Preserve production code, regression fixtures, audio assets and provenance, test infrastructure, and the original-completion plan and progress ledger. Final game and Windows acceptance remain pending; excluded local artifacts and native experiments are not part of this snapshot.
145 lines
6.0 KiB
GDScript
145 lines
6.0 KiB
GDScript
extends ConfirmationDialog
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## Presentation only: listing never reconciles, migrates or deletes packages.
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## New package names use OS crypto, independently of every simulation RNG.
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signal new_slot_requested(path: String, display_name: String)
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signal load_slot_requested(path: String)
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const LayerSkin := preload("res://scripts/ui/layer_interface_skin.gd")
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const OWNED_NAME_PATTERN := "^manual_ui_[0-9a-f]{32}$"
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var _directory := ""
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var _mode := ""
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var _new_path := ""
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var _new_name := ""
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var _message: Label
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var _slots: ItemList
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var _rows: Array[Dictionary] = []
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func _ready() -> void:
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name = "ManualSaveSlotsDialog"
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cancel_button_text = "戻る"
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var column := VBoxContainer.new()
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column.custom_minimum_size = Vector2(460, 220)
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add_child(column)
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_message = Label.new()
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_message.name = "ManualSaveSlotsMessage"
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_message.custom_minimum_size.x = 460
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_message.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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column.add_child(_message)
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_slots = ItemList.new()
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_slots.name = "ManualSaveSlotsList"
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_slots.custom_minimum_size = Vector2(460, 150)
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_slots.size_flags_vertical = Control.SIZE_EXPAND_FILL
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_slots.item_selected.connect(_select_slot)
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column.add_child(_slots)
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confirmed.connect(_confirm_choice)
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canceled.connect(_clear_choice)
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close_requested.connect(_clear_choice)
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apply_layer_skin(LayerSkin.active_layer(self))
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func show_new_save(current_path: String) -> void:
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_clear_choice()
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_mode = "new"
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_directory = current_path.get_base_dir()
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title = "旧保存を残して新しく保存"
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ok_button_text = "新しく保存"
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_slots.hide()
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# No directory is created until the player explicitly confirms.
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var token: PackedByteArray = Crypto.new().generate_random_bytes(16)
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if token.size() == 16:
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_new_path = _directory.path_join("manual_ui_" + token.hex_encode())
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_new_name = "手動保存 " + Time.get_datetime_string_from_system(false, true)
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var fresh: bool = not _new_path.is_empty() and is_fresh_slot(_new_path)
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get_ok_button().disabled = not fresh
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_message.text = "今の進行は、元の保存とは別に保存します。\n元の保存は残り、あとから読込一覧で選べます。\n\n" + _new_name if fresh else "新しい保存先を用意できませんでした。\n元の保存は変更していません。"
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popup_centered(Vector2i(520, 300))
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get_cancel_button().grab_focus()
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func show_load_slots(current_path: String) -> void:
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_clear_choice()
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_mode = "load"
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_directory = current_path.get_base_dir()
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title = "保存スロットを選んで読込"
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ok_button_text = "選んで読込"
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_message.text = "読み込む保存を選んでください。\n現在の未保存の進行は、選んだ保存で置き換わります。"
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_slots.show()
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_slots.clear()
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_rows = read_slot_rows(_directory)
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var selection := -1
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for index: int in range(_rows.size()):
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var row: Dictionary = _rows[index]
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_slots.add_item(row[&"label"])
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_slots.set_item_disabled(index, not row[&"loadable"])
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if row[&"path"] == current_path and row[&"loadable"]:
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selection = index
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if selection < 0:
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for index: int in range(_rows.size()):
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if _rows[index][&"loadable"]:
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selection = index
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break
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get_ok_button().disabled = selection < 0
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if selection >= 0:
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_slots.select(selection)
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else:
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_message.text = "読み込める保存が見つかりません。\n保存データは変更していません。"
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popup_centered(Vector2i(520, 360))
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if selection >= 0: _slots.grab_focus()
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else: get_cancel_button().grab_focus()
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static func is_owned_slot_name(value: String) -> bool:
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if value == "manual_ui": return true
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var pattern := RegEx.new()
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return pattern.compile(OWNED_NAME_PATTERN) == OK and pattern.search(value) != null
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static func is_fresh_slot(path: String) -> bool:
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if not path.begins_with("user://") or not is_owned_slot_name(path.get_file()) or path.get_file() == "manual_ui": return false
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# Reject any existing package, transaction, recovery family, file or link.
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for suffix: String in ["", ".tmp", ".bak", SaveService.MIGRATION_BACKUP_SUFFIX, SaveService.SAVE_TRANSACTION_SUFFIX]:
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var absolute: String = ProjectSettings.globalize_path(path + suffix)
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var parent: DirAccess = DirAccess.open(absolute.get_base_dir())
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if FileAccess.file_exists(absolute) or DirAccess.dir_exists_absolute(absolute) or (parent != null and parent.is_link(absolute.get_file())): return false
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return true
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static func read_slot_rows(directory: String) -> Array[Dictionary]:
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var rows: Array[Dictionary] = []
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if not directory.begins_with("user://"): return rows
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var source: DirAccess = DirAccess.open(directory)
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if source == null: return rows
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var names: PackedStringArray = source.get_directories()
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names.sort()
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for slot: String in names:
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if not is_owned_slot_name(slot) or source.is_link(slot): continue
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var path: String = directory.path_join(slot)
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# Manifest text alone is never authority for a loadable package.
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var inspected: Dictionary = SaveService.inspect_snapshot(path)
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var loadable: bool = bool(inspected.get(&"ok", false))
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var label: String = "手動保存(最初のスロット)" if slot == "manual_ui" else "手動保存"
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if loadable:
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label = String(inspected.get(&"manifest", {}).get("display_name", label))
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else:
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label += " — 読込不可(保存は残っています)"
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label = "%d. %s" % [rows.size() + 1, label]
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rows.append({&"path": path, &"label": label, &"loadable": loadable})
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return rows
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func _select_slot(index: int) -> void:
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get_ok_button().disabled = index < 0 or index >= _rows.size() or not _rows[index][&"loadable"]
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func _confirm_choice() -> void:
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if _mode == "new" and is_fresh_slot(_new_path):
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new_slot_requested.emit(_new_path, _new_name)
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elif _mode == "load":
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var selected: PackedInt32Array = _slots.get_selected_items()
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if selected.size() == 1 and selected[0] >= 0 and selected[0] < _rows.size() and _rows[selected[0]][&"loadable"]:
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load_slot_requested.emit(_rows[selected[0]][&"path"])
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_clear_choice()
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func _clear_choice() -> void:
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_mode = ""
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_new_path = ""
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_new_name = ""
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_rows.clear()
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func apply_layer_skin(layer: int) -> void:
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if _message != null: LayerSkin.register_text(_message, layer)
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LayerSkin.apply_tree(self, layer)
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