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mirror of https://github.com/tobspr/shapez.io.git synced 2024-10-27 20:34:29 +00:00
tobspr_shapez.io/src/js/savegame/savegame_serializer.js
tobspr c41aaa1fc5
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft

* modloader features

* Refactor mods to use signals

* Add support for modifying and registering new transltions

* Minor adjustments

* Support for string building ids for mods

* Initial support for adding new buildings

* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading

* Lazy Load mods to make sure all dependencies are loaded

* Expose all exported members automatically to mods

* Fix duplicate exports

* Allow loading mods from standalone

* update changelog

* Fix mods folder incorrect path

* Fix modloading in standalone

* Fix sprites not getting replaced, update demo mod

* Load dev mod via raw loader

* Improve mod developing so mods are directly ready to be deployed, load mods from local file server

* Proper mods ui

* Allow mods to register game systems and draw stuff

* Change mods path

* Fix sprites not loading

* Minor adjustments, closes #1333

* Add support for loading atlases via mods

* Add support for loading mods from external sources in DEV

* Add confirmation when loading mods

* Fix circular dependency

* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods

* Add some mod signals

* refactor game loading states

* Make shapez exports global

* Start to make mods safer

* Refactor file system electron event handling

* Properly isolate electron renderer process

* Update to latest electron

* Show errors when loading mods

* Update confirm dialgo

* Minor restructure, start to add mod examples

* Allow adding custom themesw

* Add more examples and allow defining custom item processor operations

* Add interface to register new buildings

* Fixed typescript type errors (#1335)

* Refactor building registry, make it easier for mods to add new buildings

* Allow overriding existing methods

* Add more examples and more features

* More mod examples

* Make mod loading simpler

* Add example how to add custom drawings

* Remove unused code

* Minor modloader adjustments

* Support for rotation variants in mods (was broken previously)

* Allow mods to replace builtin sub shapes

* Add helper methods to extend classes

* Fix menu bar on mac os

* Remember window state

* Add support for paste signals

* Add example how to add custom components and systems

* Support for mod settings

* Add example for adding a new item type

* Update class extensions

* Minor adjustments

* Fix typo

* Add notification blocks mod example

* Add small tutorial

* Update readme

* Add better instructions

* Update JSDoc for Replacing Methods (#1336)

* upgraded types for overriding methods

* updated comments

Co-authored-by: Edward Badel <you@example.com>

* Direction lock now indicates when there is a building inbetween

* Fix mod examples

* Fix linter error

* Game state register (#1341)

* Added a gamestate register helper

Added a gamestate register helper

* Update mod_interface.js

* export build options

* Fix runBeforeMethod and runAfterMethod

* Minor game system code cleanup

* Belt path drawing optimization

* Fix belt path optimization

* Belt drawing improvements, again

* Do not render belts in statics disabled view

* Allow external URL to load more than one mod (#1337)

* Allow external URL to load more than one mod

Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.

* Update modloader.js

* Prettier fixes

* Added link to create-shapezio-mod npm page (#1339)

Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod

* allow command line switch to load more than one mod (#1342)

* Fixed class handle type (#1345)

* Fixed class handle type

* Fixed import game state

* Minor adjustments

* Refactor item acceptor to allow only single direction slots

* Allow specifying minimumGameVersion

* Add sandbox example

* Replaced concatenated strings with template literals (#1347)

* Mod improvements

* Make wired pins component optional on the storage

* Fix mod examples

* Bind `this` for method overriding JSDoc (#1352)

* fix entity debugger reaching HTML elements (#1353)

* Store mods in savegame and show warning when it differs

* Closes #1357

* Fix All Shapez Exports Being Const (#1358)

* Allowed setting of variables inside webpack modules

* remove console log

* Fix stringification of things inside of eval

Co-authored-by: Edward Badel <you@example.com>

* Fix building placer intersection warning

* Add example for storing data in the savegame

* Fix double painter bug (#1349)

