_FILE_SIZE], "SaveManager"
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)
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save_file.close()
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return null
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var json_string: Variant = save_file.get_var()
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save_file.close()
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if not json_string is String:
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DebugManager.log_error("Save file contains invalid data type", "SaveManager")
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return null
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var json: JSON = JSON.new()
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var parse_result: Error = json.parse(json_string)
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if parse_result != OK:
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DebugManager.log_error(
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"Failed to parse save file JSON: %s" % json.error_string, "SaveManager"
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)
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_handle_load_failure("JSON parse failed")
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return null
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var loaded_data: Variant = json.data
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if not loaded_data is Dictionary:
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DebugManager.log_error("Save file root is not a dictionary", "SaveManager")
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_handle_load_failure("Invalid data format")
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return null
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return loaded_data
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func _process_loaded_data(loaded_data: Variant) -> void:
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"""Process and validate the loaded data"""
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# Validate checksum first
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if not _validate_checksum(loaded_data):
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DebugManager.log_error(
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"Save file checksum validation failed - possible tampering", "SaveManager"
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)
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_handle_load_failure("Checksum validation failed")
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return
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# Handle version migration
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var migrated_data: Variant = _handle_version_migration(loaded_data)
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if migrated_data == null:
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DebugManager.log_error("Save file version migration failed", "SaveManager")
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_handle_load_failure("Migration failed")
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return
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# Validate and fix loaded data
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if not _validate_and_fix_save_data(migrated_data):
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DebugManager.log_error(
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"Save file failed validation after migration, using defaults", "SaveManager"
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)
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_handle_load_failure("Validation failed")
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return
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# Safely merge validated data
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_merge_validated_data(migrated_data)
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func _handle_load_failure(reason: String) -> void:
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"""Handle load failure with backup restoration attempt"""
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if not _restore_in_progress:
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var backup_restored = _restore_backup_if_exists()
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if not backup_restored:
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DebugManager.log_warn(
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"%s and backup restore failed, using defaults" % reason, "SaveManager"
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)
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DebugManager.log_info(
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(
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"Game loaded successfully. High score: %d, Games played: %d"
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% [game_data.high_score, game_data.games_played]
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),
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"SaveManager"
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)
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func update_current_score(score: int) -> void:
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# Input validation
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if score < 0:
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DebugManager.log_warn("Negative score rejected: %d" % score, "SaveManager")
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return
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if score > MAX_SCORE:
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DebugManager.log_warn(
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"Score too high, capping at maximum: %d -> %d" % [score, MAX_SCORE], "SaveManager"
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)
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score = MAX_SCORE
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game_data.current_score = score
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if score > game_data.high_score:
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game_data.high_score = score
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DebugManager.log_info("New high score: %d" % score, "SaveManager")
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func start_new_game() -> void:
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game_data.current_score = 0
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game_data.games_played += 1
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# Clear saved grid state
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game_data.grid_state.grid_layout = []
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DebugManager.log_info(
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"Started new game #%d (cleared grid state)" % game_data.games_played, "SaveManager"
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)
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func finish_game(final_score: int) -> void:
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# Input validation
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if final_score < 0:
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DebugManager.log_warn("Negative final score rejected: %d" % final_score, "SaveManager")
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return
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if final_score > MAX_SCORE:
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DebugManager.log_warn(
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"Final score too high, capping: %d -> %d" % [final_score, MAX_SCORE], "SaveManager"
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)
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final_score = MAX_SCORE
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DebugManager.log_info(
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"Finishing game with score: %d (previous: %d)" % [final_score, game_data.current_score],
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"SaveManager"
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)
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game_data.current_score = final_score
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# Prevent overflow
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var new_total: int = game_data.total_score + final_score
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if new_total < game_data.total_score: # Overflow check
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DebugManager.log_warn("Total score overflow prevented", "SaveManager")
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game_data.total_score = MAX_SCORE
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else:
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game_data.total_score = new_total
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if final_score > game_data.high_score:
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game_data.high_score = final_score
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DebugManager.log_info("New high score achieved: %d" % final_score, "SaveManager")
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save_game()
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func get_high_score() -> int:
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return game_data.high_score
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func get_current_score() -> int:
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return game_data.current_score
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func get_games_played() -> int:
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return game_data.games_played
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func get_total_score() -> int:
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return game_data.total_score
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func save_grid_state(
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grid_size: Vector2i, tile_types_count: int, active_gem_types: Array, grid_layout: Array
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) -> void:
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# Input validation
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if not _validate_grid_parameters(grid_size, tile_types_count, active_gem_types, grid_layout):
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DebugManager.log_error("Grid state validation failed, not saving", "SaveManager")
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return
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DebugManager.log_info(
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(
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"Saving grid state: size(%d,%d), types=%d, layout_rows=%d"
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% [grid_size.x, grid_size.y, tile_types_count, grid_layout.size()]
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),
