0ad/source/ps/SavedGame.h
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

104 lines
3.7 KiB
C++

/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SAVEDGAME
#define INCLUDED_SAVEDGAME
#include "scriptinterface/ScriptInterface.h"
class CSimulation2;
class CGUIManager;
/**
* @file
* Contains functions for managing saved game archives.
*
* A saved game is simply a zip archive with the extension '0adsave'
* and containing two files:
* <ul>
* <li>metadata.json - JSON data file containing the game metadata</li>
* <li>simulation.dat - the serialized simulation state data</li>
* </ul>
*/
namespace SavedGames
{
/**
* Create new saved game archive with given name and simulation data
*
* @param name Name to save the game with
* @param description A user-given description of the save
* @param simulation
* @param gui if not NULL, store some UI-related data with the saved game
* @param playerID ID of the player who saved this file
* @return INFO::OK if successfully saved, else an error Status
*/
Status Save(const std::wstring& name, const std::wstring& description, CSimulation2& simulation, shared_ptr<ScriptInterface::StructuredClone> guiMetadataClone, int playerID);
/**
* Create new saved game archive with given prefix and simulation data
*
* @param prefix Create new numbered file starting with this prefix
* @param description A user-given description of the save
* @param simulation
* @param gui if not NULL, store some UI-related data with the saved game
* @param playerID ID of the player who saved this file
* @return INFO::OK if successfully saved, else an error Status
*/
Status SavePrefix(const std::wstring& prefix, const std::wstring& description, CSimulation2& simulation, shared_ptr<ScriptInterface::StructuredClone> guiMetadataClone, int playerID);
/**
* Load saved game archive with the given name
*
* @param name filename of saved game (without path or extension)
* @param scriptInterface
* @param[out] metadata object containing metadata associated with saved game,
* parsed from metadata.json inside the archive.
* @param[out] savedState serialized simulation state stored as string of bytes,
* loaded from simulation.dat inside the archive.
* @return INFO::OK if successfully loaded, else an error Status
*/
Status Load(const std::wstring& name, ScriptInterface& scriptInterface, JS::MutableHandleValue metadata, std::string& savedState);
/**
* Get list of saved games for GUI script usage
*
* @param scriptInterface the ScriptInterface in which to create the return data.
* @return array of objects containing saved game data
*/
JS::Value GetSavedGames(ScriptInterface& scriptInterface);
/**
* Permanently deletes the saved game archive with the given name
*
* @param name filename of saved game (without path or extension)
* @return true if deletion was successful, or false on error
*/
bool DeleteSavedGame(const std::wstring& name);
/**
* Gets info (version and mods loaded) on the running engine
*
* @param scriptInterface the ScriptInterface in which to create the return data.
* @return list of objects containing saved game data
*/
JS::Value GetEngineInfo(ScriptInterface& scriptInterface);
}
#endif // INCLUDED_SAVEDGAME