Пример #1
0
        /// <summary>
        /// Creates the dictionary as a string representation
        /// </summary>
        /// <returns>a string representation of the dictionary</returns>
        public override string ToString()
        {
            string result = "";

            result = result + "Count: " + savedValues.Keys.Count + " ";

            foreach (String key in savedValues.Keys)
            {
                try
                {
                    result = result + key + ": " + GetValueByKey(key).ToString() + "; ";
                }
                catch (Exception)
                {
                    if (Dbug.Is(DebugMode.WARN))
                    {
                        Debug.LogError("An error occured while getting value to key: " + key + ". Could Therefore not print JSDictionary to console.");
                    }
                    throw;
                }
            }
            return(result);
        }
Пример #2
0
        /// <summary>
        /// this method takes the path to a savefile, loads the file from this path (if it exists) and returns it, deserialized
        /// </summary>
        /// <param name="path">the path under which a savefile should be found</param>
        /// <returns>the found savefile. returns null, if no savefile was found</returns>
        public Save LoadFile(string path)
        {
            if (File.Exists(path))
            {
                try
                {
                    if (Dbug.Is(DebugMode.INFO))
                    {
                        Debug.Log("Reading file at " + path);
                    }
                    BinaryFormatter myBinaryFormatter = new BinaryFormatter();
                    FileStream      myFileStream      = File.Open(path, FileMode.Open);
                    Save            mySave            = (Save)myBinaryFormatter.Deserialize(myFileStream);
                    myFileStream.Close();
                    return(mySave);
                }
                catch (System.Exception)
                {
                    if (Dbug.Is(DebugMode.ERROR))
                    {
                        Debug.LogError("Some error occured while loading file at " + path + ". Returning null pointer.");
                    }
                    return(null);

                    throw;
                }
            }
            else
            {
                if (Dbug.Is(DebugMode.ERROR))
                {
                    Debug.LogError("No file found at " + path + ".");
                }
                return(null);
            }
        }
        /// <summary>
        /// Interprets a given save and applies the data to the Application
        /// </summary>
        /// <param name="source">The save to interpret</param>
        /// <returns>True if the method reached the end of the calculation without fatal errors</returns>
        public bool InterpretSave(Save source)
        {
            List <int> arrayList = new List <int>();
            //getting references to spawning and autosaves
            JSDictionary <JSSerializable> Runtime = source.Runtime;
            JSDictionary <JSSerializable> Static  = source.Static;

            //use this dictionary to remember once scanned classes for later use
            Dictionary <Type, FieldInfo[]> RememberedFields = new Dictionary <Type, FieldInfo[]>();

            //preparing references and despawning runtime objects
            JustSaveId[]           JSManagedObjects      = UnityEngine.Object.FindObjectsOfType <JustSaveId>();
            List <JustSaveSceneId> JSManagedSceneObjects = new List <JustSaveSceneId>();

            foreach (JustSaveId JustSaveManagedObject in JSManagedObjects)
            {
                if (JustSaveManagedObject is JustSaveRuntimeId)
                {
                    ((JustSaveRuntimeId)JustSaveManagedObject).Despawn(); //despawns every runtime object
                }
                else
                {
                    JSManagedSceneObjects.Add((JustSaveSceneId)JustSaveManagedObject); //saves every scene object reference
                }
            }
            if (Dbug.Is(DebugMode.DEBUG))
            {
                Debug.Log("Save Interpreter despawned old runtime objects");
            }

            //loading scene objects
            foreach (JustSaveSceneId IdObj in JSManagedSceneObjects)
            {
                SyncObject(source, false, IdObj, RememberedFields);
            }

            if (Dbug.Is(DebugMode.DEBUG))
            {
                Debug.Log("Save Interpreter synced scene objects");
            }


            //iterating through spawned objects
            string[] idInfo = new string[2];
            foreach (Tuple <String, JSSerializable> RuntimeObjectInfo in Runtime.GetValuePairs())
            {
                idInfo = RuntimeObjectInfo.Item1.Split('_');
                GameObject        spawnedPrefab = JustSaveManager.Instance.Spawn(idInfo[0], Vector3.zero);
                JustSaveRuntimeId spawnedIdObj  = spawnedPrefab.GetComponent <JustSaveRuntimeId>();
                spawnedIdObj.SetId(Guid.Parse(idInfo[1]));
                SyncObject(source, true, spawnedPrefab.GetComponent <JustSaveRuntimeId>(), RememberedFields);
            }


            if (Dbug.Is(DebugMode.DEBUG))
            {
                Debug.Log("Save Interpreter spawned and synced runtime objects");
                Debug.Log("Save Interpreter finished loading Save");
            }

            return(true);
        }
Пример #4
0
        /// <summary>
        /// assembles a new JustSave.Save from the current application and returns this Save.
        /// </summary>
        /// <returns>the assembled Save</returns>
        ///
        public Save GetCurrentSave()
        {
            Save newSave = new Save();

            int OverwriteCounter = 0;