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"SaveManager"
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)
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game_data.grid_state.grid_size = {"x": grid_size.x, "y": grid_size.y}
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game_data.grid_state.tile_types_count = tile_types_count
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game_data.grid_state.active_gem_types = active_gem_types.duplicate()
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game_data.grid_state.grid_layout = grid_layout.duplicate(true) # Deep copy
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# Debug: Print first rows
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for y in range(min(3, grid_layout.size())):
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var row_str: String = ""
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for x in range(min(8, grid_layout[y].size())):
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row_str += str(grid_layout[y][x]) + " "
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DebugManager.log_debug("Saved row %d: %s" % [y, row_str], "SaveManager")
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save_game()
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func get_saved_grid_state() -> Dictionary:
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return game_data.grid_state
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func has_saved_grid() -> bool:
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return game_data.grid_state.grid_layout.size() > 0
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func clear_grid_state() -> void:
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DebugManager.log_info("Clearing saved grid state", "SaveManager")
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game_data.grid_state.grid_layout = []
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save_game()
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func reset_all_progress() -> bool:
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"""Reset all progress and delete save files"""
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DebugManager.log_info("Starting complete progress reset", "SaveManager")
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# Reset game data to defaults
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game_data = {
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"high_score": 0,
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"current_score": 0,
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"games_played": 0,
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"total_score": 0,
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"grid_state":
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{
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"grid_size": {"x": 8, "y": 8},
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"tile_types_count": 5,
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"active_gem_types": [0, 1, 2, 3, 4],
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"grid_layout": [] # 2D array of tile types
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}
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}
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# Delete main save file
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if FileAccess.file_exists(SAVE_FILE_PATH):
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var error: Error = DirAccess.remove_absolute(SAVE_FILE_PATH)
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if error == OK:
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DebugManager.log_info("Main save file deleted successfully", "SaveManager")
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else:
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DebugManager.log_error(
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"Failed to delete main save file: error %d" % error, "SaveManager"
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)
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# Delete backup file
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var backup_path: String = SAVE_FILE_PATH + ".backup"
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if FileAccess.file_exists(backup_path):
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var error: Error = DirAccess.remove_absolute(backup_path)
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if error == OK:
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DebugManager.log_info("Backup save file deleted successfully", "SaveManager")
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else:
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DebugManager.log_error(
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"Failed to delete backup save file: error %d" % error, "SaveManager"
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)
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DebugManager.log_info(
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"Progress reset completed - all scores and save data cleared", "SaveManager"
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)
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# Clear restore flag
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_restore_in_progress = false
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# Create fresh save file with default data
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DebugManager.log_info("Creating fresh save file with default data", "SaveManager")
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save_game()
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return true
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# Security and validation helper functions
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func _validate_save_data(data: Dictionary) -> bool:
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# Check required fields exist and have correct types
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if not _validate_required_fields(data):
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return false
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# Validate numeric fields
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if not _validate_score_fields(data):
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return false
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# Validate games_played field
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if not _validate_games_played_field(data):
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return false
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# Validate grid state
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var grid_state: Variant = data.get("grid_state", {})
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if not grid_state is Dictionary:
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DebugManager.log_error("Grid state is not a dictionary", "SaveManager")
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return false
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return _validate_grid_state(grid_state)
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func _validate_required_fields(data: Dictionary) -> bool:
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"""Validate that all required fields exist"""
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var required_fields: Array[String] = [
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"high_score", "current_score", "games_played", "total_score", "grid_state"
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]
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for field in required_fields:
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if not data.has(field):
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DebugManager.log_error("Missing required field: %s" % field, "SaveManager")
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return false
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return true
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func _validate_score_fields(data: Dictionary) -> bool:
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"""Validate all score-related fields"""
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var score_fields = ["high_score", "current_score", "total_score"]
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for field in score_fields:
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if not _is_valid_score(data.get(field, 0)):
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DebugManager.log_error("Invalid %s validation failed" % field, "SaveManager")
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return false
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return true
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func _validate_games_played_field(data: Dictionary) -> bool:
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"""Validate the games_played field"""
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var games_played: Variant = data.get("games_played", 0)
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if not (games_played is int or games_played is float):
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DebugManager.log_error(
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"Invalid games_played type: %s (type: %s)" % [str(games_played), typeof(games_played)],
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"SaveManager"
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)
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return false
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# Check for NaN/Infinity in games_played if it's a float
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if games_played is float and (is_nan(games_played) or is_inf(games_played)):
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DebugManager.log_error(
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"Invalid games_played float value: %s" % str(games_played), "SaveManager"
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)
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return false
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var games_played_int: int = int(games_played)
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if games_played_int < 0 or games_played_int > MAX_GAMES_PLAYED:
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DebugManager.log_error(
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"Invalid games_played value: %d (range: 0-%d)" % [games_played_int, MAX_GAMES_PLAYED],
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"SaveManager"
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)
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return false
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return true
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func _validate_and_fix_save_data(data: Dictionary) -> bool:
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"""
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Permissive validation that fixes issues instead of rejecting data entirely.
