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