Add server autosave interval
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@@ -767,7 +767,9 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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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 server-side save interval. `AAgrarianGameGameMode` now starts an
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authoritative repeating autosave timer from `ServerAutoSaveIntervalSeconds`
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and calls `SaveCurrentWorld`, with `0` disabling the MVP timer.
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- [x] Add manual admin save command.
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- [ ] Add load-on-server-start.
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- [ ] Add initial tile registry persistence for Ground Zero.
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@@ -447,6 +447,12 @@ reapplies the mapped weather inputs; otherwise it restores the saved enum
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weather state. This gives the MVP a deterministic fallback while preserving the
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latest real/provider-mapped tile weather payload when one was available.
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The server-side autosave interval lives on `AAgrarianGameGameMode` as
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`ServerAutoSaveIntervalSeconds`, defaulting to five minutes. On authority,
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`BeginPlay` starts a repeating timer that calls `RunServerAutoSave`, which uses
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`UAgrarianPersistenceSubsystem::SaveCurrentWorld`. Setting the interval to zero
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disables the MVP autosave timer.
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## Testing Gates
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Minimum persistence smoke test:
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@@ -0,0 +1,47 @@
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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" / "AgrarianGameGameMode.h": [
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"virtual void BeginPlay() override;",
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"float ServerAutoSaveIntervalSeconds = 300.0f;",
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"void RunServerAutoSave();",
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"FTimerHandle ServerAutoSaveTimerHandle;",
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],
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ROOT / "Source" / "AgrarianGame" / "AgrarianGameGameMode.cpp": [
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"GetWorldTimerManager().SetTimer",
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"&AAgrarianGameGameMode::RunServerAutoSave",
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"ServerAutoSaveIntervalSeconds > 0.0f",
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"Persistence->SaveCurrentWorld()",
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],
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ROOT / "Docs" / "PersistenceDesignDocument.md": [
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"`ServerAutoSaveIntervalSeconds`",
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"`UAgrarianPersistenceSubsystem::SaveCurrentWorld`",
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"disables the MVP autosave timer",
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],
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ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md": [
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"[x] Add server-side save interval.",
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"`AAgrarianGameGameMode`",
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"`SaveCurrentWorld`",
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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("Server save interval verification failed: " + "; ".join(missing))
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print("PASS: authoritative server autosave interval is wired to world persistence.")
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if __name__ == "__main__":
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main()
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@@ -5,6 +5,7 @@
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#include "AgrarianDebugHUD.h"
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#include "AgrarianGameState.h"
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#include "AgrarianPersistenceSubsystem.h"
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#include "TimerManager.h"
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AAgrarianGameGameMode::AAgrarianGameGameMode()
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{
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@@ -12,6 +13,22 @@ AAgrarianGameGameMode::AAgrarianGameGameMode()
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HUDClass = AAgrarianDebugHUD::StaticClass();
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}
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void AAgrarianGameGameMode::BeginPlay()
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{
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Super::BeginPlay();
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if (HasAuthority() && ServerAutoSaveIntervalSeconds > 0.0f)
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{
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GetWorldTimerManager().SetTimer(
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ServerAutoSaveTimerHandle,
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this,
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&AAgrarianGameGameMode::RunServerAutoSave,
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ServerAutoSaveIntervalSeconds,
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true,
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ServerAutoSaveIntervalSeconds);
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}
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}
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void AAgrarianGameGameMode::RestartPlayer(AController* NewPlayer)
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{
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Super::RestartPlayer(NewPlayer);
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@@ -35,3 +52,21 @@ void AAgrarianGameGameMode::Logout(AController* Exiting)
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Super::Logout(Exiting);
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}
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void AAgrarianGameGameMode::RunServerAutoSave()
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{
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if (!HasAuthority())
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{
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return;
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}
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UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
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if (!Persistence)
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{
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UE_LOG(LogTemp, Warning, TEXT("Agrarian server autosave skipped: persistence subsystem unavailable."));
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return;
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}
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const bool bSaved = Persistence->SaveCurrentWorld();
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UE_LOG(LogTemp, Log, TEXT("Agrarian server autosave %s."), bSaved ? TEXT("completed") : TEXT("failed"));
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}
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@@ -19,8 +19,17 @@ public:
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/** Constructor */
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AAgrarianGameGameMode();
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virtual void BeginPlay() override;
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virtual void RestartPlayer(AController* NewPlayer) override;
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virtual void Logout(AController* Exiting) override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Persistence", meta = (ClampMin = "0"))
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float ServerAutoSaveIntervalSeconds = 300.0f;
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protected:
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void RunServerAutoSave();
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FTimerHandle ServerAutoSaveTimerHandle;
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};
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