mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-26 22:11:42 +00:00
864 lines
27 KiB
C++
864 lines
27 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "sys_savegame.h"
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#include "sys_session_local.h"
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#include "sys_session_savegames.h"
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extern idCVar saveGame_verbose;
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idCVar savegame_error( "savegame_error", "0", CVAR_INTEGER, "Combination of bits that will simulate and error, see 'savegamePrintErrors'. 0 = no error" );
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void OutputDetailList( const saveGameDetailsList_t & savegameList );
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#pragma region PROCESSORS
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/*
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================================================================================================
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idSaveGameProcessorLoadFiles
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================================================================================================
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*/
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/*
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========================
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idSaveGameProcessorLoadFiles::InitLoadFiles
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========================
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*/
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bool idSaveGameProcessorLoadFiles::InitLoadFiles( const char * folder_, const saveFileEntryList_t & files, idSaveGameManager::packageType_t type ) {
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if ( !idSaveGameProcessor::Init() ) {
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return false;
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}
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parms.directory = AddSaveFolderPrefix( folder_, type );
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parms.description.slotName = folder_;
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parms.mode = SAVEGAME_MBF_LOAD;
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for ( int i = 0; i < files.Num(); ++i ) {
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parms.files.Append( files[i] );
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}
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return true;
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}
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/*
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========================
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idSaveGameProcessorLoadFiles::Process
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========================
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*/
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bool idSaveGameProcessorLoadFiles::Process() {
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// Platform-specific impl
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// This will populate an idFile_Memory with the contents of the save game
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// This will not initialize the game, only load the file from the file-system
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Sys_ExecuteSavegameCommandAsync( &parms );
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return false;
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}
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/*
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================================================================================================
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idSaveGameProcessorDelete
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================================================================================================
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*/
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/*
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========================
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idSaveGameProcessorDelete::Init
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========================
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*/
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bool idSaveGameProcessorDelete::InitDelete( const char * folder_, idSaveGameManager::packageType_t type ) {
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if ( !idSaveGameProcessor::Init() ) {
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return false;
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}
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parms.description.slotName = folder_;
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parms.directory = AddSaveFolderPrefix( folder_, type );
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parms.mode = SAVEGAME_MBF_DELETE_FOLDER;
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return true;
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}
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/*
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========================
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idSaveGameProcessorDelete::Process
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========================
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*/
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bool idSaveGameProcessorDelete::Process() {
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// Platform-specific impl
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// This will populate an idFile_Memory with the contents of the save game
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// This will not initialize the game, only load the file from the file-system
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Sys_ExecuteSavegameCommandAsync( &parms );
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return false;
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}
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/*
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================================================================================================
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idSaveGameProcessorSaveFiles
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================================================================================================
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*/
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/*
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========================
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idSaveGameProcessorSaveFiles::InitSave
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========================
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*/
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bool idSaveGameProcessorSaveFiles::InitSave( const char * folder, const saveFileEntryList_t & files, const idSaveGameDetails & descriptionForPS3, idSaveGameManager::packageType_t type ) {
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if ( !idSaveGameProcessor::Init() ) {
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return false;
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}
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if ( files.Num() == 0 ) {
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idLib::Warning( "No files to save." );
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return false;
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}
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// Setup save system
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parms.directory = AddSaveFolderPrefix( folder, type );
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parms.mode = SAVEGAME_MBF_SAVE; // do NOT delete the existing files
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for ( int i = 0; i < files.Num(); ++i ) {
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parms.files.Append( files[i] );
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}
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this->parms.description = descriptionForPS3;
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parms.description.slotName = folder;
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return true;
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}
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/*
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========================
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idSaveGameProcessorSaveFiles::Process
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========================
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*/
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bool idSaveGameProcessorSaveFiles::Process() {
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// Platform-specific implementation
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// This will start a worker thread for async operation.
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// It will always signal when it's completed.
