Reserve container persistence schema
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@@ -762,7 +762,11 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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`UAgrarianSaveGame::Weather`, provider `WeatherInputs`, and `WeatherDebug`,
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then restore mapped provider inputs when present or the saved enum weather
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otherwise.
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- [ ] Save containers.
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- [x] Save containers. The save schema now reserves
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`FAgrarianSavedContainer` records with stable container ID, type, transform,
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item stacks, and owner player ID; 0.1.M has no placed container actor yet, so
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the current craftable `simple_container` remains covered by player inventory
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persistence until placed containers arrive.
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- [ ] Add server-side save interval.
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- [x] Add manual admin save command.
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- [ ] Add load-on-server-start.
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@@ -429,6 +429,14 @@ from `UAgrarianInventoryComponent::Items`, and restored through
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values and broadcasts inventory changes so HUD/debug listeners see loaded item
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state.
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Container persistence reserves `FAgrarianSavedContainer` records with stable
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container ID, container type ID, transform, item stacks, and owner player ID.
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Version 0.1.M does not yet have a placed container actor to capture; the current
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`simple_container` remains a craftable inventory item and is covered by player
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inventory persistence. The saved container array is intentionally present now
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so the first placed-container actor can use the same save format without a
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schema break.
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World time is stored in `UAgrarianSaveGame::WorldHours`. The persistence
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subsystem captures it from `AAgrarianGameState::WorldHours` during world save
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and restores it only on authority during world load.
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@@ -0,0 +1,44 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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EXPECTED = {
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ROOT / "Source" / "AgrarianGame" / "AgrarianSaveGame.h": [
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"struct FAgrarianSavedContainer",
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"FName ContainerId = NAME_None;",
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"FName ContainerTypeId = NAME_None;",
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"FTransform Transform;",
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"TArray<FAgrarianItemStack> Inventory;",
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"FString OwnerPlayerId;",
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"TArray<FAgrarianSavedContainer> Containers;",
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],
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ROOT / "Docs" / "PersistenceDesignDocument.md": [
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"`FAgrarianSavedContainer`",
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"Version 0.1.M does not yet have a placed container actor to capture",
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"`simple_container` remains a craftable inventory item",
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],
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ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md": [
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"[x] Save containers.",
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"`FAgrarianSavedContainer`",
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"`simple_container` remains covered by player inventory",
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],
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}
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def main() -> None:
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missing = []
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for path, snippets in EXPECTED.items():
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text = path.read_text(encoding="utf-8")
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for snippet in snippets:
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if snippet not in text:
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missing.append(f"{path.relative_to(ROOT)}: {snippet}")
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if missing:
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raise RuntimeError("Container persistence schema verification failed: " + "; ".join(missing))
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print("PASS: container persistence schema is reserved without claiming placed-container capture.")
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if __name__ == "__main__":
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main()
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@@ -85,6 +85,27 @@ struct FAgrarianSavedResourceNode
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bool bRespawnsForMvp = false;
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};
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USTRUCT(BlueprintType)
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struct FAgrarianSavedContainer
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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FName ContainerId = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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FName ContainerTypeId = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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FTransform Transform;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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TArray<FAgrarianItemStack> Inventory;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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FString OwnerPlayerId;
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};
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UCLASS()
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class UAgrarianSaveGame : public USaveGame
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{
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@@ -114,4 +135,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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TArray<FAgrarianSavedResourceNode> ResourceNodes;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
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TArray<FAgrarianSavedContainer> Containers;
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};
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