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ai.interactive.fiction/public/js/persistence-manager-module.js
T

485 lines
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JavaScript

/**
* Persistence Manager Module
* Handles saving and loading game state and user preferences
*/
import { BaseModule } from './base-module.js';
class PersistenceManagerModule extends BaseModule {
/**
* Create a new persistence manager
*/
constructor() {
super('persistence-manager', 'Persistence Manager');
// Storage keys
this.keys = {
gameState: 'ai-interactive-fiction-state',
preferences: 'ai-interactive-fiction-preferences',
saveSlots: 'ai-interactive-fiction-saves'
};
// Current game state
this.gameState = null;
// User preferences
this.preferences = null;
// Save slots
this.saveSlots = {};
// Default preferences
this.defaultPreferences = {
tts: {
enabled: false,
provider: 'none',
voice: '',
},
audio: {
masterVolume: 1.0,
ttsVolume: 1.0,
musicVolume: 0.7,
sfxVolume: 1.0,
},
app: {
locale: 'en-us',
speed: 1.0,
}
};
// Bind methods
this.bindMethods([
'saveGameState',
'loadGameState',
'savePreferences',
'loadPreferences',
'getPreference',
'updatePreference',
'resetPreferences',
'createSaveSlot',
'loadSaveSlot',
'deleteSaveSlot',
'getAllSaveSlots'
]);
// Remove circular dependency
this.dependencies = [];
}
/**
* Initialize the module
* @returns {Promise<boolean>} - Resolves with success status
*/
async initialize() {
try {
this.reportProgress(10, "Initializing persistence manager");
// Load preferences first (with default language settings)
this.loadPreferences();
// Load save slots
this.loadSaveSlots();
this.reportProgress(100, "Persistence manager ready");
return true;
} catch (error) {
console.error("Error initializing persistence manager:", error);
this.reportProgress(100, "Persistence manager failed");
return false;
}
}
/**
* Save the current game state
* @param {Object} state - Game state to save
* @returns {boolean} - Success status
*/
saveGameState(state) {
if (!state) return false;
try {
this.gameState = state;
localStorage.setItem(this.keys.gameState, JSON.stringify(state));
// Dispatch event
this.dispatchEvent('game-state-saved', {
timestamp: new Date().toISOString()
});
return true;
} catch (error) {
console.error("Error saving game state:", error);
return false;
}
}
/**
* Load the current game state
* @returns {Object|null} - Loaded game state or null if not found
*/
loadGameState() {
try {
const stateJson = localStorage.getItem(this.keys.gameState);
if (!stateJson) return null;
this.gameState = JSON.parse(stateJson);
return this.gameState;
} catch (error) {
console.error("Error loading game state:", error);
return null;
}
}
/**
* Save user preferences
* @returns {boolean} - Success status
*/
savePreferences() {
if (!this.preferences) return false;
try {
localStorage.setItem(this.keys.preferences, JSON.stringify(this.preferences));
// Dispatch event
this.dispatchEvent('preferences-saved', {
timestamp: new Date().toISOString()
});
return true;
} catch (error) {
console.error("Error saving preferences:", error);
return false;
}
}
/**
* Load user preferences
* @returns {Object} - Loaded preferences or default preferences if not found
*/
loadPreferences() {
try {
const prefsJson = localStorage.getItem(this.keys.preferences);
if (prefsJson) {
// Parse stored preferences
const storedPrefs = JSON.parse(prefsJson);
// Merge with defaults to ensure all keys exist
this.preferences = this.mergeWithDefaults(storedPrefs, this.defaultPreferences);
} else {
// Use defaults if no stored preferences found
this.preferences = {...this.defaultPreferences};
}
return this.preferences;
} catch (error) {
console.error("Error loading preferences:", error);
this.preferences = {...this.defaultPreferences};
return this.preferences;
}
}
/**
* Merge stored preferences with defaults to ensure all keys exist
* @param {Object} stored - Stored preferences
* @param {Object} defaults - Default preferences
* @returns {Object} - Merged preferences
*/
mergeWithDefaults(stored, defaults) {
// Base case: if stored is not an object or is null, return defaults
if (typeof stored !== 'object' || stored === null) {
return defaults;
}
// Create a new object to avoid modifying the input objects
const merged = {};
// Add all keys from defaults, overriding with stored values where they exist
for (const key in defaults) {
if (Object.prototype.hasOwnProperty.call(defaults, key)) {
// If the default value is an object and not null, recurse
if (typeof defaults[key] === 'object' && defaults[key] !== null) {
merged[key] = this.mergeWithDefaults(
Object.prototype.hasOwnProperty.call(stored, key) ? stored[key] : {},
defaults[key]
);
} else {
// Otherwise, use stored value if it exists, otherwise use default
merged[key] = Object.prototype.hasOwnProperty.call(stored, key) ? stored[key] : defaults[key];
}
}
}
return merged;
}
/**
* Get a specific preference
* @param {string} category - Preference category
* @param {string} setting - Preference setting
