Esempio n. 1
0
        /// <summary>
        /// Delete old files files if the config says so.
        /// </summary>
        private static void CleanUpOldFiles()
        {
            if (!LogFileExists)
            {
                return;
            }
            if (config.MaxNumberOfLogFiles == 0)
            {
                return;                                  // 0 = infinity
            }
            List <string> files = Directory.GetFiles(LogsPath).OrderBy(x => x).ToList();

            if (files.Count < config.MaxNumberOfLogFiles)
            {
                return;
            }

            int filesToDelete = files.Count - config.MaxNumberOfLogFiles;

            for (int i = 0; i < filesToDelete; ++i)
            {
                File.Delete(files[i]);
            }

            #if UNITY_WEBGL && !UNITY_EDITOR
            WebGlUtils.SyncFiles();
            #endif

            deletedFilesOnceThisSession = true;
        }
Esempio n. 2
0
        /// <summary>
        /// Saves the game.
        /// </summary>
        /// <param name="path">Save game path.</param>
        private void SaveGame(string path)
        {
            Utils.DeleteDirectory(path);
            Directory.CreateDirectory(path);

            for (int i = 0; i < Library.SavableObjects.Count; i++)
            {
                File.WriteAllText(path + "/" + i + ".savo", Library.SavableObjects[i].Save());
            }

            CleanUpOldSaves();

            #if UNITY_WEBGL && !UNITY_EDITOR
            Logger.LogInfo("WebGL file sync in progress.", this);
            WebGlUtils.SyncFiles();
            #endif
        }
Esempio n. 3
0
        /// <summary>
        /// Saved the data edited in the scriptable to the configuration file.
        /// </summary>
        public override void Save()
        {
            Logger.LogInfo("Trying to save configuration file to " + FullPath + ".", LoggingName);

            if (!Directory.Exists(Path))
            {
                Directory.CreateDirectory(Path);
            }

            string data = JsonUtility.ToJson(ConfigData, true);

            if (Encrypted)
            {
                data = data.ToBase64();
            }

            File.WriteAllText(FullPath, data);
            Logger.LogInfo("Saved configuration file to " + FullPath + ".", LoggingName);

            #if UNITY_WEBGL && !UNITY_EDITOR
            WebGlUtils.SyncFiles();
            #endif
        }
Esempio n. 4
0
        /// <summary>
        /// Saves a log line to file.
        /// </summary>
        /// <param name="line">The line to save.</param>
        private static void SaveLineToFile(string line)
        {
            // Prevent saving editor logs.
            if (!Application.isPlaying)
            {
                return;
            }

            if (!Directory.Exists(LogsPath))
            {
                Directory.CreateDirectory(LogsPath);
            }

            using (StreamWriter writer = File.AppendText(FilePath)) writer.WriteLine(line);

            #if UNITY_WEBGL && !UNITY_EDITOR
            WebGlUtils.SyncFiles();
            #endif

            if (!deletedFilesOnceThisSession)
            {
                CleanUpOldFiles();
            }
        }
Esempio n. 5
0
        /// <summary>
        /// Process the commands.
        /// </summary>
        /// <param name="command">Command given.</param>
        /// <param name="parameters">Parameters.</param>
        // ReSharper disable once CyclomaticComplexity
        protected override bool ProcessCommand(string command, params string[] parameters)
        {
            switch (command)
            {
            case "Exit":

                if (parameters.Length != 0)
                {
                    WrongParamNumber(command, parameters.Length, 0);
                    return(false);
                }

                Utils.CloseGame();
                break;

            case "Log":

                if (parameters.Length != 1)
                {
                    WrongParamNumber(command, parameters.Length, 1);
                    return(false);
                }

                Logger.LogInfo(parameters[0], ModuleName);
                break;

            case "Save":

            {
                if (parameters.Length != 0)
                {
                    WrongParamNumber(command, parameters.Length, 0);
                    return(false);
                }

                SavegameManager.Instance.SaveGame();
                break;
            }

            case "Load":

            {
                if (parameters.Length != 0)
                {
                    WrongParamNumber(command, parameters.Length, 0);
                    return(false);
                }

                SavegameManager.Instance.LoadGame();
                break;
            }

            case "GetVersion":

            {
                if (parameters.Length != 0)
                {
                    WrongParamNumber(command, parameters.Length, 0);
                    return(false);
                }

                Logger.LogInfo("Game version: " + Version.FullVersion, this);
                break;
            }

            case "GetLanguage":
            {
                if (parameters.Length != 0)
                {
                    WrongParamNumber(command, parameters.Length, 0);
                    return(false);
                }

                Logger.LogInfo("Current language: " + LocalizationManager.Instance.CurrentLanguageName, this);
                break;
            }

            case "SetLanguage":
            {
                if (parameters.Length != 1)
                {
                    WrongParamNumber(command, parameters.Length, 1);
                    return(false);
                }

                if (uint.TryParse(parameters[0], out uint newLanguage))
                {
                    LocalizationManager.Instance.CurrentLanguage = newLanguage;
                }
                else
                {
                    WrongParams(command);
                }

                break;
            }

                #region WebGlCommands

                #pragma warning disable 162
            // ReSharper disable HeuristicUnreachableCode

            case "DownloadLogFile":

            {
                    #if !UNITY_WEBGL || UNITY_EDITOR
                Logger.LogError("Run this command only on web.", ModuleName);
                return(false);
                    #endif
                if (parameters.Length != 0)
                {
                    WrongParamNumber(command, parameters.Length, 0);
                    return(false);
                }

                    #if UNITY_WEBGL
                WebGlUtils.DownloadFile(Logger.FilePath);
                    #endif
                break;
            }

            case "SaveAndDownload":

            {
                    #if !UNITY_WEBGL || UNITY_EDITOR
                Logger.LogError("Run this command only on web.", ModuleName);
                return(false);
                    #endif

                if (parameters.Length != 0)
                {
                    WrongParamNumber(command, parameters.Length, 0);
                    return(false);
                }

                    #if UNITY_WEBGL
                WebGlUtils.SaveAndDownloadSaveGame();
                    #endif
                break;
            }

            case "UploadSave":

            {
                    #if !UNITY_WEBGL || UNITY_EDITOR
                Logger.LogError("Run this command only on web.", ModuleName);
                return(false);
                    #endif
                if (parameters.Length != 0)
                {
                    WrongParamNumber(command, parameters.Length, 0);
                    return(false);
                }

                    #if UNITY_WEBGL
                WebGlUtils.UploadAndLoadSavegame();
                    #endif
                break;
            }

                // ReSharper enable HeuristicUnreachableCode
                #pragma warning restore 162

                #endregion

            default: return(false);
            }

            return(true);
        }