Hopefully cleaned up TitlePhase and similar jank without causing conflicts

This commit is contained in:
Bertie690 2025-09-18 17:24:05 -04:00
parent b499a06585
commit b659bc21d8
5 changed files with 116 additions and 92 deletions

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@ -1,3 +1,4 @@
// TODO: Document this with default values
export interface UserInfo {
username: string;
lastSessionSlot: number;

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@ -15,19 +15,19 @@ import { getBiomeKey } from "#field/arena";
import type { Modifier } from "#modifiers/modifier";
import { getDailyRunStarterModifiers, regenerateModifierPoolThresholds } from "#modifiers/modifier-type";
import { vouchers } from "#system/voucher";
import type { SessionSaveData } from "#types/save-data";
import type { OptionSelectConfig, OptionSelectItem } from "#ui/abstract-option-select-ui-handler";
import { SaveSlotUiMode } from "#ui/save-slot-select-ui-handler";
import { isLocal, isLocalServerConnected } from "#utils/common";
import i18next from "i18next";
const NO_SAVE_SLOT = -1;
export class TitlePhase extends Phase {
public readonly phaseName = "TitlePhase";
private loaded = false;
private lastSessionData: SessionSaveData;
public gameMode: GameModes;
start(): void {
async start(): Promise<void> {
super.start();
globalScene.ui.clearText();
@ -35,30 +35,46 @@ export class TitlePhase extends Phase {
globalScene.playBgm("title", true);
globalScene.gameData
.getSession(loggedInUser?.lastSessionSlot ?? -1)
.then(sessionData => {
if (sessionData) {
this.lastSessionData = sessionData;
const biomeKey = getBiomeKey(sessionData.arena.biome);
const bgTexture = `${biomeKey}_bg`;
globalScene.arenaBg.setTexture(bgTexture);
}
this.showOptions();
})
.catch(err => {
console.error(err);
this.showOptions();
});
const lastSlot = await this.checkLastSaveSlot();
await this.showOptions(lastSlot);
}
showOptions(): void {
/**
* If a user is logged in, check the last save slot they loaded and adjust various variables
* to account for it.
* @returns A Promise that resolves with the last loaded session's slot ID.
* Returns `NO_SAVE_SLOT` if not logged in or no session was found.
*/
private async checkLastSaveSlot(): Promise<number> {
if (loggedInUser == null) {
return NO_SAVE_SLOT;
}
try {
const sessionData = await globalScene.gameData.getSession(loggedInUser.lastSessionSlot);
if (!sessionData) {
return NO_SAVE_SLOT;
}
globalScene.sessionSlotId = loggedInUser.lastSessionSlot;
// Set the BG texture to the last save's current biome
const biomeKey = getBiomeKey(sessionData.arena.biome);
const bgTexture = `${biomeKey}_bg`;
globalScene.arenaBg.setTexture(bgTexture);
return loggedInUser.lastSessionSlot;
} catch (err) {
console.error(err);
return NO_SAVE_SLOT;
}
}
private async showOptions(lastSessionSlot: number): Promise<void> {
const options: OptionSelectItem[] = [];
if (loggedInUser && loggedInUser.lastSessionSlot > -1) {
// Add a "continue" menu if the session slot ID is >-1
if (lastSessionSlot > NO_SAVE_SLOT) {
options.push({
label: i18next.t("continue", { ns: "menu" }),
handler: () => {
this.loadSaveSlot(this.lastSessionData || !loggedInUser ? -1 : loggedInUser.lastSessionSlot);
this.loadSaveSlot(lastSessionSlot);
return true;
},
});
@ -135,8 +151,9 @@ export class TitlePhase extends Phase {
label: i18next.t("menu:loadGame"),
handler: () => {
globalScene.ui.setOverlayMode(UiMode.SAVE_SLOT, SaveSlotUiMode.LOAD, (slotId: number) => {
if (slotId === -1) {
return this.showOptions();
if (slotId === NO_SAVE_SLOT) {
console.warn("Attempted to load save slot of -1 through load game menu!");
return this.showOptions(slotId);
}
this.loadSaveSlot(slotId);
});
@ -165,30 +182,26 @@ export class TitlePhase extends Phase {
noCancel: true,
yOffset: 47,
};
globalScene.ui.setMode(UiMode.TITLE, config);
await globalScene.ui.setMode(UiMode.TITLE, config);
}
loadSaveSlot(slotId: number): void {
globalScene.sessionSlotId = slotId > -1 || !loggedInUser ? slotId : loggedInUser.lastSessionSlot;
// TODO: Make callers actually wait for the save slot to load
private async loadSaveSlot(slotId: number): Promise<void> {
// TODO: Do we need to `await` this?
globalScene.ui.setMode(UiMode.MESSAGE);
globalScene.ui.resetModeChain();
globalScene.gameData
.loadSession(slotId, slotId === -1 ? this.lastSessionData : undefined)
.then((success: boolean) => {
if (success) {
this.loaded = true;
if (loggedInUser) {
loggedInUser.lastSessionSlot = slotId;
}
globalScene.ui.showText(i18next.t("menu:sessionSuccess"), null, () => this.end());
} else {
this.end();
}
})
.catch(err => {
console.error(err);
globalScene.ui.showText(i18next.t("menu:failedToLoadSession"), null);
});
try {
const success = await globalScene.gameData.loadSession(slotId);
if (success) {
this.loaded = true;
globalScene.ui.showText(i18next.t("menu:sessionSuccess"), null, () => this.end());
} else {
this.end();
}
} catch (err) {
console.error(err);
globalScene.ui.showText(i18next.t("menu:failedToLoadSession"), null);
}
}
initDailyRun(): void {
@ -297,6 +310,7 @@ export class TitlePhase extends Phase {
});
}
// TODO: Refactor this
end(): void {
if (!this.loaded && !globalScene.gameMode.isDaily) {
globalScene.arena.preloadBgm();
@ -335,6 +349,7 @@ export class TitlePhase extends Phase {
}
}
// TODO: Move this to a migrate script instead of running it on save slot load
for (const achv of Object.keys(globalScene.gameData.achvUnlocks)) {
if (vouchers.hasOwnProperty(achv) && achv !== "CLASSIC_VICTORY") {
globalScene.validateVoucher(vouchers[achv]);

