mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-28 14:52:53 +00:00
431 lines
12 KiB
C++
431 lines
12 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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#define SAVEGAME_PROFILE_FILENAME "profile.bin"
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idCVar profile_verbose( "profile_verbose", "0", CVAR_BOOL, "Turns on debug spam for profiles" );
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/*
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================================================
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idProfileMgr
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================================================
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*/
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/*
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========================
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idProfileMgr
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========================
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*/
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idProfileMgr::idProfileMgr() :
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profileSaveProcessor( new (TAG_SAVEGAMES) idSaveGameProcessorSaveProfile ),
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profileLoadProcessor( new (TAG_SAVEGAMES) idSaveGameProcessorLoadProfile ),
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profile( NULL ),
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handle( 0 ) {
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}
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/*
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================================================
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~idProfileMgr
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================================================
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*/
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idProfileMgr::~idProfileMgr() {
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}
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/*
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========================
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idProfileMgr::Init
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========================
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*/
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void idProfileMgr::Init( idLocalUser * user_ ) {
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user = user_;
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handle = 0;
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}
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/*
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========================
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idProfileMgr::Pump
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========================
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*/
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void idProfileMgr::Pump() {
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// profile can be NULL if we forced the user to register as in the case of map-ing into a level from the press start screen
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if ( profile == NULL ) {
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return;
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}
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// See if we are done with saving/loading the profile
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bool saving = profile->GetState() == idPlayerProfile::SAVING;
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bool loading = profile->GetState() == idPlayerProfile::LOADING;
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if ( ( saving || loading ) && session->IsSaveGameCompletedFromHandle( handle ) ) {
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profile->SetState( idPlayerProfile::IDLE );
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if ( saving ) {
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// Done saving
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} else if ( loading ) {
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// Done loading
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const idSaveLoadParms & parms = profileLoadProcessor->GetParms();
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if ( parms.GetError() == SAVEGAME_E_FOLDER_NOT_FOUND || parms.GetError() == SAVEGAME_E_FILE_NOT_FOUND ) {
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profile->SaveSettings( true );
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} else if ( parms.GetError() == SAVEGAME_E_CORRUPTED ) {
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idLib::Warning( "Profile corrupt, creating a new one..." );
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common->Dialog().AddDialog( GDM_CORRUPT_PROFILE, DIALOG_CONTINUE, NULL, NULL, false );
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profile->SetDefaults();
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profile->SaveSettings( true );
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} else if ( parms.GetError() != SAVEGAME_E_NONE ) {
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profile->SetState( idPlayerProfile::ERR );
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}
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session->OnLocalUserProfileLoaded( user );
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}
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} else if ( saving || loading ) {
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return;
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}
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// See if we need to save/load the profile
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if ( profile->GetRequestedState() == idPlayerProfile::SAVE_REQUESTED && profile->IsDirty() ) {
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profile->MarkDirty( false );
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SaveSettingsAsync();
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// Syncs the steam data
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//session->StoreStats();
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profile->SetRequestedState( idPlayerProfile::IDLE );
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} else if ( profile->GetRequestedState() == idPlayerProfile::LOAD_REQUESTED ) {
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LoadSettingsAsync();
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profile->SetRequestedState( idPlayerProfile::IDLE );
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}
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}
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/*
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========================
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idProfileMgr::GetProfile
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========================
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*/
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idPlayerProfile * idProfileMgr::GetProfile() {
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assert( user != NULL );
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if ( profile == NULL ) {
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// Lazy instantiation
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// Create a new profile
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profile = idPlayerProfile::CreatePlayerProfile( user->GetInputDevice() );
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if ( profile == NULL ) {
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return NULL;
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}
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}
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bool loading = ( profile->GetState() == idPlayerProfile::LOADING ) || ( profile->GetRequestedState() == idPlayerProfile::LOAD_REQUESTED );
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if ( loading ) {
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return NULL;
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}
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return profile;
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}
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/*
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========================
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idProfileMgr::SaveSettingsAsync
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========================
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*/
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void idProfileMgr::SaveSettingsAsync() {
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if ( !saveGame_enable.GetBool() ) {
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idLib::Warning( "Skipping profile save because saveGame_enable = 0" );
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}
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if ( GetProfile() != NULL ) {
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// Issue the async save...
