630 lines
18 KiB
JavaScript
630 lines
18 KiB
JavaScript
//=============================================================================
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// Mano_BackupSave.js
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// ----------------------------------------------------------------------------
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// Copyright (c) 2021-2021 Sigureya
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// This software is released under the MIT License.
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// http://opensource.org/licenses/mit-license.php
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// ----------------------------------------------------------------------------
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// Version
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// 1.0.0 2022/01/28 初版
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// ----------------------------------------------------------------------------
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// [Twitter]: https://twitter.com/Sigureya/
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//=============================================================================
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/*:
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* @plugindesc Make a backup of your save data as the game progresses.
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* @author siguren(https://github.com/Sigureya/RPGmakerMV)
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* @url https://raw.githubusercontent.com/Sigureya/RPGmakerMZ/master/Mano_BackupSave.js
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*
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* @target MZ
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*
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* @command BackupSave
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* @text createBackup
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* @arg id
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* @text BackupNumber
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* @desc Even if they are not serial numbers,
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* they are arranged in numerical order.
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* @type number
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* @min 1
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* @default 1
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*
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* @arg switchId
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* @text Multiple call prevention (blank OK)
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* @desc Use the switch to make a one-time backup.
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* @type switch
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* @default 0
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*
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* @arg text
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* @text helpText
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* @desc It is used for display on the reading screen.
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*
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* @command BackupScene
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* @text OpenBackup
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* @desc Open the backup load scene.
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*
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* @param titleWidth
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* @text titleWidth
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* @type number
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* @default 180
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*
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* @param titleFormat
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* @text titleFormat
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* @type string
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* @default backup %1
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*
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* @param commandName
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* @text CommandNamne
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* @desc Command name to display in the title scene
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* @default Backup Load
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*
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* @param commandHeight
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* @type number
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* @default 44
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*
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*
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* @help
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* Only one save data is created when advancing the game,
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* You may get stuck when you get caught in a bug.
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* This plugin forces data to be saved separately from regular save files.
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*
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* Save data is created with a plug-in command.
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*
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* ■ Timing of backup creation
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* Call "Create Backup" when the following conditions are met.
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* In theory, it is possible at any time, but for safety.
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* ・ Timing that is called only once (can be automated with a switch)
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* ・ Map with few events for production (affects the size of save data, etc.)
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* -The last line of the event command (Avoiding problems by updating game data-described later)
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* When you arrive in a new city, it is easy to meet these conditions.
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*
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* ■ When backing up with different save data
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* Different save data ・ When backing up in the same location
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* Overwrite the old one with a later backup.
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*
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* ■ About the effect of updating game data
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* If you have saved a chapter, please end the event as soon as possible.
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* It is recommended to place it as the last command of the map event.
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*
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* If there is a process immediately after the backup save,
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* The process will be executed after loading.
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* This will cause the old process to be executed when updating the game data.
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*
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*/
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/*:ja
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* @plugindesc ゲームの進行に合わせて、セーブデータのバックアップを作成します。
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* @author しぐれん(https://github.com/Sigureya/RPGmakerMV)
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* @url https://raw.githubusercontent.com/Sigureya/RPGmakerMZ/master/Mano_BackupSave.js
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*
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* @target MZ
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*
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* @command BackupSave
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* @text バックアップ作成/createBackup
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* @arg id
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* @text バックアップ番号/BackupNumber
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* @desc 連番でなくても、番号順に並びます。
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* Even if they are not serial numbers, they are arranged in numerical order.