* @param {*} defaultValue - Default value if preference not found
* @returns {*} - Preference value
*/
getPreference(category, setting, defaultValue = null) {
if (!category || !setting) return defaultValue;
// Ensure preferences are loaded
if (!this.preferences) {
this.loadPreferences();
}
// Check if category exists
if (!this.preferences[category]) return defaultValue;
// Check if setting exists in category
if (!Object.prototype.hasOwnProperty.call(this.preferences[category], setting)) {
return defaultValue;
}
return this.preferences[category][setting];
}
/**
* Update a specific preference
* @param {string} category - Preference category
* @param {string} setting - Preference setting
* @param {*} value - New value
* @returns {boolean} - Success status
*/
updatePreference(category, setting, value) {
if (!category || !setting) return false;
// Ensure preferences are loaded
if (!this.preferences) {
this.loadPreferences();
}
// Create category if it doesn't exist
if (!this.preferences[category]) {
this.preferences[category] = {};
}
// Update preference
this.preferences[category][setting] = value;
// Save preferences
const success = this.savePreferences();
console.log("Saved preferences: ", category, setting, value, this.preferences)
// Dispatch event
this.dispatchEvent('preference-updated', {
category,
setting,
value,
timestamp: new Date().toISOString()
});
return success;
}
/**
* Reset preferences to defaults
* @returns {boolean} - Success status
*/
resetPreferences() {
try {
// Create a deep clone of default preferences
this.preferences = JSON.parse(JSON.stringify(this.defaultPreferences));
// Save preferences
const success = this.savePreferences();
// Dispatch event
this.dispatchEvent('preferences-reset', {
timestamp: new Date().toISOString()
});
return success;
} catch (error) {
console.error("Error resetting preferences:", error);
return false;
}
}
/**
* Get all preferences
* @returns {Object} - All preferences
*/
getAllPreferences() {
if (!this.preferences) {
this.loadPreferences();
}
return this.preferences;
}
/**
* Load save slots
* @returns {Object} - Save slots
*/
loadSaveSlots() {
try {
const slotsJson = localStorage.getItem(this.keys.saveSlots);
if (slotsJson) {
this.saveSlots = JSON.parse(slotsJson);
// Validate each save slot
for (const id in this.saveSlots) {
const slot = this.saveSlots[id];
if (!slot.id || !slot.name || !slot.timestamp || !slot.state) {
delete this.saveSlots[id];
}
}
} else {
this.saveSlots = {};
}
return this.saveSlots;
} catch (error) {
console.error("Error loading save slots:", error);
this.saveSlots = {};
return this.saveSlots;
}
}
/**
* Save save slots
* @returns {boolean} - Success status
*/
saveSaveSlots() {
try {
localStorage.setItem(this.keys.saveSlots, JSON.stringify(this.saveSlots));
return true;
} catch (error) {
console.error("Error saving save slots:", error);
return false;
}
}
/**
* Create a new save slot
* @param {string} name - Save slot name
* @param {Object} state - Game state to save
* @returns {string|null} - Save slot ID or null if failed
*/
createSaveSlot(name, state) {
if (!name || !state) return null;
try {
// Generate unique ID
const id = `save_${Date.now()}`;
// Create save slot
this.saveSlots[id] = {
id,
name,
timestamp: new Date().toISOString(),
state
};
// Save save slots
this.saveSaveSlots();
// Dispatch event
this.dispatchEvent('save-slot-created', {
id,
name,
timestamp: new Date().toISOString()
});
return id;
} catch (error) {
console.error("Error creating save slot:", error);
return null;
}
}
/**
* Load a save slot
* @param {string} id - Save slot ID
* @returns {Object|null} - Game state or null if not found
*/
loadSaveSlot(id) {
if (!id || !this.saveSlots[id]) return null;
try {
const saveSlot = this.saveSlots[id];
// Set as current game state
this.gameState = saveSlot.state;
// Save current game state
this.saveGameState(this.gameState);
// Dispatch event
this.dispatchEvent('save-slot-loaded', {
id,
name: saveSlot.name,
timestamp: new Date().toISOString()
});
return this.gameState;
} catch (error) {
console.error("Error loading save slot:", error);
return null;
}
}
/**
* Delete a save slot
* @param {string} id - Save slot ID
* @returns {boolean} - Success status
*/
deleteSaveSlot(id) {
if (!id || !this.saveSlots[id]) return false;
try {
// Get save slot name before deleting
const name = this.saveSlots[id].name;
// Delete save slot
delete this.saveSlots[id];
// Save save slots
this.saveSaveSlots();
// Dispatch event
this.dispatchEvent('save-slot-deleted', {
id,
name,
timestamp: new Date().toISOString()
});
return true;
} catch (error) {
console.error("Error deleting save slot:", error);
return false;
}
}
/**
* Get all save slots
* @returns {Object} - All save slots
*/
getAllSaveSlots() {
if (!this.saveSlots) {
this.loadSaveSlots();
}
return this.saveSlots;
}
/**
* Clean up when module is disposed
*/
dispose() {
// Nothing to clean up
}
}
// Create the singleton instance
const PersistenceManager = new PersistenceManagerModule();
// Export the module
export { PersistenceManager };