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if ( profileSaveProcessor->InitSaveProfile( profile, "" ) ) {
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profileSaveProcessor->AddCompletedCallback( MakeCallback( this, &idProfileMgr::OnSaveSettingsCompleted, &profileSaveProcessor->GetParmsNonConst() ) );
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handle = session->GetSaveGameManager().ExecuteProcessor( profileSaveProcessor.get() );
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profile->SetState( idPlayerProfile::SAVING );
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}
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} else {
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idLib::Warning( "Not saving profile, profile is NULL." );
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}
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}
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/*
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========================
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idProfileMgr::LoadSettingsAsync
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========================
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*/
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void idProfileMgr::LoadSettingsAsync() {
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if ( profile != NULL && saveGame_enable.GetBool() ) {
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if ( profileLoadProcessor->InitLoadProfile( profile, "" ) ) {
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// Skip the not found error because this might be the first time to play the game!
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profileLoadProcessor->SetSkipSystemErrorDialogMask( SAVEGAME_E_FOLDER_NOT_FOUND | SAVEGAME_E_FILE_NOT_FOUND );
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profileLoadProcessor->AddCompletedCallback( MakeCallback( this, &idProfileMgr::OnLoadSettingsCompleted, &profileLoadProcessor->GetParmsNonConst() ) );
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handle = session->GetSaveGameManager().ExecuteProcessor( profileLoadProcessor.get() );
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profile->SetState( idPlayerProfile::LOADING );
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}
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} else {
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// If not able to save the profile, just change the state and leave
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if ( profile == NULL ) {
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idLib::Warning( "Not loading profile, profile is NULL." );
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}
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if ( !saveGame_enable.GetBool() ) {
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idLib::Warning( "Skipping profile load because saveGame_enable = 0" );
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}
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}
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}
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/*
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========================
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idProfileMgr::OnLoadSettingsCompleted
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========================
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*/
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void idProfileMgr::OnLoadSettingsCompleted( idSaveLoadParms * parms ) {
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// Don't process if error already detected
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if ( parms->errorCode != SAVEGAME_E_NONE ) {
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return;
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}
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// Serialize the loaded profile
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idFile_SaveGame ** profileFileContainer = FindFromGenericPtr( parms->files, SAVEGAME_PROFILE_FILENAME );
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idFile_SaveGame * profileFile = profileFileContainer == NULL ? NULL : *profileFileContainer;
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bool foundProfile = profileFile != NULL && profileFile->Length() > 0;
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if ( foundProfile ) {
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idTempArray< byte > buffer( MAX_PROFILE_SIZE );
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// Serialize settings from this buffer
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profileFile->MakeReadOnly();
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unsigned int originalChecksum;
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profileFile->ReadBig( originalChecksum );
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int dataLength = profileFile->Length() - (int)sizeof( originalChecksum );
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profileFile->ReadBigArray( buffer.Ptr(), dataLength );
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// Validate the checksum before we let the game serialize the settings
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unsigned int checksum = MD5_BlockChecksum( buffer.Ptr(), dataLength );
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if ( originalChecksum != checksum ) {
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idLib::Warning( "Checksum: 0x%08x, originalChecksum: 0x%08x, size = %d", checksum, originalChecksum, dataLength );
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parms->errorCode = SAVEGAME_E_CORRUPTED;
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} else {
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idBitMsg msg;
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msg.InitRead( buffer.Ptr(), (int)buffer.Size() );
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idSerializer ser( msg, false );
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if ( !profile->Serialize( ser ) ) {
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parms->errorCode = SAVEGAME_E_CORRUPTED;
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}
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}
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} else {
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parms->errorCode = SAVEGAME_E_FILE_NOT_FOUND;
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}
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}
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/*
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========================
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idProfileMgr::OnSaveSettingsCompleted
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========================
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*/
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void idProfileMgr::OnSaveSettingsCompleted( idSaveLoadParms * parms ) {
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common->Dialog().ShowSaveIndicator( false );
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if ( parms->GetError() != SAVEGAME_E_NONE ) {
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common->Dialog().AddDialog( GDM_PROFILE_SAVE_ERROR, DIALOG_CONTINUE, NULL, NULL, false );
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}
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if ( game ) {
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game->Shell_UpdateSavedGames();
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}
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}
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/*
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================================================
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idSaveGameProcessorSaveProfile
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================================================
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*/
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/*
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========================
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idSaveGameProcessorSaveProfile::idSaveGameProcessorSaveProfile
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========================
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*/
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idSaveGameProcessorSaveProfile::idSaveGameProcessorSaveProfile() {
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profileFile = NULL;
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profile = NULL;
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}
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/*
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========================
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idSaveGameProcessorSaveProfile::InitSaveProfile
