simvx.editor.autosave

Editor autosave + crash recovery.

The editor’s autosave is conceptually distinct from :class:~simvx.core.SaveManager:

  • SaveManager snapshots only Property descriptors flagged persist=True – a deliberately narrow contract for in-game state.

  • The editor’s autosave needs the full scene structure so that, after a crash, no newly-added nodes are lost. We therefore reuse the engine’s in-memory scene snapshot helper (:func:simvx.core._scene_internal._serialize_node) and pickle that dict. Restoring goes through :func:_deserialize_node.

Both paths share :func:simvx.core.save_manager.pickle_atomic for the write-tmp + fsync + rename + two-deep .bak/.bak2 rotation, so the crash-safety guarantees are identical.

The autosave file lives at $XDG_DATA_HOME/simvx/editor/autosave.sav (falling back to ~/.local/share/simvx/editor/autosave.sav). One file – the most-recent project’s working tree – because the editor only ever has one foreground workspace.

Module Contents

Classes

Autosave

Periodic full-tree autosave with crash-recovery on launch.

AutosaveRecoveryDialog

Modal prompt shown on startup when a fresh autosave is available.

Functions

format_recovery_message

Build the human-readable message body for :class:AutosaveRecoveryDialog.

Data

log

API

simvx.editor.autosave.log

‘getLogger(…)’

class simvx.editor.autosave.Autosave(state, autosave_dir: pathlib.Path | None = None)[source]

Periodic full-tree autosave with crash-recovery on launch.

Polled each frame via :meth:poll. When the autosave interval has elapsed and the editor’s scene is marked modified, a pickle of

Func:

_serialize_node(scene_root) is written atomically to <autosave_dir>/autosave.sav. On startup, :meth:check_recovery returns the autosave envelope when it is newer than the most-recently opened project file (if any).

Initialization

INTERVAL

60.0

property autosave_path: pathlib.Path[source]

Single canonical autosave file path.

poll(now: float = 0.0) None[source]

Save the working tree if the interval has elapsed and it’s dirty.

check_recovery(project_path: pathlib.Path | None = None) dict | None[source]

Return the autosave envelope when recovery should be offered.

Returns None when:

  • no autosave file exists, or

  • a project_path was supplied and the autosave is older than the project file (i.e. the project’s on-disk state is already fresher).

Otherwise returns the decoded envelope dict (caller decides whether to show a dialog and/or restore).

restore(envelope: dict)[source]

Reconstruct a Node tree from a recovery envelope.

The caller is responsible for swapping the returned root into the editor’s active scene tab. Raises RuntimeError if the envelope is malformed (missing scene key); strict per the engine’s error philosophy.

discard() None[source]

Delete the live autosave file (keeps .bak / .bak2).

class simvx.editor.autosave.AutosaveRecoveryDialog(**kwargs)[source]

Bases: simvx.core.Panel

Modal prompt shown on startup when a fresh autosave is available.

Three outcomes, exposed as signals:

  • attr:

    restore_requested – user wants the autosaved tree swapped in.

  • attr:

    discard_requested – delete the autosave and continue with the project file as-is.

  • attr:

    cancelled – close the dialog without acting (e.g. user wants to inspect things first; autosave is left intact for later).

Initialization

DIALOG_WIDTH

380.0

DIALOG_HEIGHT

180.0

BUTTON_HEIGHT

32.0

BUTTON_GAP

8.0

show_dialog(message: str, parent_size: simvx.core.Vec2 | None = None) None[source]

Reveal the dialog with the given message body.

gui_input(event)[source]
style

‘ThemeStyleBox(…)’

property bg_colour
property border_colour
property border_width
get_minimum_size() simvx.core.math.types.Vec2
draw(renderer)
size_x

‘Property(…)’

size_y

‘Property(…)’

anchor_left

‘Property(…)’

anchor_top

‘Property(…)’

anchor_right

‘Property(…)’

anchor_bottom

‘Property(…)’

margin_left

‘Property(…)’

margin_top

‘Property(…)’

margin_right

‘Property(…)’

margin_bottom

‘Property(…)’

property size: simvx.core.math.types.Vec2
touch_mode: str

‘mouse’

property theme: simvx.core.ui.types.Theme | None
property mouse_over: bool
property focused: bool
property disabled: bool
get_theme() simvx.core.ui.types.Theme
queue_redraw()
get_rect() tuple[float, float, float, float]
get_global_rect() tuple[float, float, float, float]
is_point_inside(point) bool
set_anchor_preset(preset: simvx.core.ui.enums.AnchorPreset)
set_focus()
grab_focus()
release_focus()
has_focus() bool
focus_next_control()
focus_previous_control()
grab_mouse()
release_mouse()
set_drag_preview(control: simvx.core.ui.core.Control)
draw_popup(renderer)
is_popup_point_inside(point) bool
popup_input(event)
dismiss_popup()
z_index

‘Property(…)’

z_as_relative

‘Property(…)’

render_layer

‘Property(…)’

set_render_layer(index: int, enabled: bool = True) None
is_on_render_layer(index: int) bool
property absolute_z_index: int
property position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)
wrap_screen(margin: float = 20)
strict_errors: ClassVar[bool]

True

script_error_raised

‘Signal(…)’

classmethod __init_subclass__(**kwargs)
property name: str
property process_mode: simvx.core.descriptors.ProcessMode
property visible: bool
reset_error() None
add_child(node: simvx.core.node.Node) simvx.core.node.Node
remove_child(node: simvx.core.node.Node)
reparent(new_parent: simvx.core.node.Node)
get_node(path: str) simvx.core.node.Node
find_child(name: str, recursive: bool = False) simvx.core.node.Node | None
find(node_type: type, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
process(dt: float) None
physics_process(dt: float) None
picked(event: simvx.core.events.InputEvent) None
handle_input(event: simvx.core.events.TreeInputEvent) None
unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
clear_children()
destroy()
property app
property tree: simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()
simvx.editor.autosave.format_recovery_message(envelope: dict) str[source]

Build the human-readable message body for :class:AutosaveRecoveryDialog.