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Sys_ExecuteSavegameCommandAsync( &parms );
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return false;
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}
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/*
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================================================================================================
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idSaveGameProcessorEnumerateGames
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================================================================================================
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*/
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/*
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========================
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idSaveGameProcessorEnumerateGames::Process
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========================
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*/
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bool idSaveGameProcessorEnumerateGames::Process() {
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parms.mode = SAVEGAME_MBF_ENUMERATE | SAVEGAME_MBF_READ_DETAILS;
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// Platform-specific implementation
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// This will start a worker thread for async operation.
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// It will always signal when it's completed.
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Sys_ExecuteSavegameCommandAsync( &parms );
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return false;
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}
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#pragma endregion
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/*
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========================
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idSessionLocal::SaveGameSync
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========================
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*/
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saveGameHandle_t idSessionLocal::SaveGameSync( const char * name, const saveFileEntryList_t & files, const idSaveGameDetails & description ) {
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saveGameHandle_t handle = 0;
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// serialize the description file behind their back...
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saveFileEntryList_t filesWithDetails( files );
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idFile_SaveGame * gameDetailsFile = new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT | SAVEGAMEFILE_AUTO_DELETE );
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gameDetailsFile->MakeWritable();
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description.descriptors.WriteToIniFile( gameDetailsFile );
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filesWithDetails.Append( gameDetailsFile );
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if ( processorSaveFiles->InitSave( name, filesWithDetails, description ) ) {
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processorSaveFiles->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnSaveCompleted, &processorSaveFiles->GetParmsNonConst() ) );
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handle = GetSaveGameManager().ExecuteProcessorAndWait( processorSaveFiles );
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}
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// Errors within the process of saving are handled in OnSaveCompleted()
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// so that asynchronous save errors are handled the same was as synchronous.
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if ( handle == 0 ) {
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idSaveLoadParms & parms = processorSaveFiles->GetParmsNonConst();
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parms.errorCode = SAVEGAME_E_UNKNOWN;
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// Uniform error handling
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OnSaveCompleted( &parms );
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}
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return handle;
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}
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/*
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========================
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idSessionLocal::SaveGameAsync
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========================
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*/
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saveGameHandle_t idSessionLocal::SaveGameAsync( const char * name, const saveFileEntryList_t & files, const idSaveGameDetails & description ) {
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saveGameHandle_t handle = 0;
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// Done this way so we know it will be shutdown properly on early exit or exception
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struct local_t {
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local_t( idSaveLoadParms * localparms ) : parms( localparms ) {
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// Prepare background renderer
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}
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~local_t() {
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// Shutdown background renderer
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}
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idSaveLoadParms * parms;
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} local( &processorSaveFiles->GetParmsNonConst() );
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// serialize the description file behind their back...
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saveFileEntryList_t filesWithDetails( files );
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idFile_SaveGame * gameDetailsFile = new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT | SAVEGAMEFILE_AUTO_DELETE );
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gameDetailsFile->MakeWritable();
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description.descriptors.WriteToIniFile( gameDetailsFile );
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filesWithDetails.Append( gameDetailsFile );
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if ( processorSaveFiles->InitSave( name, filesWithDetails, description ) ) {
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processorSaveFiles->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnSaveCompleted, &processorSaveFiles->GetParmsNonConst() ) );
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handle = GetSaveGameManager().ExecuteProcessor( processorSaveFiles );
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}
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// Errors within the process of saving are handled in OnSaveCompleted()
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// so that asynchronous save errors are handled the same was as synchronous.