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========================
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*/
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bool idSaveGameProcessorSaveProfile::InitSaveProfile( idPlayerProfile * profile_, const char * folder ) {
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// Serialize the profile and pass a file to the processor
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profileFile = new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_PROFILE_FILENAME, SAVEGAMEFILE_BINARY | SAVEGAMEFILE_AUTO_DELETE );
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profileFile->MakeWritable();
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profileFile->SetMaxLength( MAX_PROFILE_SIZE );
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// Create a serialization object and let the game serialize the settings into the buffer
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const int serializeSize = MAX_PROFILE_SIZE - 8; // -8 for checksum (all platforms) and length (on 360)
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idTempArray< byte > buffer( serializeSize );
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idBitMsg msg;
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msg.InitWrite( buffer.Ptr(), serializeSize );
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idSerializer ser( msg, true );
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profile_->Serialize( ser );
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// Get and write the checksum & length first
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unsigned int checksum = MD5_BlockChecksum( msg.GetReadData(), msg.GetSize() );
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profileFile->WriteBig( checksum );
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idLib::PrintfIf( profile_verbose.GetBool(), "checksum: 0x%08x, length: %d\n", checksum, msg.GetSize() );
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// Add data to the file and prepare for save
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profileFile->Write( msg.GetReadData(), msg.GetSize() );
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profileFile->MakeReadOnly();
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saveFileEntryList_t files;
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files.Append( profileFile );
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idSaveGameDetails description;
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if ( !idSaveGameProcessorSaveFiles::InitSave( folder, files, description, idSaveGameManager::PACKAGE_PROFILE ) ) {
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return false;
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}
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profile = profile_;
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return true;
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}
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/*
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========================
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idSaveGameProcessorSaveProfile::Process
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========================
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*/
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bool idSaveGameProcessorSaveProfile::Process() {
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// Files already setup for save, just execute as normal files
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return idSaveGameProcessorSaveFiles::Process();
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}
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/*
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================================================
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idSaveGameProcessorLoadProfile
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================================================
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*/
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/*
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========================
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idSaveGameProcessorLoadProfile::idSaveGameProcessorLoadProfile
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========================
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*/
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idSaveGameProcessorLoadProfile::idSaveGameProcessorLoadProfile() {
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profileFile = NULL;
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profile = NULL;
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}
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/*
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========================
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idSaveGameProcessorLoadProfile::~idSaveGameProcessorLoadProfile
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========================
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*/
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idSaveGameProcessorLoadProfile::~idSaveGameProcessorLoadProfile() {
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}
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/*
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========================
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idSaveGameProcessorLoadProfile::InitLoadFiles
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========================
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*/
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bool idSaveGameProcessorLoadProfile::InitLoadProfile( idPlayerProfile * profile_, const char * folder_ ) {
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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_, idSaveGameManager::PACKAGE_PROFILE );
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parms.description.slotName = folder_;
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parms.mode = SAVEGAME_MBF_LOAD;
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profileFile = new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_PROFILE_FILENAME, SAVEGAMEFILE_BINARY | SAVEGAMEFILE_AUTO_DELETE );
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parms.files.Append( profileFile );
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profile = profile_;
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return true;
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}
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/*
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========================
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idSaveGameProcessorLoadProfile::Process
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========================
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*/
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bool idSaveGameProcessorLoadProfile::Process() {
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return idSaveGameProcessorLoadFiles::Process();
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}
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/*
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========================
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Sys_SaveGameProfileCheck
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========================
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*/
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bool Sys_SaveGameProfileCheck() {
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bool exists = false;
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const char * saveFolder = "savegame";
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if ( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES ) {
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idFileList * files = fileSystem->ListFiles( saveFolder, SAVEGAME_PROFILE_FILENAME );
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const idStrList & fileList = files->GetList();
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for ( int i = 0; i < fileList.Num(); i++ ) {
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idStr filename = fileList[i];
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if ( filename == SAVEGAME_PROFILE_FILENAME ) {
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exists = true;
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break;
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}
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}
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fileSystem->FreeFileList( files );
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}
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return exists;
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}
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