# write.ludic - a write that is known to be on disk: the old file to the backup first (only when it # is whole - a torn file must never replace a good backup), then the new text, read straight back # and compared, because a caller about to delete something on the strength of it needs to know export function save_write(path: string, backup: string, text: string) -> bool { let old = Fs.read_text(path) if old != null and len(backup) > 0 and save_text_intact(old) { Fs.write_text(backup, old) } Fs.write_text(path, text) let back = Fs.read_text(path) return back != null and back == text } # a SaveRead that must not be written over says so; a write through it refuses export function save_write_to(r: SaveRead, path: string, backup: string, text: string) -> bool { if r != null and r.readonly { return false } return save_write(path, backup, text) } # save_write for a tree: the same backup, then Json.write_file (the runtime's kept buffer, .tmp and # rename), so a game that saves often holds nothing more for it. Read back whole, as a save is read export function save_write_tree(path: string, backup: string, v: Val) -> bool { if len(backup) > 0 and save_file_intact(path) { Fs.copy(path, backup) } if not Json.write_file(v, path) { return false } return save_file_intact(path) } export function save_write_tree_to(r: SaveRead, path: string, backup: string, v: Val) -> bool { if r != null and r.readonly { return false } return save_write_tree(path, backup, v) } # whether the file on disk is a whole one; the text read to tell is given back export function save_file_intact(path: string) -> bool { let s = Fs.read_text(path) if s == null { return false } let whole = save_text_intact(s) unsafe { free(s) } return whole }