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Changed the signature of the Load and Save function of the SaveGameSystem Added more logs #381

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May 16, 2025
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Original file line number Diff line number Diff line change
Expand Up @@ -47,29 +47,37 @@ void UGBFSaveGameSubsystem::NotifyPlayerAdded( ULocalPlayer * local_player )
}
}

bool UGBFSaveGameSubsystem::Load( FGBFOnSaveGameLoaded on_save_game_loaded )
void UGBFSaveGameSubsystem::Load( FGBFOnSaveGameLoaded on_save_game_loaded )
{
UE_LOG( LogGBFSaveGameSystem, Verbose, TEXT( "UGBFSaveGameSubsystem::Load" ) );

if ( CVarDisableSave.GetValueOnGameThread() )
{
return false;
UE_LOG( LogGBFSaveGameSystem, Verbose, TEXT( "Failed to load : Loading the game is disabled with the console variable GBF.SaveGameSystem.DisableSave" ) );
on_save_game_loaded.ExecuteIfBound( SaveGame, false );
return;
}

const auto * world = GetWorld();
const auto * world_settings = Cast< AGBFWorldSettings >( world->GetWorldSettings() );
if ( world_settings->GetGameplayTags().HasTag( GBFTag_WorldSettings_NoSaveGame ) )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Failed to load : Tag WorldSettings.NoSaveGame is set on the world settings" ) );
on_save_game_loaded.ExecuteIfBound( SaveGame, false );
return;
}

const auto current_time = GetWorld()->GetTimeSeconds();
auto * settings = GetDefault< UGBFSaveGameSettings >();

UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "Frequency check before loading" ) );
if ( !IsFrequencyRespected( LoadGameCallTimes, current_time, settings->MaxLoadFrequencyDuration, settings->MaxLoadFrequency ) )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Too much calls to Load. Max calls : %i in %f seconds" ), settings->MaxLoadFrequency, settings->MaxLoadFrequencyDuration );
return false;
}

const auto * world = GetWorld();

const auto * world_settings = Cast< AGBFWorldSettings >( world->GetWorldSettings() );
if ( world_settings->GetGameplayTags().HasTag( GBFTag_WorldSettings_NoSaveGame ) )
{
return false;
on_save_game_loaded.ExecuteIfBound( SaveGame, false );
return;
}
UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "Frequency check successful. Loaded %i times for the last %lld seconds" ), LoadGameCallTimes.Num(), FMath::RoundToInt( current_time - LoadGameCallTimes.First() ) );

if ( SaveGame != nullptr )
{
Expand All @@ -80,77 +88,113 @@ bool UGBFSaveGameSubsystem::Load( FGBFOnSaveGameLoaded on_save_game_loaded )
}

auto callback = FOnLocalPlayerSaveGameLoadedNative::CreateLambda( [ &, delegate = MoveTemp( on_save_game_loaded ) ]( ULocalPlayerSaveGame * save_game ) {
UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "AsyncSaveGameToSlot returned : %i" ), save_game != nullptr );

SaveGame = Cast< UGBFSaveGame >( save_game );

if ( SaveGame == nullptr )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Failed to load : Save game returned by AsyncSaveGameToSlot is null" ) );
delegate.ExecuteIfBound( SaveGame, false );
return;
}

UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "Register savables" ) );
for ( const auto & pending_savable : PendingSavables )
{
SaveGame->RegisterSavable( pending_savable );
}

PendingSavables.Reset();

delegate.ExecuteIfBound( SaveGame );
delegate.ExecuteIfBound( SaveGame, true );
OnOperationTriggeredDelegate.Broadcast( EGBFSaveGameSubsystemOperation::Load, EGBFSaveGameSubsystemOperationEvent::Ended );
} );

UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "Calling AsyncLoadOrCreateSaveGameForLocalPlayer" ) );
OnOperationTriggeredDelegate.Broadcast( EGBFSaveGameSubsystemOperation::Load, EGBFSaveGameSubsystemOperationEvent::Started );
return UGBFSaveGame::AsyncLoadOrCreateSaveGameForLocalPlayer( settings->SaveGameClass, PrimaryPlayer.Get(), settings->SaveGameSlotName, callback );

if ( !UGBFSaveGame::AsyncLoadOrCreateSaveGameForLocalPlayer( settings->SaveGameClass, PrimaryPlayer.Get(), settings->SaveGameSlotName, callback ) )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Failed to load : UGBFSaveGame::AsyncLoadOrCreateSaveGameForLocalPlayer returned false" ) );
on_save_game_loaded.ExecuteIfBound( SaveGame, false );
}
}

bool UGBFSaveGameSubsystem::Save( FGBFOnSaveGameSaved on_save_game_saved )
void UGBFSaveGameSubsystem::Save( FGBFOnSaveGameSaved on_save_game_saved )
{
UE_LOG( LogGBFSaveGameSystem, Verbose, TEXT( "UGBFSaveGameSubsystem::Save" ) );

if ( CVarDisableSave.GetValueOnGameThread() )
{
UE_LOG( LogGBFSaveGameSystem, Verbose, TEXT( "Failed to save : Saving the game is disabled with the console variable GBF.SaveGameSystem.DisableSave" ) );
on_save_game_saved.ExecuteIfBound( SaveGame, false );
return false;
return;
}

if ( SaveGame == nullptr )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Failed to save : No save game" ) );
on_save_game_saved.ExecuteIfBound( SaveGame, false );
return false;
return;
}

if ( !ensure( PrimaryPlayer.Get() ) )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Failed to save : No primary player" ) );
on_save_game_saved.ExecuteIfBound( SaveGame, false );
return false;
return;
}

const auto current_time = GetWorld()->GetTimeSeconds();
auto * settings = GetDefault< UGBFSaveGameSettings >();

if ( !IsFrequencyRespected( SaveGameCallTimes, current_time, settings->MaxSaveFrequencyDuration, settings->MaxSaveFrequency ) )
const auto * world = GetWorld();
const auto * world_settings = Cast< AGBFWorldSettings >( world->GetWorldSettings() );
if ( world_settings->GetGameplayTags().HasTag( GBFTag_WorldSettings_NoSaveGame ) )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Too much calls to Save. Max calls : %i in %f seconds" ), settings->MaxSaveFrequency, settings->MaxSaveFrequencyDuration );
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Failed to save : Tag WorldSettings.NoSaveGame is set on the world settings" ) );
on_save_game_saved.ExecuteIfBound( SaveGame, false );
return false;
return;
}

const auto request_user_index = SaveGame->GetPlatformUserIndex();
const auto & request_slot_name = SaveGame->GetSaveSlotName();
if ( !ensure( request_slot_name.Len() > 0 ) )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Failed to save : No slot name" ) );
on_save_game_saved.ExecuteIfBound( SaveGame, false );
return;
}

const auto current_time = GetWorld()->GetTimeSeconds();
auto * settings = GetDefault< UGBFSaveGameSettings >();

UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "Frequency check before saving" ) );
if ( !IsFrequencyRespected( SaveGameCallTimes, current_time, settings->MaxSaveFrequencyDuration, settings->MaxSaveFrequency ) )
{
UE_LOG( LogGBFSaveGameSystem, Warning, TEXT( "Failed to save : Too much calls to Save. Max calls : %i in %f seconds" ), settings->MaxSaveFrequency, settings->MaxSaveFrequencyDuration );
on_save_game_saved.ExecuteIfBound( SaveGame, false );
return false;
return;
}
UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "Frequency check successful. Saved %i times for the last %lld seconds" ), SaveGameCallTimes.Num(), FMath::RoundToInt( current_time - SaveGameCallTimes.First() ) );

