Split everything up into dynamically loaded modules.
This commit is contained in:
@@ -1,123 +1,364 @@
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/**
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* PersistenceManager Module
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* Handles saving and loading the game state.
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* Persistence Manager Module
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* Handles saving and loading game state and user preferences
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*/
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export class PersistenceManager {
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/**
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* Create a new PersistenceManager
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* @param {Object} config - Configuration options
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* @param {Storage} config.storage - The storage backend (e.g., localStorage)
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* @param {string} config.saveStateKey - Key for saving the state
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* @param {string} config.saveHistoryKey - Key for saving the history
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*/
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constructor(config = {}) {
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this.storage = config.storage || window.localStorage;
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this.saveStateKey = config.saveStateKey || 'save-state';
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this.saveHistoryKey = config.saveHistoryKey || 'save-history';
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}
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import { BaseModule } from './base-module.js';
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import { moduleRegistry } from './module-registry.js';
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class PersistenceManagerModule extends BaseModule {
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/**
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* Save the current state
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* @param {Object} stateObject - The state object to save
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* @param {string} stateObject.inkJson - The serialized Ink state
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* @param {Array<string>} stateObject.history - Array of HTML strings representing the story history
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* @returns {boolean} Whether the save was successful
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* Create a new persistence manager
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*/
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saveState(stateObject) {
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constructor() {
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super('persistence-manager', 'Persistence Manager');
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this.storage = window.localStorage;
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this.stateKey = 'ai_fiction_state';
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this.prefsKey = 'ai_fiction_prefs';
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// Default preferences
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this.defaultPreferences = {
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tts: {
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enabled: false,
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provider: 'browser', // 'browser', 'kokoro', 'elevenlabs'
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voice: '',
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volume: 1.0
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},
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audio: {
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masterVolume: 1.0,
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musicVolume: 0.7,
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sfxVolume: 1.0
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},
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animation: {
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speed: 50, // 0-100 scale
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fastForwardKey: ' ' // Space key
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},
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accessibility: {
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highContrast: false,
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largerText: false
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}
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};
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// Current preferences (will be loaded from storage)
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this.preferences = { ...this.defaultPreferences };
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}
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/**
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* Initialize the module
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* @returns {Promise<boolean>} - Resolves with success status
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*/
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async initialize() {
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try {
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if (stateObject.inkJson) {
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this.storage.setItem(this.saveStateKey, stateObject.inkJson);
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}
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// Test storage availability
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this.storage = this.getStorageObject();
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if (stateObject.history) {
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this.storage.setItem(this.saveHistoryKey, JSON.stringify(stateObject.history));
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}
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// Load preferences automatically
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this.loadPreferences();
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this.reportProgress(100, "Persistence manager ready");
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return true;
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} catch (error) {
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console.error('Error saving state:', error);
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console.error("Error initializing persistence manager:", error);
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// Continue without persistence rather than failing
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return true;
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}
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}
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/**
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* Get the appropriate storage object, testing availability
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* @returns {Storage} - The storage object to use
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*/
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getStorageObject() {
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try {
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// Test if localStorage is available
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if (window.localStorage) {
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const testKey = '__storage_test__';
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window.localStorage.setItem(testKey, testKey);
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window.localStorage.removeItem(testKey);
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return window.localStorage;
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}
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} catch (e) {
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console.warn('localStorage not available, using memory storage');
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// Create a memory-based storage fallback
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return this.createMemoryStorage();
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}
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console.warn('localStorage not available, using memory storage');
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return this.createMemoryStorage();
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}
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/**
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* Create a memory-based storage fallback
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* @returns {Object} - A storage-like object
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*/
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createMemoryStorage() {
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const memoryStore = {};
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return {
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getItem: (key) => memoryStore[key] || null,
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setItem: (key, value) => {
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memoryStore[key] = String(value);
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},
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removeItem: (key) => {
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delete memoryStore[key];
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},
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clear: () => {
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Object.keys(memoryStore).forEach(key => {
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delete memoryStore[key];
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});
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}
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};
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}
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/**
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* Save the current game state
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* @param {Object} state - The game state to save
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*/
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saveState(state) {
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if (!this.storage) {
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console.warn('No storage available, game state not saved.');