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* @type number
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* @min 1
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* @default 1
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*
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* @arg switchId
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* @text 多重呼び出し防止(空欄OK)
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* @desc スイッチを利用し、バックアップを1回だけ行うようにします。
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* @type switch
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* @default 0
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*
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* @arg text
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* @text 名称/helpText
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* @desc 読み込み画面での表示に使います。
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*
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* @command BackupScene
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* @text バックアップを開く/OpenBackup
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* @desc バックアップ読み込み画面を開きます。
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*
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* @param titleWidth
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* @text タイトルの幅/titleWidth
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* @type number
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* @default 180
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*
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* @param titleFormat
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* @text タイトル書式/titleFormat
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* @type string
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* @default バックアップ %1
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*
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* @param commandName
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* @text コマンド名/CommandNamne
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* @desc タイトル画面でのコマンド名
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* CommandName for SceneTitle
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* @default バックアップ読み込み
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*
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* @param commandHeight
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* @type number
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* @default 44
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*
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*
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* @help
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* ゲームを進める際に1つしかセーブデータを作っておらず、
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* バグに巻き込まれた際に詰みになってしまうことがあります。
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* このプラグインは、通常のセーブファイルと別にデータを強制的に保存させます。
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*
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* セーブデータの作成はプラグインコマンドで行います。
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*
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* ■バックアップ作成のタイミング
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* 以下の条件を満たすタイミングで「バックアップ作成」を呼び出してください。
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* 理論上どのタイミングでも可能ですが、安全のためです。
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* ・1回しか呼び出されないタイミング(スイッチで自動化可能)
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* ・演出用のイベントが少ないマップ(セーブデータの大きさなどに影響)
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* ・イベントコマンドの最後の行(ゲームデータ更新による不具合回避・後述)
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* 新しい街に到着したタイミングは、これらの条件を満たしやすいです。
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*
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* ■異なるセーブデータでバックアップを行った場合
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* 異なるセーブデータ・同じ場所でバックアップを行った場合、
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* 後で行ったバックアップで古い方を上書きします。
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*
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* ■ゲームデータ更新の影響について
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* チャプターセーブを行った場合、早めにイベントを終了してください。
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* マップイベントの一番最後のコマンドとして配置することを推奨します。
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*
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* バックアップセーブの直後に処理があると、
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* 読み込み後にその処理が実行されてしまいます。
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* これはゲームデータ更新の際に古い処理が実行される原因になります。
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*
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* ■更新履歴
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* 2022/01/29 ver 1.2
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* 非同期処理に関する問題を修正。
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*
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*/
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//TODO:ゲーム終了時に勝手にバックアップを作る機能
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//最後のセーブから一定時間経過していたら行う
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(function () {
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"use strict";
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/**
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* @type {String}
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*/
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const PLUGIN_NAME = "Mano_BackupSave";
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function getCurrentScriptName() {
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const pluginName = decodeURIComponent(document.currentScript.src).match(
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/([^/]+)\.js$/
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);
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if (pluginName) {
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return pluginName[1];
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}
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return "";
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}
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/**
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* @param {String} officialFileName
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*/
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function TestFileNameValid(officialFileName) {
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const currentFileName = getCurrentScriptName();
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if (officialFileName === currentFileName) {
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return;
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}
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const message =
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`Do not rename the plugin file.<br>` +
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`Current file name: ${currentFileName}<br>` +
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`Original file name: ${officialFileName}<br>` +
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`プラグインファイルの名前を変更してはいけません<br>` +
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`現在のファイル名:` +
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currentFileName +
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`<br>` +
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`本来のファイル名:${officialFileName}`;
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throw new Error(message);
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}
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TestFileNameValid(PLUGIN_NAME);
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function getParam() {
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return PluginManager.parameters("Mano_BackupSave");
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}
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const setting = (function () {
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const param = getParam();
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const result = {
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commandHeight: Number(param.commandHeight || 44),
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commandName: String(param.commandName),
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titleFormat: String(param.titleFormat),
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titleWidth: Number(param.titleWidth),
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};
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return result;
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})();
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const BACKUP_SYMBOL = "BACKUP";
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/**
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*
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* @param {String} filename
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* @param {*} obj
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* @returns {Promise}
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*/
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function saveObject(filename, obj) {
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return StorageManager.saveObject(filename, obj);
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}
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/**
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* @param {String} filename
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* @returns {Promise}
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*/
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function loadObject(filename) {
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return StorageManager.loadObject(filename);
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}
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/**
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*
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* @returns {Number}
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*/
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function chapterId(c) {
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if (c) {
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return c.chapterId;
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}
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return 0;
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}
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class BackupInfo {
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constructor() {
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this.clear();
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}
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clear() {
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/**