OnOperationTriggeredDelegate.Broadcast( EGBFSaveGameSubsystemOperation::Save, EGBFSaveGameSubsystemOperationEvent::Started );

UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "Handle PreSave" ) );
SaveGame->HandlePreSave();

auto callback = FAsyncSaveGameToSlotDelegate::CreateLambda( [ &, delegate = MoveTemp( on_save_game_saved ) ]( const FString & /*slot_name*/, const int32 /*user_index*/, bool success ) {
UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "AsyncSaveGameToSlot returned %i" ), success );
delegate.ExecuteIfBound( SaveGame, success );
OnOperationTriggeredDelegate.Broadcast( EGBFSaveGameSubsystemOperation::Save, EGBFSaveGameSubsystemOperationEvent::Ended );
} );

UE_LOG( LogGBFSaveGameSystem, VeryVerbose, TEXT( "Calling AsyncSaveGameToSlot" ) );
UGameplayStatics::AsyncSaveGameToSlot( SaveGame, request_slot_name, request_user_index, callback );

return true;
}

void UGBFSaveGameSubsystem::SaveNextTick( FGBFOnSaveGameSaved on_save_game_saved )
{
UE_LOG( LogGBFSaveGameSystem, Verbose, TEXT( "SaveNextTick" ) );

// :NOTE: Using FTimerDelegate to avoid thread-race issues
FTimerDelegate delegate;
delegate.BindUFunction( this, "Save", on_save_game_saved );
Expand All @@ -160,6 +204,8 @@ void UGBFSaveGameSubsystem::SaveNextTick( FGBFOnSaveGameSaved on_save_game_saved

void UGBFSaveGameSubsystem::SaveWithDelay( float delay, FGBFOnSaveGameSaved on_save_game_saved )
{
UE_LOG( LogGBFSaveGameSystem, Verbose, TEXT( "Save with delay %s" ), *FString::SanitizeFloat( delay ) );

// :NOTE: Using FTimerDelegate to avoid thread-race issues
FTimerHandle handle;
FTimerDelegate delegate;
Expand All @@ -170,6 +216,8 @@ void UGBFSaveGameSubsystem::SaveWithDelay( float delay, FGBFOnSaveGameSaved on_s

void UGBFSaveGameSubsystem::Reset()
{
UE_LOG( LogGBFSaveGameSystem, Verbose, TEXT( "Reset" ) );

if ( SaveGame != nullptr )
{
SaveGame->ResetToDefault();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ enum class EGBFSaveGameSubsystemOperationEvent : uint8
};

DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FGBFOnOperationTriggeredDelegate, EGBFSaveGameSubsystemOperation, Operation, EGBFSaveGameSubsystemOperationEvent, Event );
DECLARE_DYNAMIC_DELEGATE_OneParam( FGBFOnSaveGameLoaded, UGBFSaveGame *, SaveGame );
DECLARE_DYNAMIC_DELEGATE_TwoParams( FGBFOnSaveGameLoaded, UGBFSaveGame *, SaveGame, bool, Success );
DECLARE_DYNAMIC_DELEGATE_TwoParams( FGBFOnSaveGameSaved, UGBFSaveGame *, SaveGame, bool, Success );

UCLASS()
Expand All @@ -37,10 +37,10 @@ class GAMEBASEFRAMEWORK_API UGBFSaveGameSubsystem : public UGameInstanceSubsyste
void NotifyPlayerAdded( ULocalPlayer * local_player );

UFUNCTION( BlueprintCallable )
bool Load( FGBFOnSaveGameLoaded on_save_game_loaded );
void Load( FGBFOnSaveGameLoaded on_save_game_loaded );

UFUNCTION( BlueprintCallable )
bool Save( FGBFOnSaveGameSaved on_save_game_saved );
void Save( FGBFOnSaveGameSaved on_save_game_saved );

UFUNCTION( BlueprintCallable )
void SaveNextTick( FGBFOnSaveGameSaved on_save_game_saved );
Expand Down