* Add example on how to extend builtin buildings

* update readme

* Disable steam achievements when playing with mods

* Update translations

Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2022-02-01 16:35:49 +01:00

163 lines
5.9 KiB
JavaScript

import { ExplainedResult } from "../core/explained_result";
import { gComponentRegistry } from "../core/global_registries";
import { createLogger } from "../core/logging";
import { MOD_SIGNALS } from "../mods/mod_signals";
import { SerializerInternal } from "./serializer_internal";
/**
* @typedef {import("../game/component").Component} Component
* @typedef {import("../game/component").StaticComponent} StaticComponent
* @typedef {import("../game/entity").Entity} Entity
* @typedef {import("../game/root").GameRoot} GameRoot
* @typedef {import("../savegame/savegame_typedefs").SerializedGame} SerializedGame
*/
const logger = createLogger("savegame_serializer");
/**
* Serializes a savegame
*/
export class SavegameSerializer {
constructor() {
this.internal = new SerializerInternal();
}
/**
* Serializes the game root into a dump
* @param {GameRoot} root
* @param {boolean=} sanityChecks Whether to check for validity
* @returns {object}
*/
generateDumpFromGameRoot(root, sanityChecks = true) {
/** @type {SerializedGame} */
const data = {
camera: root.camera.serialize(),
time: root.time.serialize(),
map: root.map.serialize(),
gameMode: root.gameMode.serialize(),
entityMgr: root.entityMgr.serialize(),
hubGoals: root.hubGoals.serialize(),
entities: this.internal.serializeEntityArray(root.entityMgr.entities),
beltPaths: root.systemMgr.systems.belt.serializePaths(),
pinnedShapes: root.hud.parts.pinnedShapes ? root.hud.parts.pinnedShapes.serialize() : null,
waypoints: root.hud.parts.waypoints ? root.hud.parts.waypoints.serialize() : null,
modExtraData: {},
};
MOD_SIGNALS.gameSerialized.dispatch(root, data);
if (G_IS_DEV) {
if (sanityChecks) {
// Sanity check
const sanity = this.verifyLogicalErrors(data);
if (!sanity.result) {
logger.error("Created invalid savegame:", sanity.reason, "savegame:", data);
return null;
}
}
}
return data;
}
/**
* Verifies if there are logical errors in the savegame
* @param {SerializedGame} savegame
* @returns {ExplainedResult}
*/
verifyLogicalErrors(savegame) {
if (!savegame.entities) {
return ExplainedResult.bad("Savegame has no entities");
}
const seenUids = new Set();
// Check for duplicate UIDS
for (let i = 0; i < savegame.entities.length; ++i) {
/** @type {Entity} */
const entity = savegame.entities[i];
const uid = entity.uid;
if (!Number.isInteger(uid)) {
return ExplainedResult.bad("Entity has invalid uid: " + uid);
}
if (seenUids.has(uid)) {
return ExplainedResult.bad("Duplicate uid " + uid);
}
seenUids.add(uid);
// Verify components
if (!entity.components) {
return ExplainedResult.bad("Entity is missing key 'components': " + JSON.stringify(entity));
}
const components = entity.components;
for (const componentId in components) {
const componentClass = gComponentRegistry.findById(componentId);
// Check component id is known
if (!componentClass) {
return ExplainedResult.bad("Unknown component id: " + componentId);
}
// Verify component data
const componentData = components[componentId];
const componentVerifyError = /** @type {StaticComponent} */ (componentClass).verify(
componentData
);
// Check component data is ok
if (componentVerifyError) {
return ExplainedResult.bad(
"Component " + componentId + " has invalid data: " + componentVerifyError
);
}
}
}
return ExplainedResult.good();
}
/**
* Tries to load the savegame from a given dump
* @param {SerializedGame} savegame
* @param {GameRoot} root
* @returns {ExplainedResult}
*/
deserialize(savegame, root) {
// Sanity
const verifyResult = this.verifyLogicalErrors(savegame);
if (!verifyResult.result) {
return ExplainedResult.bad(verifyResult.reason);
}
let errorReason = null;
errorReason = errorReason || root.entityMgr.deserialize(savegame.entityMgr);
errorReason = errorReason || root.time.deserialize(savegame.time);
errorReason = errorReason || root.camera.deserialize(savegame.camera);
errorReason = errorReason || root.map.deserialize(savegame.map);
errorReason = errorReason || root.gameMode.deserialize(savegame.gameMode);
errorReason = errorReason || root.hubGoals.deserialize(savegame.hubGoals, root);
errorReason = errorReason || this.internal.deserializeEntityArray(root, savegame.entities);
errorReason = errorReason || root.systemMgr.systems.belt.deserializePaths(savegame.beltPaths);
if (root.hud.parts.pinnedShapes) {
errorReason = errorReason || root.hud.parts.pinnedShapes.deserialize(savegame.pinnedShapes);
}
if (root.hud.parts.waypoints) {
errorReason = errorReason || root.hud.parts.waypoints.deserialize(savegame.waypoints);
}
// Check for errors
if (errorReason) {
return ExplainedResult.bad(errorReason);
}
// Mods
MOD_SIGNALS.gameDeserialized.dispatch(root, savegame);
return ExplainedResult.good();
}
}