            //use this dictionary to remember once scanned classes for later use
            Dictionary <Type, FieldInfo[]> RememberedFields = new Dictionary <Type, FieldInfo[]>();

            //getting references to spawning and autosaves
            JSDictionary <JSSerializable> Runtime = newSave.Runtime;
            JSDictionary <JSSerializable> Static  = newSave.Static;

            JustSaveId[] JSManagedObjects = UnityEngine.Object.FindObjectsOfType <JustSaveId>();

            bool IsRuntime;

            foreach (JustSaveId IdObj in JSManagedObjects)
            {
                //its either a JustSaveRuntime Id
                if (IdObj is JustSaveRuntimeId)
                {
                    IsRuntime = true;
                }
                //or a SceneId
                else
                {
                    IsRuntime = false;
                }
                GameObject       Search     = IdObj.gameObject;
                Component[]      Components = Search.GetComponentsInChildren <Component>();
                List <Attribute> Attributes = new List <Attribute>();

                FieldInfo[] FieldInfos;
                //getting the attributes
                foreach (Component m_Comp in Components)
                {
                    //calling JSOnSave on every class implementing the ISavable interface
                    if (m_Comp is ISavable)
                    {
                        ((ISavable)m_Comp).JSOnSave();
                    }

                    if (!RememberedFields.TryGetValue(m_Comp.GetType(), out FieldInfos))
                    {
                        FieldInfos = m_Comp.GetType().GetFields();
                        RememberedFields.Add(m_Comp.GetType(), FieldInfos);
                    }

                    foreach (FieldInfo Field in FieldInfos)
                    {
                        if (Attribute.IsDefined(Field, typeof(Autosaved)))
                        {
                            Type AutosaveFieldType = Field.FieldType;

                            // already serializable Types
                            if (AutosaveFieldType.IsSerializable)
                            {
                                if (!(SaveValue(newSave, IsRuntime, IdObj.GetSaveIdentifier(), m_Comp.GetType().Name, Field.Name,
                                                JSBasic.GetFromObject(Field.GetValue(m_Comp)))))
                                {
                                    OverwriteCounter++;
                                }
                            }
                            // support for unitys vector-types
                            else if (AutosaveFieldType == typeof(Vector2))
                            {
                                if (!(SaveValue(newSave, IsRuntime, IdObj.GetSaveIdentifier(), m_Comp.GetType().Name, Field.Name,
                                                JSNTuple.GetFromVector2((Vector2)Field.GetValue(m_Comp)))))
                                {
                                    OverwriteCounter++;
                                }
                            }
                            else if (AutosaveFieldType == typeof(Vector3))
                            {
                                if (!(SaveValue(newSave, IsRuntime, IdObj.GetSaveIdentifier(), m_Comp.GetType().Name, Field.Name,
                                                JSNTuple.GetFromVector3((Vector3)Field.GetValue(m_Comp)))))
                                {
                                    OverwriteCounter++;
                                }
                            }
                            else if (AutosaveFieldType == typeof(Vector4))
                            {
                                if (!(SaveValue(newSave, IsRuntime, IdObj.GetSaveIdentifier(), m_Comp.GetType().Name, Field.Name,
                                                JSNTuple.GetFromVector4((Vector4)Field.GetValue(m_Comp)))))
                                {
                                    OverwriteCounter++;
                                }
                            }
                            else if (AutosaveFieldType == typeof(Quaternion))
                            {
                                if (!(SaveValue(newSave, IsRuntime, IdObj.GetSaveIdentifier(), m_Comp.GetType().Name, Field.Name,
                                                JSNTuple.GetFromQuaternion((Quaternion)Field.GetValue(m_Comp)))))
                                {
                                    OverwriteCounter++;
                                }
                            }
                            // no support
                            else
                            {
                                if (Dbug.Is(DebugMode.WARN))
                                {
                                    Debug.LogWarning("Field " + Field.Name + " of Type " + AutosaveFieldType.Name + " is not serializable and will be skipped.");
                                }
                            }
                        }
                    }
                }
            }
            if (Dbug.Is(DebugMode.DEBUG))
            {
                Debug.Log("______Assembled Save______");
                Debug.Log(newSave.ToString());
                Debug.Log("__________________________");
                Debug.Log("______Short Form Save______");
                Debug.Log(newSave.ToShortString());
                Debug.Log("__________________________");
                Debug.Log("Scanned a total of " + RememberedFields.Keys.Count + " different classes.");
                Debug.Log("Overwritten: " + OverwriteCounter + " Fields. Perfect!");
            }
            if (OverwriteCounter > 0 && Dbug.Is(DebugMode.WARN))
            {
                Debug.LogWarning("Overwritten: " + OverwriteCounter + " Fields. You should look into this.");
            }

            return(newSave);
        }