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if ( handle == 0 ) {
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idSaveLoadParms & parms = processorSaveFiles->GetParmsNonConst();
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parms.errorCode = SAVEGAME_E_UNKNOWN;
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common->Dialog().ShowSaveIndicator( false );
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// Uniform error handling
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OnSaveCompleted( &parms );
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}
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return handle;
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}
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/*
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========================
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idSessionLocal::OnSaveCompleted
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========================
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*/
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void idSessionLocal::OnSaveCompleted( idSaveLoadParms * parms ) {
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idLocalUser * master = session->GetSignInManager().GetMasterLocalUser();
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if ( parms->GetError() != SAVEGAME_E_INSUFFICIENT_ROOM ) {
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// if savegame completeed we can clear retry info
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GetSaveGameManager().ClearRetryInfo();
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}
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// Only turn off the indicator if we're not also going to save the profile settings
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if ( master != NULL && master->GetProfile() != NULL && !master->GetProfile()->IsDirty() ) {
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common->Dialog().ShowSaveIndicator( false );
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}
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if ( parms->GetError() == SAVEGAME_E_NONE ) {
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// Save the profile any time we save the game
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if ( master != NULL && master->GetProfile() != NULL ) {
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master->GetProfile()->SaveSettings( false );
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}
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// Update the enumerated savegames
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saveGameDetailsList_t & detailList = session->GetSaveGameManager().GetEnumeratedSavegamesNonConst();
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idSaveGameDetails * details = detailList.Find( parms->description );
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if ( details == NULL ) {
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// add it
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detailList.Append( parms->description );
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} else {
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// replace it
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*details = parms->description;
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}
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}
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// Error handling and additional processing
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common->OnSaveCompleted( *parms );
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}
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/*
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========================
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idSessionLocal::LoadGameSync
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We still want to use the savegame manager because we could have file system operations in flight and need to
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========================
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*/
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saveGameHandle_t idSessionLocal::LoadGameSync( const char * name, saveFileEntryList_t & files ) {
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idSaveLoadParms & parms = processorLoadFiles->GetParmsNonConst();
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saveGameHandle_t handle = 0;
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{
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// Put in a local block so everything will go in the global heap before the map change, but the heap is
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// automatically popped out on early return or exception
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// You cannot be in the global heap during a map change...
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//idScopedGlobalHeap everythingGoesInTheGlobalHeap;
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// Done this way so we know it will be shutdown properly on early exit or exception
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struct local_t {
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local_t( idSaveLoadParms * parms_ ) : parms( parms_ ) {
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// Prepare background renderer or loadscreen with what you want to show
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{
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// with mode: SAVE_GAME_MODE_LOAD
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}
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}
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~local_t() {
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// Shutdown background renderer or loadscreen
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{
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}
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common->OnLoadCompleted( *parms );
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}
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idSaveLoadParms * parms;
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} local( &parms );
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// Read the details file when loading games
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saveFileEntryList_t filesWithDetails( files );
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std::auto_ptr< idFile_SaveGame > gameDetailsFile( new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT ) );
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filesWithDetails.Append( gameDetailsFile.get() );
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// Check the cached save details from the enumeration and make sure we don't load a save from a newer version of the game!
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const saveGameDetailsList_t details = GetSaveGameManager().GetEnumeratedSavegames();
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for ( int i = 0; i < details.Num(); ++i ) {
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if ( idStr::Cmp( name, details[i].slotName ) == 0 ) {
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if ( details[i].GetSaveVersion() > BUILD_NUMBER ) {
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parms.errorCode = SAVEGAME_E_INCOMPATIBLE_NEWER_VERSION;
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return 0;
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}
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}
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}
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// Synchronous load
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if ( processorLoadFiles->InitLoadFiles( name, filesWithDetails ) ) {
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handle = GetSaveGameManager().ExecuteProcessorAndWait( processorLoadFiles );
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}
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if ( handle == 0 ) {
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parms.errorCode = SAVEGAME_E_UNKNOWN;
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}
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if ( parms.GetError() != SAVEGAME_E_NONE ) {
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return 0;
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}
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// Checks the description file to see if corrupted or if it's from a newer savegame
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if ( !LoadGameCheckDescriptionFile( parms ) ) {
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return 0;
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}
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// Checks to see if loaded map is from a DLC map and if that DLC is active
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if ( !IsDLCAvailable( parms.description.GetMapName() ) ) {
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parms.errorCode = SAVEGAME_E_DLC_NOT_FOUND;
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return 0;
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}
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}
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common->OnLoadFilesCompleted( parms );
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return handle;
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}
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/*
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========================
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idSessionLocal::OnLoadCompleted
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========================
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*/
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void idSessionLocal::OnLoadCompleted( idSaveLoadParms * parms ) {
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}
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/*
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========================
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idSessionLocal::EnumerateSaveGamesSync
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========================
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*/
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saveGameHandle_t idSessionLocal::EnumerateSaveGamesSync() {
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saveGameHandle_t handle = 0;
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// Done this way so we know it will be shutdown properly on early exit or exception
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struct local_t {
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local_t() {
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// Prepare background renderer or loadscreen with what you want to show
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{
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// with mode: SAVE_GAME_MODE_ENUMERATE
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}
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}
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~local_t() {
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// Shutdown background renderer or loadscreen
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{
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}
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}
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} local;
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// flush the old enumerated list
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GetSaveGameManager().GetEnumeratedSavegamesNonConst().Clear();
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if ( processorEnumerate->Init() ) {
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processorEnumerate->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnEnumerationCompleted, &processorEnumerate->GetParmsNonConst() ) );
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handle = GetSaveGameManager().ExecuteProcessorAndWait( processorEnumerate );
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}
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// Errors within the process of saving are handled in OnEnumerationCompleted()
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// so that asynchronous save errors are handled the same was as synchronous.
