diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-26 15:58:11 +0200 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-26 15:58:11 +0200 |
commit | 370c72acdb43ddb79583c232af9f91155425fc8d (patch) | |
tree | 8bbf7ce073a62052671a3958f33263dff82011be /design.tex | |
parent | 6e870b621c663e09177fecf42810bc3b87c26ea6 (diff) |
WIP save manager design
Diffstat (limited to 'design.tex')
-rw-r--r-- | design.tex | 45 |
1 files changed, 33 insertions, 12 deletions
@@ -24,15 +24,15 @@ workflows. \section{Overview} -\subsection{Core} - -\subsection{Patterns} +% TODO: high-level design introduction +% - which parts of the design are prerequisites (and therefore not designed by us) +% - why are all parts in the following section arranged in the way they are \section{Design} -\subsection{Rendering} +% \subsection{Rendering} -\subsection{Physics} +% \subsection{Physics} \subsection{Scripting} @@ -91,10 +91,11 @@ follows:\noparbreak contains the following classes:\noparbreak \begin{description} \item[Script] This is the script \emph{interface}, and is used by the game - programmer to create derived script classes. All methods in this class are - declared virtual and have an empty implementation. + programmer to create derived script classes. All virtual methods in this class + have an empty implementation by default, and are optionally implemented by the + game programmer. - This class' methods are protected by default, and a friend relation to + This class' virtual methods are protected by default, and a friend relation to \codeinline{ScriptSystem} is used to ensure only \codeinline{ScriptSystem} is able to call these methods. @@ -103,6 +104,10 @@ contains the following classes:\noparbreak function returns a reference to the \codeinline{BehaviorScript} instance it was called on so it can be chained after the call to \codeinline{GameObject::add_component}. + + \codeinline{Script} also has a reference to its parent + \codeinline{BehaviorScript} instance so components can easily be retrieved using + the component manager. \item[BehaviorScript] This is the script \emph{component}, and is given as the template parameter to \codeinline{GameObject::add_component}. @@ -184,13 +189,29 @@ contains the following classes: \label{fig:class-audio-facade} \end{figure} -\subsection{Input} +\subsection{Save manager} + +The save manager \gls{api} is designed to give the game programmer an easy to use +interface for retrieving and storing game-specific data (\cref{req:savemgr}). + +Because the engine validation app only stores statistics and highscores, the save +manager is not required to support loading different save files +(\cref{req:savemgr:multi-file}), nor storing complicated data types +(\cref{req:savemgr:types-custom}). The save manager only supports storing simple +types (\cref{req:savemgr:types-scalar,req:savemgr:types-string}). -\subsection{Physics} +In order to reduce complexity for the game programmer further, the following +requirements were also set:\noparbreak + +\begin{itemize} + \item Prevent data loss in the case of crashes (\cref{req:savemgr:journalling}) + \item Handle opening/closing/flushing of the underlying file automatically + % (\cref{req:savemgr:???}) +\end{itemize} -\section{Tools} +% \subsection{Input} -\section{Conclusion} +% \subsection{Physics} \end{document} |