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return false;
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}
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try {
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const stateString = JSON.stringify(state);
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this.storage.setItem(this.stateKey, stateString);
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console.log('Game state saved successfully.');
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return true;
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} catch (error) {
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console.error('Error saving game state:', error);
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return false;
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}
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}
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/**
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* Load the saved state
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* @returns {Object|null} The loaded state object or null if no save exists
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* Load the saved game state
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* @returns {Object|null} The loaded state or null if no state exists
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*/
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loadState() {
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try {
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const inkJson = this.storage.getItem(this.saveStateKey);
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const historyJson = this.storage.getItem(this.saveHistoryKey);
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if (!inkJson && !historyJson) {
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return null;
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}
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const result = {};
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if (inkJson) {
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result.inkJson = inkJson;
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}
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if (historyJson) {
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result.history = JSON.parse(historyJson);
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}
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return result;
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} catch (error) {
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console.error('Error loading state:', error);
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return null;
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}
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}
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/**
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* Check if a saved state exists
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* @returns {boolean} Whether a saved state exists
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*/
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hasSavedState() {
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return this.storage.getItem(this.saveStateKey) !== null;
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}
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/**
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* Delete the saved state
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* @returns {boolean} Whether the deletion was successful
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*/
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deleteSavedState() {
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try {
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this.storage.removeItem(this.saveStateKey);
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this.storage.removeItem(this.saveHistoryKey);
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return true;
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} catch (error) {
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console.error('Error deleting saved state:', error);
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return false;
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}
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}
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/**
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* Export the saved state as a JSON string
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* @returns {string|null} The exported state as a JSON string or null if no save exists
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*/
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exportState() {
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const state = this.loadState();
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if (!state) {
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if (!this.storage) {
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console.warn('No storage available, cannot load game state.');
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return null;
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}
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return JSON.stringify(state);
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}
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/**
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* Import a state from a JSON string
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* @param {string} jsonString - The JSON string to import
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* @returns {boolean} Whether the import was successful
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*/
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importState(jsonString) {
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try {
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const state = JSON.parse(jsonString);
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return this.saveState(state);
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const stateString = this.storage.getItem(this.stateKey);
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if (!stateString) {
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console.info('No saved game state found.');
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return null;
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}
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const state = JSON.parse(stateString);
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console.log('Game state loaded successfully.');
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return state;
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} catch (error) {
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console.error('Error importing state:', error);
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console.error('Error loading game state:', error);
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return null;
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}
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}
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/**
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* Check if a saved game state exists
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* @returns {boolean} Whether a saved state exists
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*/
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hasSavedState() {
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if (!this.storage) return false;
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return !!this.storage.getItem(this.stateKey);
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}
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/**
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* Delete the saved game state
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* @returns {boolean} Whether the state was successfully deleted
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*/
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clearState() {
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if (!this.storage) return false;
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try {
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this.storage.removeItem(this.stateKey);
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console.log('Game state cleared.');
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return true;
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} catch (error) {
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console.error('Error clearing game state:', error);
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return false;
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}
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}
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/**
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* Save user preferences
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* @param {Object} [preferences] - Preferences to save (defaults to current preferences)
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* @returns {boolean} Whether preferences were successfully saved
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*/
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savePreferences(preferences = null) {
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if (!this.storage) {
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console.warn('No storage available, preferences not saved.');
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return false;
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}
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// Use provided preferences or current preferences
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const prefsToSave = preferences || this.preferences;
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try {
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const prefsString = JSON.stringify(prefsToSave);
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this.storage.setItem(this.prefsKey, prefsString);
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console.log('Preferences saved successfully.');
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// Update current preferences
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if (preferences) {
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this.preferences = { ...this.preferences, ...preferences };
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}
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return true;
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} catch (error) {
