using System;
using System.IO;
using UnityEngine;
namespace ProjectM.Simulation
{
///
/// Host-local persistence for the game save slice () — single slot, versioned JSON at
/// Application.persistentDataPath/save_0.json, atomic writes (temp + File.Replace). Read by the
/// menu (to offer "Continue" + stage a ) and the server SaveWriteSystem (autosave).
/// JsonUtility keeps it dependency-free. Returns null on a missing / corrupt / version-mismatched file —
/// never throws to callers (a bad save degrades to "New Game", it never crashes boot).
///
public static class SaveService
{
static string FilePath => Path.Combine(Application.persistentDataPath, "save_0.json");
public static bool HasSave() => File.Exists(FilePath);
public static SaveData Load()
{
try
{
if (!File.Exists(FilePath)) return null;
var data = JsonUtility.FromJson(File.ReadAllText(FilePath));
// EB-1: additive floor [MinLoadableVersion, CurrentVersion] so OLD v2 saves still load (a missing HP
// field 0-defaults and the restore guard maps 0 -> baked Max); v0/v1 garbage is still rejected.
if (data == null || data.Version < SaveData.MinLoadableVersion || data.Version > SaveData.CurrentVersion) return null;
data.Ledger ??= Array.Empty();
return data;
}
catch (Exception e)
{
Debug.LogWarning($"[SaveService] Load failed ({e.Message}); treating as no save.");
return null;
}
}
public static void Save(SaveData data)
{
if (data == null) return;
data.Version = SaveData.CurrentVersion;
try
{
var json = JsonUtility.ToJson(data, true);
var tmp = FilePath + ".tmp";
File.WriteAllText(tmp, json);
if (File.Exists(FilePath)) File.Replace(tmp, FilePath, null);
else File.Move(tmp, FilePath);
}
catch (Exception e)
{
Debug.LogWarning($"[SaveService] Save failed: {e.Message}");
}
}
public static void Delete()
{
try { if (File.Exists(FilePath)) File.Delete(FilePath); }
catch (Exception e) { Debug.LogWarning($"[SaveService] Delete failed: {e.Message}"); }
}
}
}