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forked from 0ad/0ad
0ad/source/ps/SavedGame.cpp
2014-04-06 16:27:57 +00:00

271 lines
10 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/>.
*/
#include "precompiled.h"
#include "SavedGame.h"
#include "graphics/GameView.h"
#include "gui/GUIManager.h"
#include "lib/allocators/shared_ptr.h"
#include "lib/file/archive/archive_zip.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
static const int SAVED_GAME_VERSION_MAJOR = 1; // increment on incompatible changes to the format
static const int SAVED_GAME_VERSION_MINOR = 0; // increment on compatible changes to the format
std::vector<std::string> g_modsLoaded; // list of mods loaded
// TODO: we ought to check version numbers when loading files
Status SavedGames::SavePrefix(const std::wstring& prefix, const std::wstring& description, CSimulation2& simulation, shared_ptr<ScriptInterface::StructuredClone> guiMetadataClone, int playerID)
{
// Determine the filename to save under
const VfsPath basenameFormat(L"saves/" + prefix + L"-%04d");
const VfsPath filenameFormat = basenameFormat.ChangeExtension(L".0adsave");
VfsPath filename;
// Don't make this a static global like NextNumberedFilename expects, because
// that wouldn't work when 'prefix' changes, and because it's not thread-safe
size_t nextSaveNumber = 0;
vfs::NextNumberedFilename(g_VFS, filenameFormat, nextSaveNumber, filename);
return Save(filename.Filename().string(), description, simulation, guiMetadataClone, playerID);
}
Status SavedGames::Save(const std::wstring& name, const std::wstring& description, CSimulation2& simulation, shared_ptr<ScriptInterface::StructuredClone> guiMetadataClone, int playerID)
{
// Determine the filename to save under
const VfsPath basenameFormat(L"saves/" + name);
const VfsPath filename = basenameFormat.ChangeExtension(L".0adsave");
// ArchiveWriter_Zip can only write to OsPaths, not VfsPaths,
// but we'd like to handle saved games via VFS.
// To avoid potential confusion from writing with non-VFS then
// reading the same file with VFS, we'll just write to a temporary
// non-VFS path and then load and save again via VFS,
// which is kind of a hack.
OsPath tempSaveFileRealPath;
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetDirectoryRealPath("cache/", tempSaveFileRealPath));
tempSaveFileRealPath = tempSaveFileRealPath / "temp.0adsave";
time_t now = time(NULL);
// Construct the serialized state to be saved
std::stringstream simStateStream;
if (!simulation.SerializeState(simStateStream))
WARN_RETURN(ERR::FAIL);
CScriptValRooted metadata;
simulation.GetScriptInterface().Eval("({})", metadata);
simulation.GetScriptInterface().SetProperty(metadata.get(), "version_major", SAVED_GAME_VERSION_MAJOR);
simulation.GetScriptInterface().SetProperty(metadata.get(), "version_minor", SAVED_GAME_VERSION_MINOR);
simulation.GetScriptInterface().SetProperty(metadata.get(), "mods", g_modsLoaded);
simulation.GetScriptInterface().SetProperty(metadata.get(), "time", (double)now);
simulation.GetScriptInterface().SetProperty(metadata.get(), "player", playerID);
simulation.GetScriptInterface().SetProperty(metadata.get(), "initAttributes", simulation.GetInitAttributes());
CScriptVal guiMetadata = simulation.GetScriptInterface().ReadStructuredClone(guiMetadataClone);
// get some camera data
CScriptVal cameraMetadata;
simulation.GetScriptInterface().Eval("({})", cameraMetadata);
simulation.GetScriptInterface().SetProperty(cameraMetadata.get(), "PosX", g_Game->GetView()->GetCameraPosX());
simulation.GetScriptInterface().SetProperty(cameraMetadata.get(), "PosY", g_Game->GetView()->GetCameraPosY());
simulation.GetScriptInterface().SetProperty(cameraMetadata.get(), "PosZ", g_Game->GetView()->GetCameraPosZ());
simulation.GetScriptInterface().SetProperty(cameraMetadata.get(), "RotX", g_Game->GetView()->GetCameraRotX());
simulation.GetScriptInterface().SetProperty(cameraMetadata.get(), "RotY", g_Game->GetView()->GetCameraRotY());
simulation.GetScriptInterface().SetProperty(cameraMetadata.get(), "Zoom", g_Game->GetView()->GetCameraZoom());
simulation.GetScriptInterface().SetProperty(guiMetadata.get(), "camera", cameraMetadata);
simulation.GetScriptInterface().SetProperty(metadata.get(), "gui", guiMetadata);
simulation.GetScriptInterface().SetProperty(metadata.get(), "description", description);
std::string metadataString = simulation.GetScriptInterface().StringifyJSON(metadata.get(), true);
// Write the saved game as zip file containing the various components
PIArchiveWriter archiveWriter = CreateArchiveWriter_Zip(tempSaveFileRealPath, false);
if (!archiveWriter)
WARN_RETURN(ERR::FAIL);
WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)metadataString.c_str(), metadataString.length(), now, "metadata.json"));
WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)simStateStream.str().c_str(), simStateStream.str().length(), now, "simulation.dat"));
archiveWriter.reset(); // close the file
WriteBuffer buffer;
CFileInfo tempSaveFile;
WARN_RETURN_STATUS_IF_ERR(GetFileInfo(tempSaveFileRealPath, &tempSaveFile));
buffer.Reserve(tempSaveFile.Size());
WARN_RETURN_STATUS_IF_ERR(io::Load(tempSaveFileRealPath, buffer.Data().get(), buffer.Size()));
WARN_RETURN_STATUS_IF_ERR(g_VFS->CreateFile(filename, buffer.Data(), buffer.Size()));
OsPath realPath;
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath));
LOGMESSAGERENDER(L"Saved game to '%ls'\n", realPath.string().c_str());
return INFO::OK;
}
/**
* Helper class for retrieving data from saved game archives
*/
class CGameLoader
{
NONCOPYABLE(CGameLoader);
public:
CGameLoader(ScriptInterface& scriptInterface, CScriptValRooted* metadata, std::string* savedState) :
m_ScriptInterface(scriptInterface), m_Metadata(metadata), m_SavedState(savedState)
{
}
static void ReadEntryCallback(const VfsPath& pathname, const CFileInfo& fileInfo, PIArchiveFile archiveFile, uintptr_t cbData)
{
((CGameLoader*)cbData)->ReadEntry(pathname, fileInfo, archiveFile);
}
void ReadEntry(const VfsPath& pathname, const CFileInfo& fileInfo, PIArchiveFile archiveFile)
{
if (pathname == L"metadata.json" && m_Metadata)
{
std::string buffer;
buffer.resize(fileInfo.Size());
WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)buffer.data()), buffer.size()));
*m_Metadata = m_ScriptInterface.ParseJSON(buffer);
}
else if (pathname == L"simulation.dat" && m_SavedState)
{
m_SavedState->resize(fileInfo.Size());
WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)m_SavedState->data()), m_SavedState->size()));
}
}
ScriptInterface& m_ScriptInterface;
CScriptValRooted* m_Metadata;
std::string* m_SavedState;
};
Status SavedGames::Load(const std::wstring& name, ScriptInterface& scriptInterface, CScriptValRooted& metadata, std::string& savedState)
{
// Determine the filename to load
const VfsPath basename(L"saves/" + name);
const VfsPath filename = basename.ChangeExtension(L".0adsave");
// Don't crash just because file isn't found, this can happen if the file is deleted from the OS
if (!VfsFileExists(filename))
return ERR::FILE_NOT_FOUND;
OsPath realPath;
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath));
PIArchiveReader archiveReader = CreateArchiveReader_Zip(realPath);
if (!archiveReader)
WARN_RETURN(ERR::FAIL);
CGameLoader loader(scriptInterface, &metadata, &savedState);
WARN_RETURN_STATUS_IF_ERR(archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader));
return INFO::OK;
}
std::vector<CScriptValRooted> SavedGames::GetSavedGames(ScriptInterface& scriptInterface)
{
TIMER(L"GetSavedGames");
std::vector<CScriptValRooted> games;
Status err;
VfsPaths pathnames;
err = vfs::GetPathnames(g_VFS, "saves/", L"*.0adsave", pathnames);
WARN_IF_ERR(err);
for (size_t i = 0; i < pathnames.size(); ++i)
{
OsPath realPath;
err = g_VFS->GetRealPath(pathnames[i], realPath);
if (err < 0)
{
DEBUG_WARN_ERR(err);
continue; // skip this file
}
PIArchiveReader archiveReader = CreateArchiveReader_Zip(realPath);
if (!archiveReader)
{
// Triggered by e.g. the file being open in another program
LOGWARNING(L"Failed to read saved game '%ls'", realPath.string().c_str());
continue; // skip this file
}
CScriptValRooted metadata;
CGameLoader loader(scriptInterface, &metadata, NULL);
err = archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader);
if (err < 0)
{
DEBUG_WARN_ERR(err);
continue; // skip this file
}
CScriptValRooted game;
scriptInterface.Eval("({})", game);
scriptInterface.SetProperty(game.get(), "id", pathnames[i].Basename());
scriptInterface.SetProperty(game.get(), "metadata", metadata);
games.push_back(game);
}
return games;
}
bool SavedGames::DeleteSavedGame(const std::wstring& name)
{
const VfsPath basename(L"saves/" + name);
const VfsPath filename = basename.ChangeExtension(L".0adsave");
OsPath realpath;
// Make sure it exists in VFS and find its real path
if (!VfsFileExists(filename) || g_VFS->GetRealPath(filename, realpath) != INFO::OK)
return false; // Error
// Remove from VFS
if (g_VFS->RemoveFile(filename) != INFO::OK)
return false; // Error
// Delete actual file
if (wunlink(realpath) != 0)
return false; // Error
// Successfully deleted file
return true;
}
CScriptValRooted SavedGames::GetEngineInfo(ScriptInterface& scriptInterface)
{
CScriptValRooted metainfo;
scriptInterface.Eval("({})", metainfo);
scriptInterface.SetProperty(metainfo.get(), "version_major", SAVED_GAME_VERSION_MAJOR);
scriptInterface.SetProperty(metainfo.get(), "version_minor", SAVED_GAME_VERSION_MINOR);
scriptInterface.SetProperty(metainfo.get(), "mods" , g_modsLoaded);
return metainfo;
}