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if ( handle == 0 ) {
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idSaveLoadParms & parms = processorEnumerate->GetParmsNonConst();
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parms.errorCode = SAVEGAME_E_UNKNOWN;
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// Uniform error handling
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OnEnumerationCompleted( &parms );
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}
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return handle;
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}
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|
/*
|
||
|
========================
|
||
|
idSessionLocal::EnumerateSaveGamesAsync
|
||
|
========================
|
||
|
*/
|
||
|
saveGameHandle_t idSessionLocal::EnumerateSaveGamesAsync() {
|
||
|
saveGameHandle_t handle = 0;
|
||
|
|
||
|
// flush the old enumerated list
|
||
|
GetSaveGameManager().GetEnumeratedSavegamesNonConst().Clear();
|
||
|
|
||
|
if ( processorEnumerate->Init() ) {
|
||
|
processorEnumerate->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnEnumerationCompleted, &processorEnumerate->GetParmsNonConst() ) );
|
||
|
handle = GetSaveGameManager().ExecuteProcessor( processorEnumerate );
|
||
|
}
|
||
|
|
||
|
// Errors within the process of saving are handled in OnEnumerationCompleted()
|
||
|
// so that asynchronous save errors are handled the same was as synchronous.
|
||
|
if ( handle == 0 ) {
|
||
|
idSaveLoadParms & parms = processorEnumerate->GetParmsNonConst();
|
||
|
parms.errorCode = SAVEGAME_E_UNKNOWN;
|
||
|
|
||
|
// Uniform error handling
|
||
|
OnEnumerationCompleted( &parms );
|
||
|
}
|
||
|
|
||
|
return handle;
|
||
|
}
|
||
|
|
||
|
int idSort_EnumeratedSavegames( const idSaveGameDetails * a, const idSaveGameDetails * b ) {
|
||
|
return b->date - a->date;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::OnEnumerationCompleted
|
||
|
========================
|
||
|
*/
|
||
|
void idSessionLocal::OnEnumerationCompleted( idSaveLoadParms * parms ) {
|
||
|
// idTech4 idList::sort is just a qsort wrapper, which doesn't deal with
|
||
|
// idStrStatic properly!
|
||
|
// parms->detailList.Sort( idSort_EnumeratedSavegames );
|
||
|
std::sort( parms->detailList.Ptr(), parms->detailList.Ptr() + parms->detailList.Num() );
|
||
|
|
||
|
if ( parms->GetError() == SAVEGAME_E_NONE ) {
|
||
|
// Copy into the maintained list
|
||
|
saveGameDetailsList_t & detailsList = session->GetSaveGameManager().GetEnumeratedSavegamesNonConst();
|
||
|
//mem.PushHeap();
|
||
|
detailsList = parms->detailList; // copies new list into the savegame manager's reference
|
||
|
//mem.PopHeap();
|
||
|
|
||
|
// The platform-specific implementations don't know about the prefixes
|
||
|
// If we don't do this here, we will end up with slots like: GAME-GAME-GAME-GAME-AUTOSAVE...
