1
0
forked from 0ad/0ad
0ad/source/ps/SavedGame.h
Yves 4b1297b328 Removes g_ScriptingHost and implements global to compartment 1 to 1 relation.
Each GUI Page gets its own compartment and all ScriptInterfaces in the
same thread should now use the same JS Runtime.
This is required for the SpiderMonkey upgrade.
Check the ticket for details.

Closes #2241
Refs #1886
Refs #1966

This was SVN commit r14496.
2014-01-04 10:14:53 +00:00

98 lines
3.5 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 ScriptInterface;
class CScriptValRooted;
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, CScriptValRooted& 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 list of objects containing saved game data
*/
std::vector<CScriptValRooted> 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);
}
#endif // INCLUDED_SAVEDGAME