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console.error('Error saving preferences:', error);
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return false;
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}
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}
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/**
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* Load user preferences
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* @returns {Object} The loaded preferences or default preferences if none exist
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*/
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loadPreferences() {
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if (!this.storage) {
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console.warn('No storage available, using default preferences.');
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return { ...this.defaultPreferences };
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}
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try {
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const prefsString = this.storage.getItem(this.prefsKey);
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if (!prefsString) {
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console.info('No saved preferences found, using defaults.');
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this.preferences = { ...this.defaultPreferences };
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return this.preferences;
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}
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const loadedPrefs = JSON.parse(prefsString);
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// Merge with default preferences to ensure all fields exist
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this.preferences = this.mergeWithDefaults(loadedPrefs, this.defaultPreferences);
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console.log('Preferences loaded successfully.');
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return this.preferences;
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} catch (error) {
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console.error('Error loading preferences:', error);
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this.preferences = { ...this.defaultPreferences };
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return this.preferences;
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}
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}
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/**
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* Merge loaded preferences with default values to ensure all fields exist
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* @param {Object} loaded - The loaded preferences
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* @param {Object} defaults - The default preferences
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* @returns {Object} Merged preferences
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* @private
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*/
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mergeWithDefaults(loaded, defaults) {
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const result = {};
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// Start with defaults
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for (const key in defaults) {
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if (typeof defaults[key] === 'object' && defaults[key] !== null && !Array.isArray(defaults[key])) {
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// Recurse for nested objects
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if (loaded && loaded[key]) {
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result[key] = this.mergeWithDefaults(loaded[key], defaults[key]);
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} else {
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result[key] = { ...defaults[key] };
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}
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} else {
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// Use loaded value if available, otherwise default
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result[key] = (loaded && loaded[key] !== undefined) ? loaded[key] : defaults[key];
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}
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}
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return result;
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}
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/**
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* Update specific preferences
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* @param {string} category - The preference category (e.g., 'tts', 'audio')
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* @param {string} setting - The specific setting name
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* @param {any} value - The new value
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* @param {boolean} [saveImmediately=true] - Whether to save immediately
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*/
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updatePreference(category, setting, value, saveImmediately = true) {
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// Ensure the category exists
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if (!this.preferences[category]) {
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console.warn(`Preference category '${category}' doesn't exist.`);
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return false;
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}
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// Update the preference
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this.preferences[category][setting] = value;
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// Save if requested
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if (saveImmediately) {
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return this.savePreferences();
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}
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return true;
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}
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/**
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* Get a specific preference value
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* @param {string} category - The preference category
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* @param {string} setting - The specific setting name
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* @param {any} [defaultValue] - Default value if the preference doesn't exist
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* @returns {any} The preference value
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*/
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getPreference(category, setting, defaultValue = null) {
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// Check if category exists
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if (!this.preferences[category]) {
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return defaultValue;
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}
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// Check if setting exists in category
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if (this.preferences[category].hasOwnProperty(setting)) {
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return this.preferences[category][setting];
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}
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return defaultValue;
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}
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/**
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* Reset preferences to defaults
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* @param {string} [category] - Optional category to reset (resets all if not specified)
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* @param {boolean} [saveImmediately=true] - Whether to save immediately
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*/
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resetPreferences(category = null, saveImmediately = true) {
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if (category) {
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// Reset only specified category
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if (this.defaultPreferences[category]) {
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this.preferences[category] = { ...this.defaultPreferences[category] };
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}
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} else {
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// Reset all preferences
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this.preferences = { ...this.defaultPreferences };
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}
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// Save if requested
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if (saveImmediately) {
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return this.savePreferences();
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}
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return true;
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}
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/**
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* Get all preferences
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* @returns {Object} The current preferences
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*/
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getAllPreferences() {
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return { ...this.preferences };
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}
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}
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// Create the singleton instance
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const PersistenceManager = new PersistenceManagerModule();
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// Register with the module registry
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moduleRegistry.register(PersistenceManager);
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// Export the module
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export { PersistenceManager };
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// Keep a reference in window for loader system
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window.PersistenceManager = PersistenceManager;
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