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* @type {{helpText:String, chapterId:Number, info:rm.types.SaveFileInfo,}[]}
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*/
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this._globalInfo = [];
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}
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sort() {
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this._globalInfo.sort((a, b) => {
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return chapterId(a) - chapterId(b);
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});
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}
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removeInvalidGlobalInfo() {
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this._globalInfo = this._globalInfo.filter((info) => {
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if (info) {
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const filename = this.makeFileName(info.chapterId);
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if (StorageManager.exists(filename)) {
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return true;
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}
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}
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});
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}
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isEmpty() {
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return this._globalInfo.length <= 0;
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}
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refresh() {
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this.removeInvalidGlobalInfo();
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this.sort();
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}
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/**
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*
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* @param {Number} chapterId
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* @returns
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*/
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indexOf(chapterId) {
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for (let i = 0; i < this._globalInfo.length; ++i) {
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const info = this._globalInfo[i];
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if (info.chapterId === chapterId) {
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return i;
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}
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}
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return -1;
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}
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separateChar() {
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if (StorageManager.isLocalMode()) {
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return "\\";
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}
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return ".";
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}
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/**
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* @param {Number} chapterId
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* @param {String} helpText
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* @param {rm.types.SaveFileInfo} info
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*/
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push(chapterId, helpText, info) {
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const backupItem = {
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chapterId: chapterId,
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helpText: helpText,
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info: info,
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};
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const index = this.indexOf(chapterId);
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if (index >= 0) {
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this._globalInfo[index] = backupItem;
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} else {
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this._globalInfo.push(backupItem);
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}
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}
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/**
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* @param {Number} index
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* @returns
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*/
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itemAt(index) {
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return this._globalInfo[index];
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}
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/**
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* @param {Number} index
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* @returns {Promise}
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*/
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loadBackup(index) {
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const item = this.itemAt(index);
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const filename = this.makeFileName(item.chapterId);
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return StorageManager.loadObject(filename);
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}
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/**
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* @param {Number} index
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* @returns
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*/
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helpText(index) {
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const item = this.itemAt(index);
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if (item) {
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return item.helpText;
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}
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return "";
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}
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numItems() {
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return this._globalInfo.length;
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}
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infoFileName() {
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return this.backupFolderName() + "backupInfo";
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}
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executeSaveFileInfoList() {
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//this.makeDirectory();
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saveObject(this.infoFileName(), this._globalInfo);
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}
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executeLoadFileInfoList() {
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//起動時に1回だけ呼び出される
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const fileName = this.infoFileName();
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loadObject(fileName)
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.then((info) => {
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this._globalInfo = info;
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this.refresh();
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})
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.catch(() => {
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this.clear();
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});
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}
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/**
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* @param {Number} chapterId
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* @returns
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*/
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makeFileName(chapterId) {
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return `${this.backupFolderName()}backup${chapterId}`;
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}
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backupFolderName() {
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return `backup` + this.separateChar();
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}
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makeDirectory() {
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if (StorageManager.isLocalMode()) {
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const folderName = this.backupFolderName();
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const parentPath = StorageManager.fileDirectoryPath();
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StorageManager.fsMkdir(parentPath + folderName);
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}
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}
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loadGloablInfo() {
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this.executeLoadFileInfoList();
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this.refresh();
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}
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/**
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*
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* @param {Number} index
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* @returns
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*/
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backupFileName(index) {
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const item = this.itemAt(index);
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if (item) {
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return `${this.backupFolderName()}chapter${item.chapterId}`;
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}
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return "";
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}
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/**
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* @param {Number} chapterId
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* @param {String} chapterText
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*/
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async saveChappter(chapterId, chapterText) {
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$gameSystem.onBeforeSave();
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const contents = DataManager.makeSaveContents();
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const fileName = this.makeFileName(chapterId);
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this.makeDirectory();
