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| 1 | +namespace gdjs { |
| 2 | + export namespace saveState { |
| 3 | + const fs = require('fs'); |
| 4 | + export const saveWholeGame = function (currentScene: RuntimeScene) { |
| 5 | + let allSyncData: GameSaveState = { |
| 6 | + gameNetworkSyncData: {}, |
| 7 | + layoutNetworkSyncDatas: [], |
| 8 | + }; |
| 9 | + const gameData = currentScene |
| 10 | + .getGame() |
| 11 | + .getNetworkSyncData({ syncEverythingForWholeGameSaveState: true }); |
| 12 | + const sceneStack = currentScene.getGame()._sceneStack._stack; |
| 13 | + if (gameData) { |
| 14 | + allSyncData.gameNetworkSyncData = gameData; |
| 15 | + } |
| 16 | + |
| 17 | + if (sceneStack) { |
| 18 | + sceneStack.forEach((scene, index) => { |
| 19 | + const sceneDatas = scene.getNetworkSyncData({ |
| 20 | + syncEverythingForWholeGameSaveState: true, |
| 21 | + }); |
| 22 | + if (sceneDatas) { |
| 23 | + allSyncData.layoutNetworkSyncDatas[index] = { |
| 24 | + sceneData: {} as LayoutNetworkSyncData, |
| 25 | + objectDatas: {}, |
| 26 | + }; |
| 27 | + allSyncData.layoutNetworkSyncDatas[index].sceneData = sceneDatas; |
| 28 | + const sceneObjects = scene.getAdhocListOfAllInstances(); |
| 29 | + for (const key in sceneObjects) { |
| 30 | + if (sceneObjects.hasOwnProperty(key)) { |
| 31 | + const object = sceneObjects[key]; |
| 32 | + const syncData = object.getNetworkSyncData(true); |
| 33 | + allSyncData.layoutNetworkSyncDatas[index].objectDatas[ |
| 34 | + object.name |
| 35 | + ] = []; |
| 36 | + allSyncData.layoutNetworkSyncDatas[index].objectDatas[ |
| 37 | + object.name |
| 38 | + ].push(syncData); |
| 39 | + } |
| 40 | + } |
| 41 | + } |
| 42 | + }); |
| 43 | + } |
| 44 | + const syncDataJson = JSON.stringify(allSyncData); |
| 45 | + fs.writeFile('UsersData.json', syncDataJson, (error) => { |
| 46 | + if (error) { |
| 47 | + console.log(error); |
| 48 | + } |
| 49 | + }); |
| 50 | + console.log(syncDataJson); |
| 51 | + // this.LoadWholeGame(syncDataJson); |
| 52 | + }; |
| 53 | + |
| 54 | + export const loadWholeGame = function () { |
| 55 | + this._runtimeScene._destroy(); |
| 56 | + const allSyncData = JSON.parse(this._allSyncData); |
| 57 | + const sceneStack = allSyncData[0].ss; |
| 58 | + console.log(sceneStack); |
| 59 | + let sceneIndex = 1; |
| 60 | + sceneStack.forEach((sceneData: any) => { |
| 61 | + let scene = sceneStack[sceneIndex]; |
| 62 | + |
| 63 | + if (!scene) { |
| 64 | + const sceneAndExtensionData = allSyncData[sceneIndex]; |
| 65 | + scene = new gdjs.RuntimeScene(this._runtimeScene.getGame()); |
| 66 | + scene.loadFromScene(sceneAndExtensionData, { |
| 67 | + skipCreatingInstances: true, |
| 68 | + }); |
| 69 | + console.log(scene); |
| 70 | + } |
| 71 | + scene.updateFromNetworkSyncData(); |
| 72 | + const sceneObjects = scene.getAdhocListOfAllInstances(); |
| 73 | + for (const key in sceneObjects) { |
| 74 | + if (sceneObjects.hasOwnProperty(key)) { |
| 75 | + const object = sceneObjects[key]; |
| 76 | + const objectSyncData = sceneData.objects[key]; |
| 77 | + if (objectSyncData) { |
| 78 | + object.onCreated(); |
| 79 | + object.updateFromNetworkSyncData(objectSyncData); |
| 80 | + } |
| 81 | + } |
| 82 | + } |
| 83 | + |
| 84 | + sceneIndex++; |
| 85 | + }); |
| 86 | + }; |
| 87 | + } |
| 88 | +} |
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