|
||
|
for ( int i = 0; i < detailsList.Num(); i++ ) {
|
||
|
idSaveGameDetails & details = detailsList[i];
|
||
|
|
||
|
const idStr original = details.slotName;
|
||
|
const idStr stripped = RemoveSaveFolderPrefix( original, idSaveGameManager::PACKAGE_GAME );
|
||
|
details.slotName = stripped;
|
||
|
}
|
||
|
|
||
|
if ( saveGame_verbose.GetBool() ) {
|
||
|
OutputDetailList( detailsList );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
common->OnEnumerationCompleted( *parms );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::DeleteSaveGameSync
|
||
|
========================
|
||
|
*/
|
||
|
saveGameHandle_t idSessionLocal::DeleteSaveGameSync( const char * name ) {
|
||
|
saveGameHandle_t handle = 0;
|
||
|
|
||
|
// Done this way so we know it will be shutdown properly on early exit or exception
|
||
|
struct local_t {
|
||
|
local_t() {
|
||
|
// Prepare background renderer or loadscreen with what you want to show
|
||
|
{
|
||
|
// with mode: SAVE_GAME_MODE_DELETE
|
||
|
}
|
||
|
}
|
||
|
~local_t() {
|
||
|
// Shutdown background renderer or loadscreen
|
||
|
{
|
||
|
}
|
||
|
}
|
||
|
} local;
|
||
|
|
||
|
if ( processorDelete->InitDelete( name ) ) {
|
||
|
processorDelete->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnDeleteCompleted, &processorDelete->GetParmsNonConst() ) );
|
||
|
handle = GetSaveGameManager().ExecuteProcessorAndWait( processorDelete );
|
||
|
}
|
||
|
|
||
|
// Errors within the process of saving are handled in OnDeleteCompleted()
|
||
|
// so that asynchronous save errors are handled the same was as synchronous.
|
||
|
if ( handle == 0 ) {
|
||
|
idSaveLoadParms & parms = processorDelete->GetParmsNonConst();
|
||
|
parms.errorCode = SAVEGAME_E_UNKNOWN;
|
||
|
|
||
|
// Uniform error handling
|
||
|
OnDeleteCompleted( &parms );
|
||
|
}
|
||
|
|
||
|
return handle;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::DeleteSaveGameAsync
|
||
|
========================
|
||
|
*/
|
||
|
saveGameHandle_t idSessionLocal::DeleteSaveGameAsync( const char * name ) {
|
||
|
saveGameHandle_t handle = 0;
|
||
|
if ( processorDelete->InitDelete( name ) ) {
|
||
|
processorDelete->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnDeleteCompleted, &processorDelete->GetParmsNonConst() ) );
|
||
|
common->Dialog().ShowSaveIndicator( true );
|
||
|
handle = GetSaveGameManager().ExecuteProcessor( processorDelete );
|
||
|
}
|
||
|
|
||
|
// Errors within the process of saving are handled in OnDeleteCompleted()
|
||
|
// so that asynchronous save errors are handled the same was as synchronous.
