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saveMissionSaveData

Definition


-- @/lua/ge/extensions/gameplay/missions/progress.lua:294

local function saveMissionSaveData(id, dirtyDate)
  plog("I", "", "Saved Mission Progress for mission id " .. dumps(id))
  local mission = gameplay_missions_missions.getMissionById(id)
  if not mission then
    plog("E", "", "Trying to saveMissionAttempt nonexitent mission by ID: " .. dumps(id))
    return
  end
  local path = savePath .. id .. '.json'
  mission.saveData.dirtyDate = dirtyDate
  return jsonWriteFile(path, mission.saveData, true)
end

Callers

@/lua/ge/extensions/gameplay/rally/loop/rallyAttempts.lua
local function save(missionId)
  gameplay_missions_progress.saveMissionSaveData(missionId)
end
@/lua/ge/extensions/flowgraph/nodes/activity/aggregateAttempt.lua
    if not (career_career and career_career.isActive()) then
      gameplay_missions_progress.saveMissionSaveData(self.mgr.activity.id)
    end
@/lua/ge/extensions/career/modules/missionWrapper.lua
    if dirtyDate > oldSaveDate then
      if gameplay_missions_progress.saveMissionSaveData(id, dirtyDate) == false then
        career_saveSystem.saveFailed()
@/lua/ge/extensions/gameplay/missions/progress.lua
  -- actually save progress
  --saveMissionSaveData(id)
end
  else
    M.saveMissionSaveData(id)
  end
  else
    M.saveMissionSaveData(id)
  end
@/lua/ge/extensions/gameplay/missions/missionTypes/flowMission.lua
    --gameplay_missions_progress.aggregateAttempt(self.id, attempt)
    --gameplay_missions_progress.saveMissionSaveData(self.id)
  end