- input_mapper.gd: call set_input_as_handled() before early return on empty game_id so F5/F6 events don't propagate to other handlers - session_manager.gd: defer scene change by one frame after buffering quit-save so SimBridge._process() flushes the outbound buffer - monologue_display.gd: tag queued notifications with is_notification flag so drain path routes to _show_notification_line (correct color) instead of _show_line (lattice-profile fallback color) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
131 lines
4.3 KiB
GDScript
131 lines
4.3 KiB
GDScript
extends Node
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## D-085 (#258): Game session lifecycle manager.
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## Creates per-game save directories on New Game, resumes existing sessions,
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## and handles quit-to-menu flow with save confirmation.
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##
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## All save dirs live under user://saves/<game-id>/ where game-id is
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## <YYYYMMDD>-<HHMMSS>-<hex6> (e.g. "20260225-143022-a7b3f1").
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const SAVES_DIR := "user://saves/"
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const GAME_SCENE := "res://scenes/main.tscn"
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const MENU_SCENE := "res://scenes/main_menu.tscn"
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var _quit_dialog: ConfirmationDialog = null
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## Generate a new game-id, create its save directory, and activate the session.
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## Returns the new game-id string.
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func new_game() -> String:
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var now := Time.get_datetime_dict_from_system()
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var timestamp := "%04d%02d%02d-%02d%02d%02d" % [
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now.year, now.month, now.day,
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now.hour, now.minute, now.second,
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]
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var rng := RandomNumberGenerator.new()
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var hex_seed := "%06x" % (rng.randi() & 0xFFFFFF)
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var game_id := "%s-%s" % [timestamp, hex_seed]
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var save_path := SAVES_DIR + game_id + "/"
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var err := DirAccess.make_dir_recursive_absolute(save_path)
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if err != OK:
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push_error("SessionManager: failed to create save dir %s: %s" % [
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save_path, error_string(err)])
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return ""
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GameState.current_game_id = game_id
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return game_id
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## Resume an existing game session by setting the active game-id.
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func resume_game(game_id: String) -> void:
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GameState.current_game_id = game_id
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## List all game directories under user://saves/ sorted by last-modified (most recent first).
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## Returns Array of {game_id: String, modified_time: int, newest_save: String}.
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func list_game_dirs() -> Array:
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var dir := DirAccess.open(SAVES_DIR)
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if dir == null:
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return []
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var results: Array = []
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dir.list_dir_begin()
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var entry := dir.get_next()
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while entry != "":
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if dir.current_is_dir() and not entry.begins_with("."):
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var dir_path := SAVES_DIR + entry + "/"
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var newest_save := _find_newest_save(dir_path)
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var mtime: int = 0
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if newest_save != "":
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mtime = FileAccess.get_modified_time(dir_path + newest_save)
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results.append({
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"game_id": entry,
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"modified_time": mtime,
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"newest_save": newest_save,
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})
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entry = dir.get_next()
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dir.list_dir_end()
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results.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
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return a.modified_time > b.modified_time)
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return results
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## Show "Save before quitting?" confirmation dialog, then return to main menu.
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## #554: The actual F5 save will be wired here once server supports SaveCommand.
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func quit_to_menu() -> void:
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if _quit_dialog != null and is_instance_valid(_quit_dialog):
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return # Dialog already open
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_quit_dialog = ConfirmationDialog.new()
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_quit_dialog.dialog_text = UIStrings.get_text("menu.confirm_quit")
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_quit_dialog.ok_button_text = UIStrings.get_text("menu.confirm_yes")
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_quit_dialog.cancel_button_text = UIStrings.get_text("menu.confirm_no")
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get_tree().root.add_child(_quit_dialog)
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_quit_dialog.confirmed.connect(_do_quit_to_menu)
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_quit_dialog.canceled.connect(_cleanup_quit_dialog)
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_quit_dialog.popup_centered()
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func _do_quit_to_menu() -> void:
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_cleanup_quit_dialog()
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# #554: Trigger quicksave before navigating to menu.
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# send_input() buffers the command — defer scene change by one frame so
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# SimBridge._process() flushes the outbound buffer before teardown.
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if not GameState.current_game_id.is_empty():
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var path := "user://saves/" + GameState.current_game_id + "/quicksave.sav"
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SimBridge.send_input({
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"action": InputMapper.Action.SAVE_GAME,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {"path": path},
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})
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GameState.current_game_id = ""
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_navigate_to_menu.call_deferred()
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else:
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GameState.current_game_id = ""
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get_tree().change_scene_to_file(MENU_SCENE)
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func _navigate_to_menu() -> void:
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get_tree().change_scene_to_file(MENU_SCENE)
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func _cleanup_quit_dialog() -> void:
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if _quit_dialog != null and is_instance_valid(_quit_dialog):
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_quit_dialog.queue_free()
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_quit_dialog = null
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func _find_newest_save(dir_path: String) -> String:
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var dir := DirAccess.open(dir_path)
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if dir == null:
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return ""
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var best_name := ""
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var best_time: int = 0
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dir.list_dir_begin()
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var entry := dir.get_next()
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while entry != "":
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if not dir.current_is_dir() and entry.ends_with(".sav"):
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var mtime := FileAccess.get_modified_time(dir_path + entry)
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if mtime > best_time:
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best_time = mtime
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best_name = entry
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entry = dir.get_next()
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dir.list_dir_end()
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return best_name
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