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Used during migration to preserve as much user data as possible.
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"""
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DebugManager.log_info("Running permissive validation with auto-fix", "SaveManager")
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# Ensure all required fields exist, create defaults if missing
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var required_fields: Array[String] = [
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"high_score", "current_score", "games_played", "total_score", "grid_state"
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]
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for field in required_fields:
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if not data.has(field):
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DebugManager.log_warn(
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"Missing required field '%s', adding default value" % field, "SaveManager"
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)
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match field:
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"high_score", "current_score", "total_score":
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data[field] = 0
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"games_played":
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data[field] = 0
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"grid_state":
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data[field] = {
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"grid_size": {"x": 8, "y": 8},
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"tile_types_count": 5,
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"active_gem_types": [0, 1, 2, 3, 4],
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"grid_layout": []
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}
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# Fix numeric fields - clamp to valid ranges instead of rejecting
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for field in ["high_score", "current_score", "total_score"]:
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var value: Variant = data.get(field, 0)
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if not (value is int or value is float):
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DebugManager.log_warn("Invalid type for %s, converting to 0" % field, "SaveManager")
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data[field] = 0
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else:
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var numeric_value: int = int(value)
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if numeric_value < 0:
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DebugManager.log_warn("Negative %s fixed to 0" % field, "SaveManager")
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data[field] = 0
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elif numeric_value > MAX_SCORE:
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DebugManager.log_warn("%s too high, clamped to maximum" % field, "SaveManager")
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data[field] = MAX_SCORE
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else:
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data[field] = numeric_value
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# Fix games_played
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var games_played: Variant = data.get("games_played", 0)
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if not (games_played is int or games_played is float):
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DebugManager.log_warn("Invalid games_played type, converting to 0", "SaveManager")
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data["games_played"] = 0
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else:
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var games_played_int: int = int(games_played)
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if games_played_int < 0:
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data["games_played"] = 0
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elif games_played_int > MAX_GAMES_PLAYED:
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data["games_played"] = MAX_GAMES_PLAYED
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else:
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data["games_played"] = games_played_int
