Save state checks game & level version compatibility before deserializing

This commit is contained in:
Rob Kelly 2025-04-25 11:18:03 -06:00
parent 94e993e92d
commit 2078dd14bc
2 changed files with 37 additions and 15 deletions

View File

@ -9,6 +9,8 @@ const SAVE_PATH_FMT := "user://{0}.state.res"
## Human-readable name
@export var pretty_name: String
@export var version := 0
func get_save_path() -> String:
return SAVE_PATH_FMT.format([id])

View File

@ -1,17 +1,18 @@
class_name SaveState extends Resource
## Serializable container for gameplay state.
const CURRENT_VERSION := 0
const CURRENT_VERSION := 1
const PERSISTENT_GROUP := "Persistent"
const SERIALIZE_METHOD := "serialize"
const DESERIALIZE_METHOD := "deserialize"
@export var save_version := CURRENT_VERSION
@export var level_path: String
@export var persistent_state: Dictionary[String, Dictionary] = {}
@export_group("Compatibility Data")
@export var save_version := CURRENT_VERSION
@export var level_path: String
@export var level_version := -1
@export_group("WorldManager State")
@export var grunk_tank_limit: int
@export var mp3_player_unlocked: bool
@ -28,14 +29,34 @@ static func node_key(node: Node, world: World) -> String:
func load_to_world(world: World) -> void:
# Check save compatibility
if save_version != SaveState.CURRENT_VERSION:
push_warning(
"Save state version ",
save_version,
" is incompatible with the current game version ",
SaveState.CURRENT_VERSION
)
return
if level_path != world.current_level_scene.resource_path:
push_warning(
"This save is for ",
"Save state for level ",
level_path,
" but the loaded level is for ",
" is incompatible with the current level ",
world.current_level_scene.resource_path
)
return
if level_version != world.current_level.version:
push_warning(
"Save state for level version ",
level_version,
" is incompatible with the current level version ",
world.current_level.version
)
# Deserialize world state
world.manager.grunk_tank_limit = grunk_tank_limit
world.manager.mp3_player_unlocked = mp3_player_unlocked
world.manager.toothbrush_unlocked = toothbrush_unlocked
@ -44,9 +65,8 @@ func load_to_world(world: World) -> void:
world.manager.grunk_vault = grunk_vault
world.manager.alert_level = alert_level
var persistent := world.get_tree().get_nodes_in_group(PERSISTENT_GROUP)
for node: Node in persistent:
# Deserialize persistent level nodes
for node: Node in world.get_tree().get_nodes_in_group(PERSISTENT_GROUP):
var key := SaveState.node_key(node, world)
if key in persistent_state:
# Node is in our persistent state, so load it with data.
@ -59,8 +79,11 @@ func load_to_world(world: World) -> void:
static func serialize(world: World) -> SaveState:
var save := SaveState.new()
# Serialize compatibility data
save.level_path = world.current_level_scene.resource_path
save.level_version = world.current_level.version
# Serialize world state
save.grunk_tank_limit = world.manager.grunk_tank_limit
save.mp3_player_unlocked = world.manager.mp3_player_unlocked
save.toothbrush_unlocked = world.manager.toothbrush_unlocked
@ -69,11 +92,8 @@ static func serialize(world: World) -> SaveState:
save.grunk_vault = world.manager.grunk_vault
save.alert_level = world.manager.alert_level
# NOTE: I'm assuming that `persistent` will have the same order ever time the world is loaded.
# This may not be the case. If so, we need to find a different way to uniquely identify nodes.
var persistent := world.get_tree().get_nodes_in_group(PERSISTENT_GROUP)
for node: Node in persistent:
# Serialize persistent level nodes
for node: Node in world.get_tree().get_nodes_in_group(PERSISTENT_GROUP):
var key := SaveState.node_key(node, world)
var data: Dictionary = Callable(node, SERIALIZE_METHOD).call()
save.persistent_state[key] = data