|
||
|
if ( handle == 0 ) {
|
||
|
idSaveLoadParms & parms = processorDelete->GetParmsNonConst();
|
||
|
parms.errorCode = SAVEGAME_E_UNKNOWN;
|
||
|
|
||
|
// Uniform error handling
|
||
|
OnDeleteCompleted( &parms );
|
||
|
}
|
||
|
|
||
|
return handle;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::OnDeleteCompleted
|
||
|
========================
|
||
|
*/
|
||
|
void idSessionLocal::OnDeleteCompleted( idSaveLoadParms * parms ) {
|
||
|
common->Dialog().ShowSaveIndicator( false );
|
||
|
|
||
|
if ( parms->GetError() == SAVEGAME_E_NONE ) {
|
||
|
// Update the enumerated list
|
||
|
saveGameDetailsList_t & details = session->GetSaveGameManager().GetEnumeratedSavegamesNonConst();
|
||
|
details.Remove( parms->description );
|
||
|
}
|
||
|
|
||
|
common->OnDeleteCompleted( *parms );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::IsEnumerating
|
||
|
========================
|
||
|
*/
|
||
|
bool idSessionLocal::IsEnumerating() const {
|
||
|
return !session->IsSaveGameCompletedFromHandle( processorEnumerate->GetHandle() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::GetEnumerationHandle
|
||
|
========================
|
||
|
*/
|
||
|
saveGameHandle_t idSessionLocal::GetEnumerationHandle() const {
|
||
|
return processorEnumerate->GetHandle();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::IsDLCAvailable
|
||
|
========================
|
||
|
*/
|
||
|
bool idSessionLocal::IsDLCAvailable( const char * mapName ) {
|
||
|
bool hasContentPackage = true;
|
||
|
return hasContentPackage;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::LoadGameCheckDiscNumber
|
||
|
========================
|
||
|
*/
|
||
|
bool idSessionLocal::LoadGameCheckDiscNumber( idSaveLoadParms & parms ) {
|
||
|
#if 0
|
||
|
idStr mapName = parms.description.GetMapName();
|
||
|
|
||
|
assert( !discSwapStateMgr->IsWorking() );
|
||
|
discSwapStateMgr->Init( &parms.callbackSignal, idDiscSwapStateManager::DISC_SWAP_COMMAND_LOAD );
|
||
|
//// TODO_KC this is probably broken now...
|
||
|
//discSwapStateMgr->folder = folder;
|
||
|
//discSwapStateMgr->spawnInfo = newSpawnInfo;
|
||
|
//discSwapStateMgr->spawnSpot = newSpawnPoint;
|
||
|
//discSwapStateMgr->instanceFileName = instanceFileName;
|
||
|
discSwapStateMgr->user = session->GetSignInManager().GetMasterLocalUser();
|
||
|
discSwapStateMgr->map = mapName;
|
||
|
|
||
|
discSwapStateMgr->Pump();
|
||
|
while ( discSwapStateMgr->IsWorking() ) {
|
||
|
Sys_Sleep( 15 );
|
||
|
// process input and render
|
||
|
|
||
|
discSwapStateMgr->Pump();
|
||
|
}
|
||
|
|
||
|
idDiscSwapStateManager::discSwapStateError_t discSwapError = discSwapStateMgr->GetError();
|
||
|
|
||
|
if ( discSwapError == idDiscSwapStateManager::DSSE_CANCEL ) {
|
||
|
parms.errorCode = SAVEGAME_E_CANCELLED;
|
||
|
} else if ( discSwapError == idDiscSwapStateManager::DSSE_INSUFFICIENT_ROOM ) {
|
||
|
parms.errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
|
||
|
parms.requiredSpaceInBytes = discSwapStateMgr->GetRequiredStorageBytes();
|
||
|
} else if ( discSwapError == idDiscSwapStateManager::DSSE_CORRECT_DISC_ALREADY ) {
|
||
|
parms.errorCode = SAVEGAME_E_NONE;
|
||
|
} else if ( discSwapError != idDiscSwapStateManager::DSSE_OK ) {
|
||
|
parms.errorCode = SAVEGAME_E_DISC_SWAP;
|
||
|
}
|
||
|
|
||
|
if ( parms.errorCode == SAVEGAME_E_UNKNOWN ) {
|
||
|
parms.errorCode = SAVEGAME_E_DISC_SWAP;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return ( parms.GetError() == SAVEGAME_E_NONE );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idSessionLocal::LoadGameCheckDescriptionFile