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# Fix grid_state - ensure it exists and has basic structure
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var grid_state: Variant = data.get("grid_state", {})
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if not grid_state is Dictionary:
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DebugManager.log_warn("Invalid grid_state, creating default", "SaveManager")
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data["grid_state"] = {
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"grid_size": {"x": 8, "y": 8},
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"tile_types_count": 5,
|
|
"active_gem_types": [0, 1, 2, 3, 4],
|
|
"grid_layout": []
|
|
}
|
|
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")
|
|
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")
|
|
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")
|
|
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")
|
|
grid_state["grid_layout"] = []
|
|
|
|
DebugManager.log_info(
|
|
"Permissive validation completed - data has been fixed and will be loaded", "SaveManager"
|
|
)
|
|
return true
|
|
|
|
|
|
func _validate_grid_state(grid_state: Dictionary) -> bool:
|
|
# Validate grid size
|
|
var grid_size_validation = _validate_grid_size(grid_state)
|
|
if not grid_size_validation.valid:
|
|
return false
|
|
var width = grid_size_validation.width
|
|
var height = grid_size_validation.height
|
|
|
|
# Validate tile types
|
|
var tile_types = _validate_tile_types(grid_state)
|
|
if tile_types == -1:
|
|
return false
|
|
|
|
# Validate active gem types
|
|
if not _validate_active_gem_types(grid_state, tile_types):
|
|
return false
|
|
|
|
# Validate grid layout if present
|
|
var layout: Variant = grid_state.get("grid_layout", [])
|
|
if not layout is Array:
|
|
DebugManager.log_error("grid_layout is not an array", "SaveManager")
|
|
return false
|
|
|
|
if layout.size() > 0:
|
|
return _validate_grid_layout(layout, width, height, tile_types)
|
|
|
|
return true
|
|
|
|
|
|
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:
|
|
DebugManager.log_error("Invalid grid_size in save data", "SaveManager")
|
|
return result
|
|
|
|
var size: Variant = grid_state.grid_size
|
|
if not size.has("x") or not size.has("y"):
|
|
return result
|
|
|
|
var width: Variant = size.x
|
|
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")
|
|
return result
|
|
|
|
result.valid = true
|
|
result.width = width
|
|
result.height = height
|
|
return result
|
|
|
|
|
|
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")
|
|
return -1
|
|
return tile_types
|
|
|
|
|
|
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")
|
|
return false
|
|
|
|
# If active_gem_types exists, validate its contents
|
|
if active_gems.size() > 0:
|
|
for i in range(active_gems.size()):
|
|
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"
|
|
)
|
|
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"
|
|
)
|
|
return false
|
|
return true
|
|
|
|
|
|
func _validate_grid_layout(
|
|
layout: Array, expected_width: int, expected_height: int, max_tile_type: int
|
|
) -> bool:
|
|
if layout.size() != expected_height:
|
|
DebugManager.log_error(
|
|
"Grid layout height mismatch: %d vs %d" % [layout.size(), expected_height],
|
|
"SaveManager"
|
|
)
|
|
return false
|
|
|
|
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")
|
|
return false
|
|
if row.size() != expected_width:
|
|
DebugManager.log_error(
|
|
"Grid layout row %d width mismatch: %d vs %d" % [y, row.size(), expected_width],
|
|
"SaveManager"
|
|
)
|
|
return false
|
|
|
|
for x in range(row.size()):
|
|
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)],
|
|
"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"
|
|
)
|
|
return false
|
|
|
|
return true
|
|
|
|
|
|
func _validate_grid_parameters(
|
|
grid_size: Vector2i, tile_types_count: int, active_gem_types: Array, grid_layout: Array
|
|
) -> bool:
|
|
# Validate grid size
|
|
if (
|
|
grid_size.x < 3
|
|
or grid_size.y < 3
|
|
or grid_size.x > MAX_GRID_SIZE
|
|
or grid_size.y > MAX_GRID_SIZE
|
|
):
|
|
DebugManager.log_error(
|
|
(
|
|
"Invalid grid size: %dx%d (min 3x3, max %dx%d)"
|
|
% [grid_size.x, grid_size.y, MAX_GRID_SIZE, MAX_GRID_SIZE]
|
|
),
|
|
"SaveManager"
|
|
)
|
|
return false
|
|
|
|
# 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],
|
|
"SaveManager"
|
|
)
|
|
return false
|
|
|
|
# Validate active gem types
|
|
if active_gem_types.size() != tile_types_count:
|
|
DebugManager.log_error(
|
|
(
|
|
"Active gem types size mismatch: %d vs %d"
|
|
