Merge branch 'bugfix/save-data-recovery' into rewrite/master

This commit is contained in:
Cameron Taylor 2024-06-04 22:08:51 -04:00
commit 56c72716fc
5 changed files with 112 additions and 6 deletions

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@ -23,6 +23,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Senpai (increased the note speed)
- Thorns (increased the note speed slightly)
- Favorite songs marked in Freeplay are now stored between sessions.
- In the event that the game cannot load your save data, it will now perform a backup before clearing it, so that we can try to repair it in the future.
- Custom note styles are now properly supported for songs; add new notestyles via JSON, then select it for use from the Chart Editor Metadata toolbox. (thanks Keoiki!)
- Improved logic for NoteHitScriptEvents, allowing you to view the hit diff and modify whether a note hit is a combo break (thanks nebulazorua!)
- Health icons now support a Winning frame without requiring a spritesheet, simply include a third frame in the icon file. (thanks gamerbross!)

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@ -16,7 +16,7 @@ import thx.semver.Version;
@:nullSafety
class Save
{
public static final SAVE_DATA_VERSION:thx.semver.Version = "2.0.4";
public static final SAVE_DATA_VERSION:thx.semver.Version = "2.0.5";
public static final SAVE_DATA_VERSION_RULE:thx.semver.VersionRule = "2.0.x";
// We load this version's saves from a new save path, to maintain SOME level of backwards compatibility.
@ -56,6 +56,9 @@ class Save
if (data == null) this.data = Save.getDefault();
else
this.data = data;
// Make sure the verison number is up to date before we flush.
this.data.version = Save.SAVE_DATA_VERSION;
}
public static function getDefault():RawSaveData
@ -713,7 +716,6 @@ class Save
{
trace('[SAVE] Found legacy save data, converting...');
var gameSave = SaveDataMigrator.migrateFromLegacy(legacySaveData);
@:privateAccess
FlxG.save.mergeData(gameSave.data, true);
}
else
@ -725,13 +727,94 @@ class Save
}
else
{
trace('[SAVE] Loaded save data.');
@:privateAccess
trace('[SAVE] Found existing save data.');
var gameSave = SaveDataMigrator.migrate(FlxG.save.data);
FlxG.save.mergeData(gameSave.data, true);
}
}
public static function archiveBadSaveData(data:Dynamic):Int
{
// We want to save this somewhere so we can try to recover it for the user in the future!
final RECOVERY_SLOT_START = 1000;
return writeToAvailableSlot(RECOVERY_SLOT_START, data);
}
public static function debug_queryBadSaveData():Void
{
final RECOVERY_SLOT_START = 1000;
final RECOVERY_SLOT_END = 1100;
var firstBadSaveData = querySlotRange(RECOVERY_SLOT_START, RECOVERY_SLOT_END);
if (firstBadSaveData > 0)
{
trace('[SAVE] Found bad save data in slot ${firstBadSaveData}!');
trace('We should look into recovery...');
trace(haxe.Json.stringify(fetchFromSlotRaw(firstBadSaveData)));
}
}
static function fetchFromSlotRaw(slot:Int):Null<Dynamic>
{
var targetSaveData = new FlxSave();
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
if (targetSaveData.isEmpty()) return null;
return targetSaveData.data;
}
static function writeToAvailableSlot(slot:Int, data:Dynamic):Int
{
trace('[SAVE] Finding slot to write data to (starting with ${slot})...');
var targetSaveData = new FlxSave();
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
while (!targetSaveData.isEmpty())
{
// Keep trying to bind to slots until we find an empty slot.
trace('[SAVE] Slot ${slot} is taken, continuing...');
slot++;
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
}
trace('[SAVE] Writing data to slot ${slot}...');
targetSaveData.mergeData(data, true);
trace('[SAVE] Data written to slot ${slot}!');
return slot;
}
/**
* Return true if the given save slot is not empty.
* @param slot The slot number to check.
* @return Whether the slot is not empty.
*/
static function querySlot(slot:Int):Bool
{
var targetSaveData = new FlxSave();
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
return !targetSaveData.isEmpty();
}
/**
* Return true if any of the slots in the given range is not empty.
* @param start The starting slot number to check.
* @param end The ending slot number to check.
* @return The first slot in the range that is not empty, or `-1` if none are.
*/
static function querySlotRange(start:Int, end:Int):Int
{
for (i in start...end)
{
if (querySlot(i))
{
return i;
}
}
return -1;
}
static function fetchLegacySaveData():Null<RawSaveData_v1_0_0>
{
trace("[SAVE] Checking for legacy save data...");

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@ -5,6 +5,10 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.0.5] - 2024-05-21
### Fixed
- Resolved an issue where HTML5 wouldn't store the semantic version properly, causing the game to fail to load the save.
## [2.0.4] - 2024-05-21
### Added
- `favoriteSongs:Array<String>` to `Save`

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@ -35,8 +35,9 @@ class SaveDataMigrator
else
{
var message:String = 'Error migrating save data, expected ${Save.SAVE_DATA_VERSION}.';
lime.app.Application.current.window.alert(message, "Save Data Failure");
trace('[SAVE] ' + message);
var slot:Int = Save.archiveBadSaveData(inputData);
var fullMessage:String = 'An error occurred migrating your save data.\n${message}\nInvalid data has been moved to save slot ${slot}.';
lime.app.Application.current.window.alert(fullMessage, "Save Data Failure");
return new Save(Save.getDefault());
}
}

View file

@ -23,6 +23,8 @@ class VersionUtil
{
try
{
var versionRaw:thx.semver.Version.SemVer = version;
trace('${versionRaw} satisfies (${versionRule})? ${version.satisfies(versionRule)}');
return version.satisfies(versionRule);
}
catch (e)
@ -39,13 +41,28 @@ class VersionUtil
if (thx.Types.isAnonymousObject(versionData.version))
{
// This is bad! versionData.version should be an array!
trace('[SAVE] Version data repair required! (got ${versionData.version})');
// Turn the objects back into arrays.
// I'd use DynamicsT.values but IDK if it maintains order
versionData.version = [versionData.version[0], versionData.version[1], versionData.version[2]];
// This is so jank but it should work.
var buildData:Dynamic<String> = cast versionData.build;
var buildDataFixed:Array<thx.semver.Version.Identifier> = thx.Dynamics.DynamicsT.values(buildData)
.map(function(d:Dynamic) return StringId(d.toString()));
versionData.build = buildDataFixed;
var preData:Dynamic<String> = cast versionData.pre;
var preDataFixed:Array<thx.semver.Version.Identifier> = thx.Dynamics.DynamicsT.values(preData).map(function(d:Dynamic) return StringId(d.toString()));
versionData.pre = preDataFixed;
var fixedVersion:thx.semver.Version = versionData;
trace('[SAVE] Fixed version: ${fixedVersion}');
return fixedVersion;
}
else
{
trace('[SAVE] Version data repair not required (got ${version})');
// No need for repair.
return version;
}