checksum working with file name and file path verification

This commit is contained in:
derek
2025-02-26 17:02:53 -06:00
parent 45246a6098
commit c33af0e2f8
9 changed files with 59 additions and 28 deletions

View File

@@ -11,7 +11,7 @@ config_version=5
[application]
config/name="First Person Test"
run/main_scene="res://scenes/HUBWORLD.tscn"
run/main_scene="res://scenes/asset_checker.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"

View File

@@ -1,6 +1,14 @@
@tool
extends Node
var letter_to_number = {
"A": 1, "B": 2, "C": 3, "D": 4, "E": 5,
"F": 6, "G": 7, "H": 8, "I": 9, "J": 10,
"K": 11, "L": 12, "M": 13, "N": 14, "O": 15,
"P": 16, "Q": 17, "R": 18, "S": 19, "T": 20,
"U": 21, "V": 22, "W": 23, "X": 24, "Y": 25, "Z": 26
}
## ANGLES
# Check if a colliding body is aligned within a given angle of the object
@@ -52,7 +60,21 @@ func checksum(check_data):
var index = 0.0
for data in check_data:
if data == null:
#get value from names
if data is String:
var stringnumber = 0
var letter_index = 0
for char in data:
if char.is_valid_identifier():
if letter_to_number.has(char.to_upper()):
stringnumber += letter_to_number[char.to_upper()]
letter_index += 1
print("stringnumber : ",stringnumber)
data = stringnumber + letter_index
if data == null or data ==0:
data = TAU
if data > div:
div = data

View File

@@ -1,5 +1,5 @@
extends Node3D
class_name map
class_name level
@export var map_name : String = "Map Name"
@export var gamemode : gamemode
@@ -254,5 +254,5 @@ func pickup_spawn(randomized):
func save_quit():
SignalBus.emit_signal("player_exiting_tree")
SaveLoad.save_game_data(level_name)
SaveLoad.save_game_data(self.get_name())
get_tree().quit()

View File

@@ -2,15 +2,15 @@ extends Node
var game_loaded = false
var high_score : int = 0
var deposited_money
var deposited_money : int = 0
var money : int = 0
var health
var health : int = 0
var held_guns = []
var current_gun_index
var gun_ammo = {}
var ammo_reserve = {}
var loading_gamemode
var current_level
var current_level = "res://scenes/HUBWORLD.tscn"
var current_gamemode
#Leaderboard
@@ -18,8 +18,8 @@ var leaderboard_name = "Test"
var playlist_test
#Player Stats
var player_deaths
var shots_fired
var player_deaths = 0
var shots_fired = 0
var last_hit_path
var enemies_killed = 0

View File

@@ -16,14 +16,17 @@ func _ready() -> void:
playlist_generator.load_playlist()
print("leaderboard : ",GameGlobals.leaderboard_name)
func _on_continue_pressed() -> void:
var level
var load_to_gamemode
if GameGlobals.leaderboard_name != leaderboard_name.text:
GameGlobals.leaderboard_name = leaderboard_name.text
playlist_generator.load_playlist()
if GameGlobals.current_level == null:
level = "res://scenes/HUBWORLD.tscn"
load_to_gamemode = "res://GameModes/hubworld.tres"

View File

@@ -781,10 +781,10 @@ func enemy_hit():
hit_indicator.play()
func enemy_killed():
if SaveLoad.enemies_killed:
SaveLoad.enemies_killed += 1
if GameGlobals.enemies_killed:
GameGlobals.enemies_killed += 1
else:
SaveLoad.enemies_killed = 1
GameGlobals.enemies_killed = 1
SaveLoad.save_persistent_data()
enemy_killed_audio.play()

View File

@@ -55,7 +55,8 @@ func only_valid_chars(input_string: String) -> String:
return valid_chars
func save_playlist(playlist):
var playlist_path : String = "user://" + str(only_valid_chars(GameGlobals.leaderboard_name)) + "_playlist.save"
var playlist_name = str(only_valid_chars(GameGlobals.leaderboard_name))
var playlist_path : String = "user://"+ playlist_name + "_playlist.save"
var file = FileAccess.open(playlist_path, FileAccess.WRITE)
file.store_var(only_valid_chars(GameGlobals.leaderboard_name))
file.store_var(playlist)