% [active_gem_types.size(), tile_types_count]
|
|
),
|
|
"SaveManager"
|
|
)
|
|
return false
|
|
|
|
# Validate grid layout
|
|
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"
|
|
)
|
|
return false
|
|
|
|
# Check for NaN and infinity values
|
|
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"
|
|
)
|
|
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")
|
|
return false
|
|
return true
|
|
|
|
|
|
func _merge_validated_data(loaded_data: Dictionary) -> void:
|
|
# Safely merge only validated fields, converting floats to ints for scores
|
|
for key in ["high_score", "current_score", "total_score"]:
|
|
if loaded_data.has(key):
|
|
# Use safe numeric conversion
|
|
game_data[key] = _safe_get_numeric_value(loaded_data, key, 0)
|
|
|
|
# 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)
|
|
|
|
# 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"]:
|
|
if loaded_grid.has(grid_key):
|
|
game_data.grid_state[grid_key] = loaded_grid[grid_key]
|
|
|
|
|
|
func _calculate_checksum(data: Dictionary) -> String:
|
|
# Calculate deterministic checksum EXCLUDING the checksum field itself
|
|
var data_copy: Dictionary = data.duplicate(true)
|
|
data_copy.erase("_checksum") # Remove checksum before calculation
|
|
|
|
# Create deterministic checksum using sorted keys to ensure consistency
|
|
var checksum_string: String = _create_deterministic_string(data_copy)
|
|
return str(checksum_string.hash())
|
|
|
|
|
|
func _create_deterministic_string(data: Dictionary) -> String:
|
|
# Create a deterministic string representation by processing keys in sorted order
|
|
var keys: Array = data.keys()
|
|
keys.sort() # Ensure consistent ordering
|
|
|
|
var parts: Array[String] = []
|
|
for key in keys:
|
|
var value: Variant = data[key]
|
|
var key_str: String = str(key)
|
|
var value_str: String = ""
|
|
|
|
if value is Dictionary:
|
|
value_str = _create_deterministic_string(value)
|
|
elif value is Array:
|
|
value_str = _create_deterministic_array_string(value)
|
|
else:
|
|
# CRITICAL FIX: Normalize numeric values to prevent JSON serialization type issues
|
|
value_str = _normalize_value_for_checksum(value)
|
|
|
|
parts.append(key_str + ":" + value_str)
|
|
|
|
return "{" + ",".join(parts) + "}"
|
|
|
|
|
|
func _create_deterministic_array_string(arr: Array) -> String:
|
|
# Create deterministic string representation of arrays
|
|
var parts: Array[String] = []
|
|
for item in arr:
|
|
if item is Dictionary:
|
|
parts.append(_create_deterministic_string(item))
|
|
elif item is Array:
|
|
parts.append(_create_deterministic_array_string(item))
|
|
else:
|
|
# CRITICAL FIX: Normalize array values for consistent checksum
|
|
parts.append(_normalize_value_for_checksum(item))
|
|
|
|
return "[" + ",".join(parts) + "]"
|
|
|
|
|
|
func _normalize_value_for_checksum(value: Variant) -> String:
|
|
"""
|
|
CRITICAL FIX: Normalize values for consistent checksum calculation
|
|
This prevents JSON serialization type conversion from breaking checksums
|
|
"""
|
|
if value == null:
|
|
return "null"
|
|
|
|
if value is bool:
|
|
return str(value)
|
|
|
|
if value is String:
|
|
return value
|
|
|
|
if value is int:
|
|
# Convert to int string format to match JSON deserialized floats
|
|
return str(int(value))
|
|
|
|
if value is float:
|
|
return _normalize_float_for_checksum(value)
|
|
|
|
return str(value)
|
|
|
|
|
|
func _normalize_float_for_checksum(value: float) -> String:
|
|
"""Normalize float values for checksum calculation"""
|
|
# Convert float to int if it's a whole number (handles JSON conversion)
|
|
if value == int(value):
|
|
return str(int(value))
|
|
# For actual floats, use consistent precision
|
|
return "%.10f" % value
|
|
|
|
|
|
func _validate_checksum(data: Dictionary) -> bool:
|
|
# Validate checksum to detect tampering
|
|
if not data.has("_checksum"):
|
|
DebugManager.log_warn("No checksum found in save data", "SaveManager")
|
|
return true # Allow saves without checksum for backward compatibility
|
|
|
|
var stored_checksum: Variant = data["_checksum"]
|
|
var calculated_checksum: String = _calculate_checksum(data)
|
|
var is_valid: bool = stored_checksum == calculated_checksum
|
|
|
|
if not is_valid:
|
|
# MIGRATION COMPATIBILITY: If this is a version 1 save file, it might have the old checksum bug
|
|
# 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_info(
|
|
"Allowing load for backward compatibility - checksum will be recalculated on next save",
|
|
"SaveManager"
|
|
)
|
|
)
|
|
# Mark for checksum regeneration by removing the invalid one
|
|
data.erase("_checksum")
|
|
return true
|
|
DebugManager.log_error(
