forked from 0ad/0ad
historic_bruno
4eec2bf5d2
Adds saved game directory to the hotload watch list. Logs error instead of crashing when saved game is not found. Changes Atlas double-click selection to only pick units from the same player. This was SVN commit r11332.
234 lines
8.2 KiB
C++
234 lines
8.2 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "SavedGame.h"
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#include "gui/GUIManager.h"
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#include "lib/allocators/shared_ptr.h"
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#include "lib/file/archive/archive_zip.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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static const int SAVED_GAME_VERSION_MAJOR = 1; // increment on incompatible changes to the format
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static const int SAVED_GAME_VERSION_MINOR = 0; // increment on compatible changes to the format
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// TODO: we ought to check version numbers when loading files
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Status SavedGames::Save(const std::wstring& prefix, CSimulation2& simulation, CGUIManager* gui, int playerID)
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{
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// Determine the filename to save under
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const VfsPath basenameFormat(L"saves/" + prefix + L"-%04d");
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const VfsPath filenameFormat = basenameFormat.ChangeExtension(L".0adsave");
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VfsPath filename;
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// Don't make this a static global like NextNumberedFilename expects, because
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// that wouldn't work when 'prefix' changes, and because it's not thread-safe
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size_t nextSaveNumber = 0;
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vfs::NextNumberedFilename(g_VFS, filenameFormat, nextSaveNumber, filename);
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// ArchiveWriter_Zip can only write to OsPaths, not VfsPaths,
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// but we'd like to handle saved games via VFS.
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// To avoid potential confusion from writing with non-VFS then
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// reading the same file with VFS, we'll just write to a temporary
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// non-VFS path and then load and save again via VFS,
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// which is kind of a hack.
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OsPath tempSaveFileRealPath;
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WARN_RETURN_STATUS_IF_ERR(g_VFS->GetDirectoryRealPath("cache/", tempSaveFileRealPath));
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tempSaveFileRealPath = tempSaveFileRealPath / "temp.0adsave";
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time_t now = time(NULL);
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// Construct the serialized state to be saved
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std::stringstream simStateStream;
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if (!simulation.SerializeState(simStateStream))
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WARN_RETURN(ERR::FAIL);
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CScriptValRooted metadata;
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simulation.GetScriptInterface().Eval("({})", metadata);
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simulation.GetScriptInterface().SetProperty(metadata.get(), "version_major", SAVED_GAME_VERSION_MAJOR);
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simulation.GetScriptInterface().SetProperty(metadata.get(), "version_minor", SAVED_GAME_VERSION_MINOR);
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simulation.GetScriptInterface().SetProperty(metadata.get(), "time", (double)now);
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simulation.GetScriptInterface().SetProperty(metadata.get(), "player", playerID);
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simulation.GetScriptInterface().SetProperty(metadata.get(), "initAttributes", simulation.GetInitAttributes());
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if (gui)
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{
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CScriptVal guiMetadata = simulation.GetScriptInterface().CloneValueFromOtherContext(gui->GetScriptInterface(), gui->GetSavedGameData().get());
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simulation.GetScriptInterface().SetProperty(metadata.get(), "gui", guiMetadata);
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}
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std::string metadataString = simulation.GetScriptInterface().StringifyJSON(metadata.get(), true);
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// Write the saved game as zip file containing the various components
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PIArchiveWriter archiveWriter = CreateArchiveWriter_Zip(tempSaveFileRealPath, false);
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if (!archiveWriter)
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WARN_RETURN(ERR::FAIL);
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WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)metadataString.c_str(), metadataString.length(), now, "metadata.json"));
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WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)simStateStream.str().c_str(), simStateStream.str().length(), now, "simulation.dat"));
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archiveWriter.reset(); // close the file
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WriteBuffer buffer;
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FileInfo tempSaveFile;
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WARN_RETURN_STATUS_IF_ERR(GetFileInfo(tempSaveFileRealPath, &tempSaveFile));
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buffer.Reserve(tempSaveFile.Size());
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WARN_RETURN_STATUS_IF_ERR(io::Load(tempSaveFileRealPath, buffer.Data().get(), buffer.Size()));
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WARN_RETURN_STATUS_IF_ERR(g_VFS->CreateFile(filename, buffer.Data(), buffer.Size()));
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OsPath realPath;
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WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath));
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LOGMESSAGERENDER(L"Saved game to %ls\n", realPath.string().c_str());
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return INFO::OK;
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}
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/**
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* Helper class for retrieving data from saved game archives
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*/
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class CGameLoader
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{
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NONCOPYABLE(CGameLoader);
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public:
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CGameLoader(ScriptInterface& scriptInterface, CScriptValRooted* metadata, std::string* savedState) :
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m_ScriptInterface(scriptInterface), m_Metadata(metadata), m_SavedState(savedState)
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{
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}
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static void ReadEntryCallback(const VfsPath& pathname, const FileInfo& fileInfo, PIArchiveFile archiveFile, uintptr_t cbData)
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{