|
||
|
========================
|
||
|
*/
|
||
|
bool idSessionLocal::LoadGameCheckDescriptionFile( idSaveLoadParms & parms ) {
|
||
|
idFile_SaveGame ** detailsFile = FindFromGenericPtr( parms.files, SAVEGAME_DETAILS_FILENAME );
|
||
|
if ( detailsFile == NULL ) {
|
||
|
parms.errorCode = SAVEGAME_E_FILE_NOT_FOUND;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
assert( *detailsFile != NULL );
|
||
|
(*detailsFile)->MakeReadOnly();
|
||
|
|
||
|
if ( !SavegameReadDetailsFromFile( *detailsFile, parms.description ) ) {
|
||
|
parms.errorCode = SAVEGAME_E_CORRUPTED;
|
||
|
} else {
|
||
|
if ( parms.description.GetSaveVersion() > BUILD_NUMBER ) {
|
||
|
parms.errorCode = SAVEGAME_E_INCOMPATIBLE_NEWER_VERSION;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ( parms.GetError() == SAVEGAME_E_NONE );
|
||
|
}
|
||
|
|
||
|
#pragma region COMMANDS
|
||
|
/*
|
||
|
================================================================================================
|
||
|
|
||
|
COMMANDS
|
||
|
|
||
|
================================================================================================
|
||
|
*/
|
||
|
CONSOLE_COMMAND( testSavegameDeleteAll, "delete all savegames without confirmation", 0 ) {
|
||
|
if ( session == NULL ) {
|
||
|
idLib::Printf( "Invalid session.\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idSaveLoadParms parms;
|
||
|
|
||
|
parms.SetDefaults();
|
||
|
parms.mode = SAVEGAME_MBF_DELETE_ALL_FOLDERS | SAVEGAME_MBF_NO_COMPRESS;
|
||
|
|
||
|
Sys_ExecuteSavegameCommandAsync( &parms );
|
||
|
|
||
|
parms.callbackSignal.Wait();
|
||
|
idLib::Printf( "Completed process.\n" );
|
||
|
idLib::Printf( "Error = 0x%08X, %s\n", parms.GetError(), GetSaveGameErrorString( parms.GetError() ).c_str() );
|
||
|
}
|
||
|
|
||
|
CONSOLE_COMMAND( testSavegameDelete, "deletes a savegames without confirmation", 0 ) {
|
||
|
if ( session == NULL ) {
|
||
|
idLib::Printf( "Invalid session.\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( args.Argc() != 2 ) {
|
||
|
idLib::Printf( "Usage: testSavegameDelete <folder (without 'GAMES-')>\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idStr folder = args.Argv( 1 );
|
||
|
idSaveGameProcessorDelete testDeleteSaveGamesProc;
|
||
|
if ( testDeleteSaveGamesProc.InitDelete( folder ) ) {
|
||
|
session->GetSaveGameManager().ExecuteProcessorAndWait( &testDeleteSaveGamesProc );
|
||
|
}
|
||
|
|
||
|
idLib::Printf( "Completed process.\n" );
|
||
|
idLib::Printf( "Error = 0x%08X, %s\n", testDeleteSaveGamesProc.GetParms().GetError(), GetSaveGameErrorString( testDeleteSaveGamesProc.GetParms().GetError() ).c_str() );
|
||
|
}
|
||
|
|
||
|
CONSOLE_COMMAND( testSavegameEnumerateFiles, "enumerates all the files in a folder (blank for 'current slot' folder, use 'autosave' for the autosave slot)", 0 ) {
|
||
|
if ( session == NULL ) {
|
||
|
idLib::Printf( "Invalid session.\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idStr folder = session->GetCurrentSaveSlot();
|
||
|
if ( args.Argc() > 1 ) {
|
||
|
folder = args.Argv( 1 );
|
||
|
}
|
||
|
|
||
|
idLib::Printf( "Testing folder: %s\n\n", folder.c_str() );
|
||
|
|
||
|
idSaveLoadParms parms;
|
||
|
parms.SetDefaults();
|
||
|
parms.mode = SAVEGAME_MBF_ENUMERATE_FILES;
|
||
|
|
||
|
// Platform-specific implementation
|
||
|
// This will start a worker thread for async operation.
|
||
|
// It will always signal when it's completed.