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@ -77,6 +77,7 @@ import { applyChallenges } from "#utils/challenge-utils";
import { executeIf, fixedInt, isLocal, NumberHolder, randInt, randSeedItem } from "#utils/common";
import { decrypt, encrypt } from "#utils/data";
import { getEnumKeys } from "#utils/enums";
import { getSaveDataLocalStorageKey } from "#utils/game-data-utils";
import { getPokemonSpecies } from "#utils/pokemon-utils";
import { isBeta } from "#utils/utility-vars";
import { AES, enc } from "crypto-js";
@ -838,57 +839,45 @@ export class GameData {
} as SessionSaveData;
}
async getSession(slotId: number): Promise<SessionSaveData | null> {
const { promise, resolve, reject } = Promise.withResolvers<SessionSaveData | null>();
async getSession(slotId: number): Promise<SessionSaveData | undefined> {
// TODO: Do we need this fallback anymore?
if (slotId < 0) {
resolve(null);
return promise;
return;
}
const handleSessionData = async (sessionDataStr: string) => {
try {
const sessionData = this.parseSessionData(sessionDataStr);
resolve(sessionData);
} catch (err) {
reject(err);
// Check local storage for the cached session data
if (bypassLogin || localStorage.getItem(getSaveDataLocalStorageKey(slotId))) {
const sessionData = localStorage.getItem(getSaveDataLocalStorageKey(slotId));
if (!sessionData) {
console.error("No session data found!");
return;
}
};
if (!bypassLogin && !localStorage.getItem(`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`)) {
const response = await pokerogueApi.savedata.session.get({ slot: slotId, clientSessionId });
if (!response || response?.length === 0 || response?.[0] !== "{") {
console.error(response);
resolve(null);
return promise;
}
localStorage.setItem(
`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`,
encrypt(response, bypassLogin),
);
await handleSessionData(response);
return promise;
return this.parseSessionData(decrypt(sessionData, bypassLogin));
}
const sessionData = localStorage.getItem(`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`);
if (sessionData) {
await handleSessionData(decrypt(sessionData, bypassLogin));
return promise;
// Ask the server API for the save data and store it in localstorage
const response = await pokerogueApi.savedata.session.get({ slot: slotId, clientSessionId });
// TODO: This is a far cry from proper JSON validation
if (response == null || response.length === 0 || response.charAt(0) !== "{") {
console.error("Invalid save data JSON detected!", response);
return;
}
resolve(null);
return promise;
localStorage.setItem(getSaveDataLocalStorageKey(slotId), encrypt(response, bypassLogin));
return this.parseSessionData(response);
}
async renameSession(slotId: number, newName: string): Promise<boolean> {
if (slotId < 0) {
return false;
}
// TODO: Why do we consider renaming to an empty string successful if it does nothing?
if (newName === "") {
return true;
}
const sessionData: SessionSaveData | null = await this.getSession(slotId);
const sessionData = await this.getSession(slotId);
if (!sessionData) {
return false;
}
@ -902,10 +891,7 @@ export class GameData {
const trainerId = this.trainerId;
if (bypassLogin) {
localStorage.setItem(
`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`,
encrypt(updatedDataStr, bypassLogin),
);
localStorage.setItem(getSaveDataLocalStorageKey(slotId), encrypt(updatedDataStr, bypassLogin));
return true;
}
@ -917,13 +903,20 @@ export class GameData {
if (response) {
return false;
}