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((CGameLoader*)cbData)->ReadEntry(pathname, fileInfo, archiveFile);
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}
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void ReadEntry(const VfsPath& pathname, const FileInfo& fileInfo, PIArchiveFile archiveFile)
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{
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if (pathname == L"metadata.json" && m_Metadata)
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{
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std::string buffer;
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buffer.resize(fileInfo.Size());
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WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)buffer.data()), buffer.size()));
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*m_Metadata = m_ScriptInterface.ParseJSON(buffer);
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}
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else if (pathname == L"simulation.dat" && m_SavedState)
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{
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m_SavedState->resize(fileInfo.Size());
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WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)m_SavedState->data()), m_SavedState->size()));
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}
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}
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ScriptInterface& m_ScriptInterface;
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CScriptValRooted* m_Metadata;
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std::string* m_SavedState;
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};
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Status SavedGames::Load(const std::wstring& name, ScriptInterface& scriptInterface, CScriptValRooted& metadata, std::string& savedState)
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{
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// Determine the filename to load
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const VfsPath basename(L"saves/" + name);
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const VfsPath filename = basename.ChangeExtension(L".0adsave");
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// Don't crash just because file isn't found, this can happen if the file is deleted from the OS
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if (!VfsFileExists(filename))
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return ERR::FILE_NOT_FOUND;
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OsPath realPath;
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WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath));
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PIArchiveReader archiveReader = CreateArchiveReader_Zip(realPath);
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if (!archiveReader)
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WARN_RETURN(ERR::FAIL);
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CGameLoader loader(scriptInterface, &metadata, &savedState);
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WARN_RETURN_STATUS_IF_ERR(archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader));
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return INFO::OK;
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}
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std::vector<CScriptValRooted> SavedGames::GetSavedGames(ScriptInterface& scriptInterface)
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{
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TIMER(L"GetSavedGames");
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std::vector<CScriptValRooted> games;
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Status err;
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VfsPaths pathnames;
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err = vfs::GetPathnames(g_VFS, "saves/", L"*.0adsave", pathnames);
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WARN_IF_ERR(err);
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for (size_t i = 0; i < pathnames.size(); ++i)
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{
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OsPath realPath;
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err = g_VFS->GetRealPath(pathnames[i], realPath);
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if (err < 0)
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{
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DEBUG_WARN_ERR(err);
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continue; // skip this file
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}
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PIArchiveReader archiveReader = CreateArchiveReader_Zip(realPath);
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if (!archiveReader)
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{
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// Triggered by e.g. the file being open in another program
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LOGWARNING(L"Failed to read saved game '%ls'", realPath.string().c_str());
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continue; // skip this file
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}
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CScriptValRooted metadata;
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CGameLoader loader(scriptInterface, &metadata, NULL);
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err = archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader);
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if (err < 0)
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{
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DEBUG_WARN_ERR(err);
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continue; // skip this file
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}
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CScriptValRooted game;
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scriptInterface.Eval("({})", game);
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scriptInterface.SetProperty(game.get(), "id", pathnames[i].Basename());
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scriptInterface.SetProperty(game.get(), "metadata", metadata);
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games.push_back(game);
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}
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return games;
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}
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bool SavedGames::DeleteSavedGame(const std::wstring& name)
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{
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const VfsPath basename(L"saves/" + name);
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const VfsPath filename = basename.ChangeExtension(L".0adsave");
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OsPath realpath;
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// Make sure it exists in VFS and find its real path
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if (!VfsFileExists(filename) || g_VFS->GetRealPath(filename, realpath) != INFO::OK)
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return false; // Error
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// Remove from VFS
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if (g_VFS->RemoveFile(filename) != INFO::OK)
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return false; // Error
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// Delete actual file
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if (wunlink(realpath) != 0)
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return false; // Error
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// Successfully deleted file
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return true;
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}
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