|
||
|
Sys_ExecuteSavegameCommandAsync( &parms );
|
||
|
parms.callbackSignal.Wait();
|
||
|
|
||
|
for ( int i = 0; i < parms.files.Num(); i++ ) {
|
||
|
idLib::Printf( S_COLOR_YELLOW "\t%d: %s\n" S_COLOR_DEFAULT, i, parms.files[i]->GetName() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
OutputDetailList
|
||
|
========================
|
||
|
*/
|
||
|
void OutputDetailList( const saveGameDetailsList_t & savegameList ) {
|
||
|
for ( int i = 0; i < savegameList.Num(); ++i ) {
|
||
|
idLib::Printf( S_COLOR_YELLOW "\t%s - %s\n" S_COLOR_DEFAULT
|
||
|
"\t\tMap: %s\n"
|
||
|
"\t\tTime: %s\n",
|
||
|
savegameList[i].slotName.c_str(),
|
||
|
savegameList[i].damaged ? S_COLOR_RED "CORRUPT" : S_COLOR_GREEN "OK",
|
||
|
savegameList[i].damaged ? "?" : savegameList[i].descriptors.GetString( SAVEGAME_DETAIL_FIELD_MAP, "" ),
|
||
|
Sys_TimeStampToStr( savegameList[i].date )
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CONSOLE_COMMAND( testSavegameEnumerate, "enumerates the savegames available", 0 ) {
|
||
|
if ( session == NULL ) {
|
||
|
idLib::Printf( "Invalid session.\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
saveGameHandle_t handle = session->EnumerateSaveGamesSync();
|
||
|
if ( handle == 0 ) {
|
||
|
idLib::Printf( "Error enumerating.\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const saveGameDetailsList_t gameList = session->GetSaveGameManager().GetEnumeratedSavegames();
|
||
|
idLib::Printf( "Savegames found: %d\n\n", gameList.Num() );
|
||
|
OutputDetailList( gameList );
|
||
|
}
|
||
|
|
||
|
CONSOLE_COMMAND( testSaveGameCheck, "tests existence of savegame", 0 ) {
|
||
|
bool exists;
|
||
|
bool autosaveExists;
|
||
|
Sys_SaveGameCheck( exists, autosaveExists );
|
||
|
idLib::Printf( "Savegame check: exists = %d, autosaveExists = %d\n", exists, autosaveExists );
|
||
|
}
|
||
|
|
||
|
CONSOLE_COMMAND( testSaveGameOutputEnumeratedSavegames, "outputs the list of savegames already enumerated, this does not re-enumerate", 0 ) {
|
||
|
if ( session == NULL ) {
|
||
|
idLib::Printf( "Invalid session.\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const saveGameDetailsList_t & savegames = session->GetSaveGameManager().GetEnumeratedSavegames();
|
||
|
OutputDetailList( savegames );
|
||
|
}
|
||
|
|
||
|
CONSOLE_COMMAND( testSavegameGetCurrentSlot, "returns the current slot in use", 0 ) {
|
||
|
if ( session == NULL ) {
|
||
|
idLib::Printf( "Invalid session.\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idLib::Printf( "Current slot: %s\n", session->GetCurrentSaveSlot() );
|
||
|
}
|
||
|
|
||
|
CONSOLE_COMMAND( testSavegameSetCurrentSlot, "returns the current slot in use", 0 ) {
|
||
|
if ( session == NULL ) {
|
||
|
idLib::Printf( "Invalid session.\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( args.Argc() != 2 ) {
|
||
|
idLib::Printf( "Usage: testSavegameSetCurrentSlot name\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const char * slot = args.Argv( 1 );
|
||
|
|
||
|
session->SetCurrentSaveSlot( slot );
|
||
|
idLib::Printf( "Current slot: %s\n", session->GetCurrentSaveSlot() );
|
||
|
}
|
||
|
|
||
|
CONSOLE_COMMAND( savegameSetErrorBit, "Allows you to set savegame_error by bit instead of integer value", 0 ) {
|
||
|
int bit = atoi( args.Argv( 1 ) );
|
||
|
savegame_error.SetInteger( savegame_error.GetInteger() | ( 1 << bit ) );
|
||
|
}
|
||
|
|
||
|
#pragma endregion
|