localStorage.setItem(`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`, encrypted);
localStorage.setItem(getSaveDataLocalStorageKey(slotId), encrypted);
const success = await updateUserInfo();
return !(success !== null && !success);
}
async loadSession(slotId: number, sessionData?: SessionSaveData): Promise<boolean> {
sessionData ??= (await this.getSession(slotId)) ?? undefined;
/**
* Load stored session data and re-initialize the game with its contents.
* @param slotIndex - The 0-indexed position of the save slot to load.
* Values `<=0` will be considered invalid.
* @returns A Promise that resolves with whether the session load succeeded
* (i.e. whether a save in the given slot exists)
*/
public async loadSession(slotIndex: number): Promise<boolean> {
const sessionData = await this.getSession(slotIndex);
if (!sessionData) {
return false;
}
@ -939,7 +932,7 @@ export class GameData {
this.parseSessionData(JSON.stringify(fromSession, (_, v: any) => (typeof v === "bigint" ? v.toString() : v))),
);
} catch (err) {
console.debug("Attempt to log session data failed:", err);
console.debug("Attempt to log session data failed: ", err);
}
}
@ -1086,7 +1079,7 @@ export class GameData {
deleteSession(slotId: number): Promise<boolean> {
return new Promise<boolean>(resolve => {
if (bypassLogin) {
localStorage.removeItem(`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`);
localStorage.removeItem(getSaveDataLocalStorageKey(slotId));
return resolve(true);
}
@ -1107,7 +1100,7 @@ export class GameData {
loggedInUser.lastSessionSlot = -1;
}
localStorage.removeItem(`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`);
localStorage.removeItem(getSaveDataLocalStorageKey(slotId));
resolve(true);
}
});
@ -1151,7 +1144,7 @@ export class GameData {
let result: [boolean, boolean] = [false, false];
if (bypassLogin) {
localStorage.removeItem(`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`);
localStorage.removeItem(getSaveDataLocalStorageKey(slotId));
result = [true, true];
} else {
const sessionData = this.getSessionSaveData();
@ -1166,7 +1159,7 @@ export class GameData {
if (loggedInUser) {
loggedInUser!.lastSessionSlot = -1;
}
localStorage.removeItem(`sessionData${slotId ? slotId : ""}_${loggedInUser?.username}`);
localStorage.removeItem(getSaveDataLocalStorageKey(slotId));
} else {
if (jsonResponse?.error?.startsWith("session out of date")) {
globalScene.phaseManager.clearPhaseQueue();

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@ -0,0 +1,15 @@
import { loggedInUser } from "#app/account";
/**
* Utility function to obtain the local storage key for a given save slot.
* @param slotId - The numerical save slot ID.
* Will throw an error if `<0` (in line with standard util functions)
* @returns The local storage key used to access the save data for the given slot..
*/
export function getSaveDataLocalStorageKey(slotId: number): string {
if (slotId < 0) {
throw new Error("Cannot access a negative save slot ID from localstorage!");
}
return `sessionData${slotId || ""}_${loggedInUser?.username}`;
}

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@ -56,7 +56,7 @@ export class ReloadHelper extends GameManagerHelper {
);
this.game.scene.modifiers = [];
}
titlePhase.loadSaveSlot(-1); // Load the desired session data
titlePhase["loadSaveSlot"](0); // Load the desired session data
this.game.phaseInterceptor.shiftPhase(); // Loading the save slot also ended TitlePhase, clean it up
// Run through prompts for switching Pokemon, copied from classicModeHelper.ts