View File

@@ -18,11 +18,14 @@ var persistent_save_path = "user://persistent_data.save"
func _ready() -> void:
SignalBus.shot_fired.connect(shot_fired)
func save_user_data():
pass
func save_persistent_data():
var file = FileAccess.open(persistent_save_path, FileAccess.WRITE)
print("LAST HIT PATH " + str(GameGlobals.last_hit_path))
#cache data before saving and creating checksum in case it changes between data saving and checksum generating
var leaderboard_name = GameGlobals.leaderboard_name
var money = GameGlobals.money
var deposited_money = GameGlobals.deposited_money
var health = GameGlobals.health
@@ -31,8 +34,8 @@ func save_persistent_data():
var shots_fired = GameGlobals.shots_fired
file.store_var(GameGlobals.last_hit_path)
file.store_var(GameGlobals.leaderboard_name)
file.store_var(get_tree().current_scene.scene_file_path)
file.store_var(leaderboard_name)
file.store_var(GameGlobals.current_level)
file.store_var(money)
file.store_var(deposited_money)
file.store_var(health)
@@ -45,7 +48,7 @@ func save_persistent_data():
file.store_var(GameGlobals.gun_ammo)
file.store_var(GameGlobals.ammo_reserve)
file.store_var(GameGlobals.current_gun_index)
var check_data = [money,deposited_money,health,high_score,player_deaths,shots_fired]
var check_data = [persistent_save_path,leaderboard_name,money,deposited_money,health,high_score,player_deaths,shots_fired]
file.store_var(HelperFuncs.checksum(check_data))
file.close()
@@ -75,12 +78,16 @@ func load_persistent_data():
get_tree().current_scene.gun_spawn(GameGlobals.current_gun_index)
var checksum = file.get_var()
var check_data = [money,deposited_money,health,high_score,player_deaths,shots_fired]
print("Checksum : ",checksum)
var check_data = [persistent_save_path,GameGlobals.leaderboard_name,money,deposited_money,health,high_score,player_deaths,shots_fired]
print("CHECK DATA : ",check_data)
print("CHECKSUM CALC : ",HelperFuncs.checksum(check_data))
file.close()
await !file.is_open()
if checksum == HelperFuncs.checksum(check_data):
print("DATA VALID") #APPLY DATA AFTER
else:
print("DATA NOT VALID")
file.close()
else:
print("no data saved...")
@@ -88,9 +95,8 @@ func load_persistent_data():
func save_game_data(level_name):
var level_control = get_tree().current_scene
var player = level_control.player
var game_save_path = str("user://",level_name,"_gamesave.save")
var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
var file = FileAccess.open(game_save_path, FileAccess.WRITE)
#ASSIGN DATA TO VARIABLES
data_cleared = false
player_loc = player.global_position
@@ -111,7 +117,6 @@ func save_game_data(level_name):
file.store_line(json_string)
file.close()
save_persistent_data()
func clear_save_game_data():
@@ -130,7 +135,7 @@ func clear_persistent_data():
file.close()
func check_save_game_exists(level_name):
var game_save_path = str("user://",level_name,"_gamesave.save")
var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
if FileAccess.file_exists(game_save_path):
return true
else:
@@ -139,7 +144,7 @@ func check_save_game_exists(level_name):
func load_save_game_data(level_name):
var level_control = get_tree().current_scene
var player = level_control.player
var game_save_path = str("user://",level_name,"_gamesave.save")
var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
if FileAccess.file_exists(game_save_path):
var file = FileAccess.open(game_save_path, FileAccess.READ)
@@ -224,4 +229,4 @@ func load_resource_path(array):
return []
func shot_fired():
GameGlobals.shots_fired += 1 #null_data_check(shots_fired, 1)
GameGlobals.shots_fired += null_data_check(GameGlobals.shots_fired, 1)

View File

@@ -194,8 +194,8 @@ func die():
get_tree().get_root().add_child(particlespawn)
drop_loot(loot_amount)
if SaveLoad.last_hit_path == str(get_path()):
SaveLoad.last_hit_path = null
if GameGlobals.last_hit_path == str(get_path()):
GameGlobals.last_hit_path = null
SignalBus.emit_signal("enemy_killed")
queue_free()