dcs-retribution/game/persistency.py

146 lines
4.1 KiB
Python

from __future__ import annotations
import logging
import pickle
import shutil
from pathlib import Path
from typing import Optional, TYPE_CHECKING, Any
import dcs.terrain.falklands.airports
from game.profiling import logged_duration
if TYPE_CHECKING:
from game import Game
_dcs_saved_game_folder: Optional[str] = None
# fmt: off
class DummyObject:
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
class MigrationUnpickler(pickle.Unpickler):
"""Custom unpickler to migrate campaign save-files for when components have been moved"""
def find_class(self, module: Any, name: str) -> Any:
if name == "NightMissions":
from game.settings import NightMissions
return NightMissions
if name == "Conditions":
from game.weather.conditions import Conditions
return Conditions
if name == "AtmosphericConditions":
from game.weather.atmosphericconditions import AtmosphericConditions
return AtmosphericConditions
if name == "WindConditions":
from game.weather.wind import WindConditions
return WindConditions
if name == "Clouds":
from game.weather.clouds import Clouds
return Clouds
if name == "Fog":
from game.weather.fog import Fog
return Fog
if name == "ClearSkies":
from game.weather.weather import ClearSkies
return ClearSkies
if name == "Cloudy":
from game.weather.weather import Cloudy
return Cloudy
if name == "Raining":
from game.weather.weather import Raining
return Raining
if name == "Thunderstorm":
from game.weather.weather import Thunderstorm
return Thunderstorm
if name == "Hipico":
return dcs.terrain.falklands.airports.Hipico_Flying_Club
if name in ["SaveManager", "SaveGameBundle"]:
return DummyObject
return super().find_class(module, name)
# fmt: on
def setup(user_folder: str) -> None:
global _dcs_saved_game_folder
_dcs_saved_game_folder = user_folder
if not save_dir().exists():
save_dir().mkdir(parents=True)
def base_path() -> Path:
global _dcs_saved_game_folder
assert _dcs_saved_game_folder
return Path(_dcs_saved_game_folder)
def settings_dir() -> Path:
return base_path() / "Retribution" / "Settings"
def payloads_dir(backup: bool = False) -> Path:
payloads = base_path() / "MissionEditor" / "UnitPayloads"
if backup:
return payloads / "_retribution_backups"
return payloads
def user_custom_weapon_injections_dir() -> Path:
return base_path() / "Retribution" / "WeaponInjections"
def save_dir() -> Path:
return base_path() / "Retribution" / "Saves"
def _temporary_save_file() -> str:
return str(save_dir() / "tmpsave.retribution")
def _autosave_path() -> str:
return str(save_dir() / "autosave.retribution")
def mission_path_for(name: str) -> Path:
return base_path() / "Missions" / name
def load_game(path: str) -> Optional[Game]:
with open(path, "rb") as f:
try:
save = MigrationUnpickler(f).load()
save.savepath = path
return save
except Exception:
logging.exception("Invalid Save game")
return None
def save_game(game: Game) -> bool:
with logged_duration("Saving game"):
try:
with open(_temporary_save_file(), "wb") as f:
pickle.dump(game, f)
shutil.copy(_temporary_save_file(), game.savepath)
return True
except Exception:
logging.exception("Could not save game")
return False
def autosave(game: Game) -> bool:
"""
Autosave to the autosave location
:param game: Game to save
:return: True if saved successfully
"""
try:
with open(_autosave_path(), "wb") as f:
pickle.dump(game, f)
return True
except Exception:
logging.exception("Could not save game")
return False