Add autosave, make saving a bit less weird
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parent
53aebd4c50
commit
755ae037a9
3 changed files with 45 additions and 22 deletions
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@ -3,6 +3,7 @@ import type { SharkGame } from "./SharkGame";
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import { StaticClass } from "./StaticClass";
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import type { TabHandler } from "./TabHandler";
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import { LZString } from "./LZString";
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import { Settings } from "./Settings";
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const __EMPTY_OBJECT = {};
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type Version0Save = typeof __EMPTY_OBJECT;
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@ -13,7 +14,7 @@ type Version1Save = Version0Save & {
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type: MessageType;
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}[];
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selectedTab: keyof typeof TabHandler["AllTabs"];
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settings: Record<`${string};${string}`, unknown>;
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settings: Record<string, Record<string, unknown>>;
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};
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type CurrentVersionSave = Version1Save;
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@ -22,7 +23,22 @@ type Save = Version0Save | Version1Save;
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export class SaveHandler extends StaticClass {
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static readonly saveName = "sharg-save";
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static #saveInterval: ReturnType<typeof setInterval> | undefined = undefined;
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static init(game: typeof SharkGame): void {
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Settings.settings.subscribe((settings) => {
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if (SaveHandler.#saveInterval !== undefined) {
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clearInterval(SaveHandler.#saveInterval);
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}
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if (settings.behavior.autoSave.current !== "Off") {
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SaveHandler.#saveInterval = setInterval(() => game.save(), settings.behavior.autoSave.current * 1000);
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}
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});
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}
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static async save(game: typeof SharkGame): Promise<void> {
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console.debug("Saving");
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console.time("Done saving");
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const messages = await new Promise<Message[]>((resolve) => {
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game.Log.messages.subscribe((messages) => {
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resolve(messages);
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@ -36,14 +52,17 @@ export class SaveHandler extends StaticClass {
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const selectedTabIndex = allTabsEntries.findIndex(([, tab]) => tab === game.TabHandler.currentTab);
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const selectedTabName = allTabsEntries[selectedTabIndex][0];
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const currentSettings = game.Settings.getSaveable();
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const currentSettings = game.Settings.getSettings();
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const saveSettings: CurrentVersionSave["settings"] = {};
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for (const [settingId, setting] of Object.entries(currentSettings) as [
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keyof typeof currentSettings,
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typeof currentSettings[keyof typeof currentSettings]
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][]) {
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for (const [categoryId, categorySettings] of Object.entries(currentSettings)) {
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const categorySave: CurrentVersionSave["settings"][string] = {};
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for (const [settingId, setting] of Object.entries(categorySettings)) {
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if (setting.current !== setting.default) {
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saveSettings[settingId] = setting.current;
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categorySave[settingId] = setting.current;
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}
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}
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if (Object.keys(categorySave).length > 0) {
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saveSettings[categoryId] = categorySave;
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}
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}
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@ -65,6 +84,7 @@ export class SaveHandler extends StaticClass {
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Math.round((encodedSave.length / stringifiedSave.length) * 100 * 100) / 100
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}% size`
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);
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console.timeEnd("Done saving");
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localStorage.setItem(SaveHandler.saveName, encodedSave);
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}
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@ -90,8 +110,8 @@ export class SaveHandler extends StaticClass {
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game.Settings.settings.update((settings) => {
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Object.entries(settings).forEach(([categoryName, categorySettings]) => {
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Object.entries(categorySettings).forEach(([settingName, setting]) => {
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setting.current = fullSave.settings[`${categoryName};${settingName}`] ?? setting.default;
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Object.entries(categorySettings).forEach(([settingId, setting]) => {
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setting.current = fullSave.settings[categoryName]?.[settingId] ?? setting.default;
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});
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});
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return settings;
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@ -38,22 +38,21 @@ export class Settings extends StaticClass {
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options: [true, false] as const,
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},
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},
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behavior: {
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autoSave: {
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current: 1 as "Off" | number,
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default: 1 as const,
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name: "Autosave" as const,
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description: "How many seconds to wait between each autosave" as const,
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options: ["Off", 1, 5, 15, 60] as const,
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},
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},
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};
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static readonly settings = writable(Settings.#settings);
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static getSettings(): SettingsRecord {
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return Object.seal(Object.assign({}, Settings.#settings));
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}
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static getSaveable(): Record<`${string};${string}`, Setting> {
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const current = this.getSettings();
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const result: Record<`${string};${string}`, Setting> = {};
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for (const [categoryName, category] of Object.entries(current)) {
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for (const [settingName, setting] of Object.entries(category)) {
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result[`${categoryName};${settingName}`] = setting;
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}
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}
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return result;
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}
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}
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export type Setting = {
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@ -68,12 +68,16 @@ export class SharkGame extends StaticClass {
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});
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static init(): void {
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Log.init();
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SaveHandler.load(this);
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Log.init();
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SaveHandler.init(this);
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SharkGame.title = SharkGame.#GAME_NAMES[Math.floor(Math.random() * SharkGame.#GAME_NAMES.length)];
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}
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static save(): void {
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SaveHandler.save(this);
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}
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}
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window.SharkGame = SharkGame;
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