/* Copyright (C) 2021 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 . */ #include "precompiled.h" #include "SavedGame.h" #include "graphics/GameView.h" #include "i18n/L10n.h" #include "lib/allocators/shared_ptr.h" #include "lib/file/archive/archive_zip.h" #include "lib/file/io/io.h" #include "lib/utf8.h" #include "maths/Vector3D.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/Game.h" #include "ps/Mod.h" #include "ps/Pyrogenesis.h" #include "scriptinterface/Object.h" #include "scriptinterface/JSON.h" #include "scriptinterface/StructuredClone.h" #include "simulation2/Simulation2.h" // TODO: we ought to check version numbers when loading files Status SavedGames::SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone) { // 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); } Status SavedGames::Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone) { ScriptRequest rq(simulation.GetScriptInterface()); // 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); JS::RootedValue initAttributes(rq.cx, simulation.GetInitAttributes()); JS::RootedValue mods(rq.cx); Script::ToJSVal(rq, &mods, g_Mods.GetEnabledModsData()); JS::RootedValue metadata(rq.cx); Script::CreateObject( rq, &metadata, "engine_version", engine_version, "time", static_cast(now), "playerID", g_Game->GetPlayerID(), "mods", mods, "initAttributes", initAttributes); JS::RootedValue guiMetadata(rq.cx); Script::ReadStructuredClone(rq, guiMetadataClone, &guiMetadata); // get some camera data const CVector3D cameraPosition = g_Game->GetView()->GetCameraPosition(); const CVector3D cameraRotation = g_Game->GetView()->GetCameraRotation(); JS::RootedValue cameraMetadata(rq.cx); Script::CreateObject( rq, &cameraMetadata, "PosX", cameraPosition.X, "PosY", cameraPosition.Y, "PosZ", cameraPosition.Z, "RotX", cameraRotation.X, "RotY", cameraRotation.Y, "Zoom", g_Game->GetView()->GetCameraZoom()); Script::SetProperty(rq, guiMetadata, "camera", cameraMetadata); Script::SetProperty(rq, metadata, "gui", guiMetadata); Script::SetProperty(rq, metadata, "description", description); std::string metadataString = Script::StringifyJSON(rq, &metadata, 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(g_L10n.Translate("Saved game to '%s'"), realPath.string8()); debug_printf("Saved game to '%s'\n", realPath.string8().c_str()); return INFO::OK; } /** * Helper class for retrieving data from saved game archives */ class CGameLoader { NONCOPYABLE(CGameLoader); public: /** * @param scriptInterface the ScriptInterface used for loading metadata. * @param[out] savedState serialized simulation state stored as string of bytes, * loaded from simulation.dat inside the archive. * * Note: We use a different approach for returning the string and the metadata JS::Value. * We use a pointer for the string to avoid copies (efficiency). We don't use this approach * for the metadata because it would be error prone with rooting and the stack-based rooting * types and confusing (a chain of pointers pointing to other pointers). */ CGameLoader(const ScriptInterface& scriptInterface, std::string* savedState) : m_ScriptInterface(scriptInterface), m_SavedState(savedState) { ScriptRequest rq(scriptInterface); m_Metadata.init(rq.cx); } 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") { std::string buffer; buffer.resize(fileInfo.Size()); WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)buffer.data()), buffer.size())); Script::ParseJSON(ScriptRequest(m_ScriptInterface), buffer, &m_Metadata); } 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())); } } JS::Value GetMetadata() { return m_Metadata.get(); } private: const ScriptInterface& m_ScriptInterface; JS::PersistentRooted m_Metadata; std::string* m_SavedState; }; Status SavedGames::Load(const std::wstring& name, const ScriptInterface& scriptInterface, JS::MutableHandleValue 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, &savedState); WARN_RETURN_STATUS_IF_ERR(archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader)); metadata.set(loader.GetMetadata()); return INFO::OK; } JS::Value SavedGames::GetSavedGames(const ScriptInterface& scriptInterface) { TIMER(L"GetSavedGames"); ScriptRequest rq(scriptInterface); JS::RootedValue games(rq.cx); Script::CreateArray(rq, &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("Failed to read saved game '%s'", realPath.string8()); continue; // skip this file } CGameLoader loader(scriptInterface, NULL); err = archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader); if (err < 0) { DEBUG_WARN_ERR(err); continue; // skip this file } JS::RootedValue metadata(rq.cx, loader.GetMetadata()); JS::RootedValue game(rq.cx); Script::CreateObject( rq, &game, "id", pathnames[i].Basename(), "metadata", metadata); Script::SetPropertyInt(rq, games, i, 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 path if (!VfsFileExists(filename) || g_VFS->GetOriginalPath(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; }