forked from 0ad/0ad
Yves
c02a7e1a7b
This upgrade also introduces exact stack rooting (see to the wiki: JSRootingGuide) and fixes problems with moving GC. This allows us to enable generational garbage collection (GGC). Measurements a few months ago have shown a performance improvement of a non-visual replay of around 13.5%. This probably varies quite a bit, but it should be somewhere between 5-20%. Memory usage has also been improved. Check the forum thread for details. Thanks to everyone from the team who helped with this directly or indirectly (review, finding and fixing issues, the required C++11 upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey developers who helped on the #jsapi channel or elsewhere! Fixes #2462, #2415, #2428, #2684, #1374 Refs #2973, #2669 This was SVN commit r16214.
307 lines
11 KiB
C++
307 lines
11 KiB
C++
/* Copyright (C) 2014 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 "graphics/GameView.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 "i18n/L10n.h"
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#include "lib/utf8.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/Game.h"
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#include "ps/Mod.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::SavePrefix(const std::wstring& prefix, const std::wstring& description, CSimulation2& simulation, shared_ptr<ScriptInterface::StructuredClone> guiMetadataClone, 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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return Save(filename.Filename().string(), description, simulation, guiMetadataClone, playerID);
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}
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Status SavedGames::Save(const std::wstring& name, const std::wstring& description, CSimulation2& simulation, shared_ptr<ScriptInterface::StructuredClone> guiMetadataClone, int playerID)
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{
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JSContext* cx = simulation.GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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// Determine the filename to save under
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const VfsPath basenameFormat(L"saves/" + name);
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const VfsPath filename = basenameFormat.ChangeExtension(L".0adsave");
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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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JS::RootedValue metadata(cx);
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JS::RootedValue initAttributes(cx, simulation.GetInitAttributes());
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simulation.GetScriptInterface().Eval("({})", &metadata);
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simulation.GetScriptInterface().SetProperty(metadata, "version_major", SAVED_GAME_VERSION_MAJOR);
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simulation.GetScriptInterface().SetProperty(metadata, "version_minor", SAVED_GAME_VERSION_MINOR);
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simulation.GetScriptInterface().SetProperty(metadata, "mods", g_modsLoaded);
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simulation.GetScriptInterface().SetProperty(metadata, "time", (double)now);
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simulation.GetScriptInterface().SetProperty(metadata, "player", playerID);
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simulation.GetScriptInterface().SetProperty(metadata, "initAttributes", initAttributes);
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JS::RootedValue guiMetadata(cx);
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simulation.GetScriptInterface().ReadStructuredClone(guiMetadataClone, &guiMetadata);
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// get some camera data
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JS::RootedValue cameraMetadata(cx);
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simulation.GetScriptInterface().Eval("({})", &cameraMetadata);
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simulation.GetScriptInterface().SetProperty(cameraMetadata, "PosX", g_Game->GetView()->GetCameraPosX());
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simulation.GetScriptInterface().SetProperty(cameraMetadata, "PosY", g_Game->GetView()->GetCameraPosY());
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simulation.GetScriptInterface().SetProperty(cameraMetadata, "PosZ", g_Game->GetView()->GetCameraPosZ());
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simulation.GetScriptInterface().SetProperty(cameraMetadata, "RotX", g_Game->GetView()->GetCameraRotX());
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simulation.GetScriptInterface().SetProperty(cameraMetadata, "RotY", g_Game->GetView()->GetCameraRotY());
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simulation.GetScriptInterface().SetProperty(cameraMetadata, "Zoom", g_Game->GetView()->GetCameraZoom());
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simulation.GetScriptInterface().SetProperty(guiMetadata, "camera", cameraMetadata);
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simulation.GetScriptInterface().SetProperty(metadata, "gui", guiMetadata);
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simulation.GetScriptInterface().SetProperty(metadata, "description", description);
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std::string metadataString = simulation.GetScriptInterface().StringifyJSON(&metadata, 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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CFileInfo 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(g_L10n.Translate("Saved game to '%s'"), realPath.string8());
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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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/**
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* @param scriptInterface the ScriptInterface used for loading metadata.
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* @param[out] savedState serialized simulation state stored as string of bytes,
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* loaded from simulation.dat inside the archive.
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*
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* Note: We use a different approach for returning the string and the metadata JS::Value.
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* We use a pointer for the string to avoid copies (efficiency). We don't use this approach
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* for the metadata because it would be error prone with rooting and the stack-based rooting
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* types and confusing (a chain of pointers pointing to other pointers).
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*/
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CGameLoader(ScriptInterface& scriptInterface, std::string* savedState) :
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m_ScriptInterface(scriptInterface),
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m_Metadata(scriptInterface.GetJSRuntime()),
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m_SavedState(savedState)
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{
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}
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static void ReadEntryCallback(const VfsPath& pathname, const CFileInfo& 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 CFileInfo& fileInfo, PIArchiveFile archiveFile)
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{
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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if (pathname == L"metadata.json")
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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_ScriptInterface.ParseJSON(buffer, &m_Metadata);
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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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JS::Value GetMetadata()
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{
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return m_Metadata.get();
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}
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private:
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ScriptInterface& m_ScriptInterface;
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JS::PersistentRooted<JS::Value> 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, JS::MutableHandleValue 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, &savedState);
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WARN_RETURN_STATUS_IF_ERR(archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader));
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metadata.set(loader.GetMetadata());
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return INFO::OK;
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}
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JS::Value SavedGames::GetSavedGames(ScriptInterface& scriptInterface)
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{
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TIMER(L"GetSavedGames");
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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JS::RootedObject games(cx, JS_NewArrayObject(cx, 0));
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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("Failed to read saved game '%s'", realPath.string8());
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continue; // skip this file
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}
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CGameLoader loader(scriptInterface, 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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JS::RootedValue metadata(cx, loader.GetMetadata());
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JS::RootedValue game(cx);
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scriptInterface.Eval("({})", &game);
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scriptInterface.SetProperty(game, "id", pathnames[i].Basename());
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scriptInterface.SetProperty(game, "metadata", metadata);
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JS_SetElement(cx, games, i, game);
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}
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return JS::ObjectValue(*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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JS::Value SavedGames::GetEngineInfo(ScriptInterface& scriptInterface)
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{
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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JS::RootedValue metainfo(cx);
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scriptInterface.Eval("({})", &metainfo);
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scriptInterface.SetProperty(metainfo, "version_major", SAVED_GAME_VERSION_MAJOR);
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scriptInterface.SetProperty(metainfo, "version_minor", SAVED_GAME_VERSION_MINOR);
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scriptInterface.SetProperty(metainfo, "mods" , g_modsLoaded);
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return metainfo;
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}
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