|
|
(
|
|
"Checksum mismatch - stored: %s, calculated: %s"
|
|
% [stored_checksum, calculated_checksum]
|
|
),
|
|
"SaveManager"
|
|
)
|
|
return false
|
|
|
|
return is_valid
|
|
|
|
|
|
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)
|
|
|
|
# Type validation
|
|
if not (value is float or value is int):
|
|
DebugManager.log_warn(
|
|
(
|
|
"Non-numeric value for %s: %s, using default %s"
|
|
% [key, str(value), str(default_value)]
|
|
),
|
|
"SaveManager"
|
|
)
|
|
return int(default_value)
|
|
|
|
# NaN/Infinity validation for floats
|
|
if value is float:
|
|
if is_nan(value) or is_inf(value):
|
|
DebugManager.log_warn(
|
|
(
|
|
"Invalid float value for %s: %s, using default %s"
|
|
% [key, str(value), str(default_value)]
|
|
),
|
|
"SaveManager"
|
|
)
|
|
return int(default_value)
|
|
|
|
# Convert to integer and validate bounds
|
|
var int_value: int = int(value)
|
|
|
|
# Apply bounds checking based on field type
|
|
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"
|
|
)
|
|
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"
|
|
)
|
|
return int(default_value)
|
|
|
|
return int_value
|
|
|
|
|
|
func _handle_version_migration(data: Dictionary) -> Variant:
|
|
"""Handle save data version migration and compatibility"""
|
|
var data_version: Variant = data.get("_version", 0) # Default to version 0 for old saves
|
|
|
|
if data_version == SAVE_FORMAT_VERSION:
|
|
# Current version, no migration needed
|
|
DebugManager.log_info(
|
|
"Save file is current version (%d)" % SAVE_FORMAT_VERSION, "SaveManager"
|
|
)
|
|
return data
|
|
if data_version > SAVE_FORMAT_VERSION:
|
|
# Future version - cannot handle
|
|
DebugManager.log_error(
|
|
(
|
|
"Save file version (%d) is newer than supported (%d)"
|
|
% [data_version, SAVE_FORMAT_VERSION]
|
|
),
|
|
"SaveManager"
|
|
)
|
|
return null
|
|
# Older version - migrate
|
|
DebugManager.log_info(
|
|
"Migrating save data from version %d to %d" % [data_version, SAVE_FORMAT_VERSION],
|
|
"SaveManager"
|
|
)
|
|
return _migrate_save_data(data, data_version)
|
|
|
|
|
|
func _migrate_save_data(data: Dictionary, from_version: int) -> Dictionary:
|
|
"""Migrate save data from older versions to current format"""
|
|
var migrated_data: Dictionary = data.duplicate(true)
|
|
|
|
# Migration from version 0 (no version field) to version 1
|
|
if from_version < 1:
|
|
# 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")
|
|
|
|
if not migrated_data.has("grid_state"):
|
|
migrated_data["grid_state"] = {
|
|
"grid_size": {"x": 8, "y": 8},
|
|
"tile_types_count": 5,
|
|
"active_gem_types": [0, 1, 2, 3, 4],
|
|
"grid_layout": []
|
|
}
|
|
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"]:
|
|
if migrated_data.has(score_key):
|
|
var score_value: Variant = migrated_data[score_key]
|
|
if score_value is float or score_value is int:
|
|
var int_score: int = int(score_value)
|
|
if int_score < 0 or int_score > MAX_SCORE:
|
|
DebugManager.log_warn(
|
|
(
|
|
"Clamping %s during migration: %d -> %d"
|
|
% [score_key, int_score, clamp(int_score, 0, MAX_SCORE)]
|
|
),
|
|
"SaveManager"
|
|
)
|
|
migrated_data[score_key] = clamp(int_score, 0, MAX_SCORE)
|
|
|
|
# Future migrations would go here
|
|
# if from_version < 2:
|
|
# # Migration logic for version 2
|
|
|
|
# Update version number
|
|
migrated_data["_version"] = SAVE_FORMAT_VERSION
|
|
|
|
# Recalculate checksum after migration
|
|
migrated_data["_checksum"] = _calculate_checksum(migrated_data)
|
|
|
|
DebugManager.log_info("Save data migration completed successfully", "SaveManager")
|
|
return migrated_data
|
|
|
|
|
|
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 backup: FileAccess = FileAccess.open(backup_path, FileAccess.WRITE)
|
|
if original and backup:
|
|
backup.store_var(original.get_var())
|
|
backup.close()
|
|
if original:
|
|
original.close()
|
|
|
|
|
|
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")
|
|
return false
|
|
|
|
DebugManager.log_info("Attempting to restore from backup", "SaveManager")
|
|
|
|
# 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")
|
|
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")
|
|
backup_file.close()
|
|
return false
|
|
|
|
# Attempt to restore backup
|
|
var backup_data: Variant = backup_file.get_var()
|
|
backup_file.close()
|
|
|
|
if backup_data == null:
|
|
DebugManager.log_error("Backup file contains no data", "SaveManager")
|
|
return false
|
|
|
|
# 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")
|
|
return false
|
|
|
|
original.store_var(backup_data)
|
|
original.close()
|
|
|
|
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
|