Files

134 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using BriarQueen.Data.IO.Saves;
using BriarQueen.Framework.Managers.IO;
using BriarQueen.Framework.Services.Puzzles.Base;
using Cysharp.Threading.Tasks;
using UnityEngine;
using VContainer;
namespace BriarQueen.Framework.Services.Puzzles
{
public class PuzzleService : IDisposable
{
private readonly SaveManager _saveManager;
private BasePuzzle _currentBasePuzzle;
private bool _isWritingState;
[Inject]
public PuzzleService(SaveManager saveManager)
{
_saveManager = saveManager;
_saveManager.OnBeforeSaveRequestedAsync += OnBeforeSaveRequestedAsync;
}
public void Dispose()
{
_saveManager.OnBeforeSaveRequestedAsync -= OnBeforeSaveRequestedAsync;
}
public async UniTask LoadPuzzle(BasePuzzle basePuzzle)
{
_currentBasePuzzle = basePuzzle;
if (_currentBasePuzzle == null)
return;
await TryRestorePuzzleState(_currentBasePuzzle);
}
public async UniTask SavePuzzle(BasePuzzle basePuzzle)
{
if (basePuzzle == null)
return;
if (_currentBasePuzzle != null && basePuzzle != _currentBasePuzzle)
return;
await SavePuzzleState(basePuzzle, flushToDisk: true);
_currentBasePuzzle = null;
}
private async UniTask OnBeforeSaveRequestedAsync()
{
if (_currentBasePuzzle == null)
return;
await SavePuzzleState(_currentBasePuzzle, flushToDisk: false);
}
private async UniTask TryRestorePuzzleState(BasePuzzle basePuzzle)
{
if (basePuzzle == null || _saveManager.CurrentSave == null)
return;
if (basePuzzle is not IPuzzleStateful stateful)
return;
var save = _saveManager.CurrentSave;
var entry = save.PuzzleStates?.FirstOrDefault(x => x != null && x.PuzzleID == basePuzzle.PuzzleID);
var stateBlob = entry?.State;
try
{
await stateful.RestoreState(stateBlob);
}
catch (Exception ex)
{
Debug.LogWarning($"[PuzzleService] Failed to restore state for '{basePuzzle.PuzzleID}': {ex}");
}
}
private async UniTask SavePuzzleState(BasePuzzle basePuzzle, bool flushToDisk)
{
if (basePuzzle == null || _saveManager.CurrentSave == null)
return;
if (basePuzzle is not IPuzzleStateful stateful)
return;
if (_isWritingState)
return;
_isWritingState = true;
try
{
if (basePuzzle is IPuzzleWorldStateSync worldStateSync)
worldStateSync.SyncWorldStateToSave();
var save = _saveManager.CurrentSave;
save.PuzzleStates ??= new List<PuzzleStateSaveData>();
byte[] blob;
try
{
blob = await stateful.CaptureState() ?? Array.Empty<byte>();
}
catch (Exception ex)
{
Debug.LogWarning($"[PuzzleService] Failed to capture state for '{basePuzzle.PuzzleID}': {ex}");
return;
}
var existing = save.PuzzleStates.FirstOrDefault(x => x != null && x.PuzzleID == basePuzzle.PuzzleID);
if (existing == null)
{
existing = new PuzzleStateSaveData { PuzzleID = basePuzzle.PuzzleID };
save.PuzzleStates.Add(existing);
}
existing.State = blob;
existing.Completed = stateful.IsCompleted;
if (flushToDisk)
await _saveManager.SaveGameDataLatest();
}
finally
{
_isWritingState = false;
}
}
}
}