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await saveObject(fileName, contents);
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const info = DataManager.makeSavefileInfo();
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this.push(chapterId, chapterText, info);
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this.executeSaveFileInfoList();
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}
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}
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class ChapterSaveManager_T {
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constructor() {
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this._fileWriting = false;
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this._globalInfoV2 = new BackupInfo();
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}
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isFileWriting() {
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return this._fileWriting;
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}
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loadGloablInfo() {
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return this._globalInfoV2.loadGloablInfo();
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}
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/**
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* @param {Number} index
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* @returns
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*/
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getSaveFileInfo(index) {
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return this._globalInfoV2.itemAt(index);
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}
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/**
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* @param {Number} index
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* @returns
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*/
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chapterText(index) {
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return this._globalInfoV2.helpText(index);
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}
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/**
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* @param {Number} chapterId
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* @param {String} chapterText
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*/
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saveChappter(chapterId, chapterText) {
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this._fileWriting = true;
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return this._globalInfoV2
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.saveChappter(chapterId, chapterText)
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.finally(() => {
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this._fileWriting = false;
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});
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}
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/**
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* @param {Number} index
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*/
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executeLoad(index) {
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return this._globalInfoV2.loadBackup(index).then((contents) => {
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DataManager.createGameObjects();
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DataManager.extractSaveContents(contents);
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DataManager.correctDataErrors();
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});
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}
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numItems() {
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return this._globalInfoV2.numItems();
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}
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}
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const backupManager = new ChapterSaveManager_T();
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class Window_BackupFileLoad extends Window_SavefileList {
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helpText() {
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return backupManager.chapterText(this.index());
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}
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updateHelp() {
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const helpText = this.helpText();
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this._helpWindow.setText(helpText);
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}
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/**
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*
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* @param {Number} chapterId
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* @param {Number} x
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* @param {Number} y
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*/
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drawFileTitle(chapterId, x, y) {
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const text = setting.titleFormat.format(chapterId);
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this.drawText(text, x, y, setting.titleWidth);
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}
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drawItem(index) {
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const rect = this.itemRectWithPadding(index);
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const info = backupManager.getSaveFileInfo(index);
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this.resetTextColor();
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this.changePaintOpacity(!!info);
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if (info) {
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this.drawFileTitle(info.chapterId, rect.x, rect.y);
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this.drawContents(info.info, rect);
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}
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}
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maxItems() {
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return backupManager.numItems();
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}
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}
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class Scene_BackupLoad extends Scene_Load {
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/**
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* @returns {String}
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*/
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helpWindowText() {
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return this._listWindow.helpText();
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}
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createListWindow() {
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//Windowと関連するセーブデータが専用なので、独自のクラスを作る
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const rect = this.listWindowRect();
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const wsf = new Window_BackupFileLoad(rect);
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wsf.select(0);
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wsf.setHelpWindow(this._helpWindow);
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wsf.setHandler("ok", this.onSavefileOk.bind(this));
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wsf.setHandler("cancel", this.popScene.bind(this));
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wsf.refresh();
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this.addWindow(wsf);
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this._listWindow = wsf;
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}
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backupFileName() {
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return "test";
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}
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onLoadSuccess() {
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super.onLoadSuccess();
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DataManager.selectSavefileForNewGame();
|
|
}
|
|
/**
|
|
* @param {Number} index
|
|
*/
|
|
executeLoad(index) {
|
|
backupManager
|
|
.executeLoad(index)
|
|
.then(() => {
|
|
this.onLoadSuccess();
|
|
})
|
|
.catch(() => {
|
|
this.onLoadFailure();
|
|
});
|
|
}
|
|
onSavefileOk() {
|
|
if (this._listWindow.isCurrentItemEnabled()) {
|
|
const savefileIndex = this._listWindow.index();
|
|
this.executeLoad(savefileIndex);
|
|
} else {
|
|
this.onLoadFailure();
|
|
}
|
|
}
|
|
}
|
|
const Scene_Boot_loadPlayerData = Scene_Boot.prototype.loadPlayerData;
|
|
Scene_Boot.prototype.loadPlayerData = function () {
|
|
Scene_Boot_loadPlayerData.call(this);
|
|
backupManager.loadGloablInfo();
|
|
};
|
|
const Window_TitleCommand_addCommand =
|
|
Window_TitleCommand.prototype.addCommand;
|
|
Window_TitleCommand.prototype.addCommand = function (name, symbol, enabled) {
|
|
Window_TitleCommand_addCommand.apply(this, arguments);
|
|
if (symbol === "continue") {
|
|
this.addCommand(setting.commandName, BACKUP_SYMBOL);
|
|
this.setHandler(BACKUP_SYMBOL, () => {
|
|
SceneManager.push(Scene_BackupLoad);
|
|
});
|
|
}
|
|
};
|
|
const Scene_Title_commandWindowRect = Scene_Title.prototype.commandWindowRect;
|
|
Scene_Title.prototype.commandWindowRect = function () {
|
|
const rect = Scene_Title_commandWindowRect.call(this);
|
|
rect.height += setting.commandHeight;
|
|
return rect;
|
|
};
|
|
const WAIT_FOR_WRITE = "WaitForFileWrite";
|
|
function createAwaitEventCode() {
|
|
return [
|
|
{
|
|
code: 357,
|
|
indent: 0,
|
|
parameters: [PLUGIN_NAME, WAIT_FOR_WRITE],
|
|
},
|
|
];
|
|
}
|
|
|
|
PluginManager.registerCommand(PLUGIN_NAME, WAIT_FOR_WRITE, function () {
|
|
/**
|
|
* @type {Game_Interpreter}
|
|
*/
|
|
const inter = this;
|
|
if (backupManager.isFileWriting()) {
|
|
inter.wait(10);
|
|
inter.jumpTo(0);
|
|
}
|
|
});
|
|
PluginManager.registerCommand(PLUGIN_NAME, "BackupSave", function (arg) {
|
|
if (backupManager.isFileWriting()) {
|
|
return;
|
|
}
|
|
const switchId = Number(arg.switchId);
|
|
if ($gameSwitches.value(switchId)) {
|
|
return;
|
|
}
|
|
/**
|
|
* @type {Game_Interpreter}
|
|
*/
|
|
const inter = this;
|
|
const code = createAwaitEventCode();
|
|
//実行完了までの待機用イベントをセットする
|
|
inter.setupChild(code, 0);
|
|
$gameSwitches.setValue(switchId, true);
|
|
const chapterId = Number(arg.id);
|
|
backupManager.saveChappter(chapterId, arg.text);
|
|
});
|
|
|
|
PluginManager.registerCommand(PLUGIN_NAME, "BackupScene", () => {
|
|
SceneManager.push(Scene_BackupLoad);
|
|
});
|
|
})();
|