GameSaver

object GameSaver

Functions

autoSave
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fun autoSave(gameInfo: GameInfo, postRunnable: () -> Unit = {})
autoSaveSingleThreaded
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fun autoSaveSingleThreaded(gameInfo: GameInfo)
canLoadFromCustomSaveLocation
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fun canLoadFromCustomSaveLocation(): Boolean
deleteSave
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fun deleteSave(GameName: String, multiplayer: Boolean = false)
equals
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open operator fun equals(other: Any?): Boolean
gameInfoFromString
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fun gameInfoFromString(gameData: String): GameInfo
gameInfoFromStringWithoutTransients
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fun gameInfoFromStringWithoutTransients(gameData: String): GameInfo

WARNING! transitive GameInfo data not initialized The returned GameInfo can not be used for most circumstances because its not initialized! It is therefore stateless and save to call for Multiplayer Turn Notifier, unlike gameInfoFromString().

gameInfoPreviewFromString
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fun gameInfoPreviewFromString(gameData: String): GameInfoPreview
getGeneralSettings
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fun getGeneralSettings(): GameSettings
getGeneralSettingsFile
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fun getGeneralSettingsFile(): FileHandle
getSave
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fun getSave(GameName: String, multiplayer: Boolean = false): FileHandle
getSaves
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fun getSaves(multiplayer: Boolean = false): Sequence<FileHandle>
getSubfolder
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fun getSubfolder(multiplayer: Boolean = false): String
hashCode
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open fun hashCode(): Int
json
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fun json(): Json
loadGameByName
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fun loadGameByName(GameName: String): GameInfo
loadGameFromCustomLocation
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fun loadGameFromCustomLocation(loadCompletionCallback: (GameInfo?, Exception?) -> Unit)
loadGameFromFile
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fun loadGameFromFile(gameFile: FileHandle): GameInfo
loadGamePreviewByName
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fun loadGamePreviewByName(GameName: String): GameInfoPreview
loadGamePreviewFromFile
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fun loadGamePreviewFromFile(gameFile: FileHandle): GameInfoPreview
saveGame
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fun saveGame(game: GameInfo, GameName: String, saveCompletionCallback: (Exception?) -> Unit? = null)
fun saveGame(game: GameInfoPreview, GameName: String, saveCompletionCallback: (Exception?) -> Unit? = null)

Overload of function saveGame to save a GameInfoPreview in the MultiplayerGames folder

saveGameToCustomLocation
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fun saveGameToCustomLocation(game: GameInfo, GameName: String, saveCompletionCallback: (Exception?) -> Unit)
setGeneralSettings
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fun setGeneralSettings(gameSettings: GameSettings)
toString
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open fun toString(): String

Properties

customSaveLocationHelper
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var customSaveLocationHelper: CustomSaveLocationHelper? = null
externalFilesDirForAndroid
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var externalFilesDirForAndroid: String

When set, we know we're on Android and can save to the app's personal external file directory See https://developer.android.com/training/data-storage/app-specific#external-access-files

multiplayerFilesFolder
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private const val multiplayerFilesFolder: String
saveFilesFolder
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private const val saveFilesFolder: String
settingsFileName
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const val settingsFileName: String

Sources

jvm source
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