1
0
forked from 0ad/0ad
0ad/source/ps/SavedGame.h

93 lines
3.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SAVEDGAME
#define INCLUDED_SAVEDGAME
#include "ps/CStr.h"
#include "scriptinterface/StructuredClone.h"
class CSimulation2;
/**
* @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 guiMetadataClone if not NULL, store some UI-related data with the saved game
* @return INFO::OK if successfully saved, else an error Status
*/
Status Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone);
/**
* 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 guiMetadataClone if not NULL, store some UI-related data with the saved game
* @return INFO::OK if successfully saved, else an error Status
*/
Status SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone);
/**
* 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, const 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(const 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