doom3-bfg/neo/sys/sys_session_savegames.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "sys_savegame.h"
#include "sys_session_local.h"
#include "sys_session_savegames.h"
extern idCVar saveGame_verbose;
idCVar savegame_error( "savegame_error", "0", CVAR_INTEGER, "Combination of bits that will simulate and error, see 'savegamePrintErrors'. 0 = no error" );
void OutputDetailList( const saveGameDetailsList_t & savegameList );
#pragma region PROCESSORS
/*
================================================================================================
idSaveGameProcessorLoadFiles
================================================================================================
*/
/*
========================
idSaveGameProcessorLoadFiles::InitLoadFiles
========================
*/
bool idSaveGameProcessorLoadFiles::InitLoadFiles( const char * folder_, const saveFileEntryList_t & files, idSaveGameManager::packageType_t type ) {
if ( !idSaveGameProcessor::Init() ) {
return false;
}
parms.directory = AddSaveFolderPrefix( folder_, type );
parms.description.slotName = folder_;
parms.mode = SAVEGAME_MBF_LOAD;
for ( int i = 0; i < files.Num(); ++i ) {
parms.files.Append( files[i] );
}
return true;
}
/*
========================
idSaveGameProcessorLoadFiles::Process
========================
*/
bool idSaveGameProcessorLoadFiles::Process() {
// Platform-specific impl
// This will populate an idFile_Memory with the contents of the save game
// This will not initialize the game, only load the file from the file-system
Sys_ExecuteSavegameCommandAsync( &parms );
return false;
}
/*
================================================================================================
idSaveGameProcessorDelete
================================================================================================
*/
/*
========================
idSaveGameProcessorDelete::Init
========================
*/
bool idSaveGameProcessorDelete::InitDelete( const char * folder_, idSaveGameManager::packageType_t type ) {
if ( !idSaveGameProcessor::Init() ) {
return false;
}
parms.description.slotName = folder_;
parms.directory = AddSaveFolderPrefix( folder_, type );
parms.mode = SAVEGAME_MBF_DELETE_FOLDER;
return true;
}
/*
========================
idSaveGameProcessorDelete::Process
========================
*/
bool idSaveGameProcessorDelete::Process() {
// Platform-specific impl
// This will populate an idFile_Memory with the contents of the save game
// This will not initialize the game, only load the file from the file-system
Sys_ExecuteSavegameCommandAsync( &parms );
return false;
}
/*
================================================================================================
idSaveGameProcessorSaveFiles
================================================================================================
*/
/*
========================
idSaveGameProcessorSaveFiles::InitSave
========================
*/
bool idSaveGameProcessorSaveFiles::InitSave( const char * folder, const saveFileEntryList_t & files, const idSaveGameDetails & descriptionForPS3, idSaveGameManager::packageType_t type ) {
if ( !idSaveGameProcessor::Init() ) {
return false;
}
if ( files.Num() == 0 ) {
idLib::Warning( "No files to save." );
return false;
}
// Setup save system
parms.directory = AddSaveFolderPrefix( folder, type );
parms.mode = SAVEGAME_MBF_SAVE; // do NOT delete the existing files
for ( int i = 0; i < files.Num(); ++i ) {
parms.files.Append( files[i] );
}
this->parms.description = descriptionForPS3;
parms.description.slotName = folder;
return true;
}
/*
========================
idSaveGameProcessorSaveFiles::Process
========================
*/
bool idSaveGameProcessorSaveFiles::Process() {
// Platform-specific implementation
// This will start a worker thread for async operation.
// It will always signal when it's completed.
Sys_ExecuteSavegameCommandAsync( &parms );
return false;
}
/*
================================================================================================
idSaveGameProcessorEnumerateGames
================================================================================================
*/
/*
========================
idSaveGameProcessorEnumerateGames::Process
========================
*/
bool idSaveGameProcessorEnumerateGames::Process() {
parms.mode = SAVEGAME_MBF_ENUMERATE | SAVEGAME_MBF_READ_DETAILS;
// Platform-specific implementation
// This will start a worker thread for async operation.
// It will always signal when it's completed.
Sys_ExecuteSavegameCommandAsync( &parms );
return false;
}
#pragma endregion
/*
========================
idSessionLocal::SaveGameSync
========================
*/
saveGameHandle_t idSessionLocal::SaveGameSync( const char * name, const saveFileEntryList_t & files, const idSaveGameDetails & description ) {
saveGameHandle_t handle = 0;
// serialize the description file behind their back...
saveFileEntryList_t filesWithDetails( files );
idFile_SaveGame * gameDetailsFile = new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT | SAVEGAMEFILE_AUTO_DELETE );
gameDetailsFile->MakeWritable();
description.descriptors.WriteToIniFile( gameDetailsFile );
filesWithDetails.Append( gameDetailsFile );
if ( processorSaveFiles->InitSave( name, filesWithDetails, description ) ) {
processorSaveFiles->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnSaveCompleted, &processorSaveFiles->GetParmsNonConst() ) );
handle = GetSaveGameManager().ExecuteProcessorAndWait( processorSaveFiles );
}
// Errors within the process of saving are handled in OnSaveCompleted()
// so that asynchronous save errors are handled the same was as synchronous.
if ( handle == 0 ) {
idSaveLoadParms & parms = processorSaveFiles->GetParmsNonConst();
parms.errorCode = SAVEGAME_E_UNKNOWN;
// Uniform error handling
OnSaveCompleted( &parms );
}
return handle;
}
/*
========================
idSessionLocal::SaveGameAsync
========================
*/
saveGameHandle_t idSessionLocal::SaveGameAsync( const char * name, const saveFileEntryList_t & files, const idSaveGameDetails & description ) {
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( idSaveLoadParms * localparms ) : parms( localparms ) {
// Prepare background renderer
}
~local_t() {
// Shutdown background renderer
}
idSaveLoadParms * parms;
} local( &processorSaveFiles->GetParmsNonConst() );
// serialize the description file behind their back...
saveFileEntryList_t filesWithDetails( files );
idFile_SaveGame * gameDetailsFile = new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT | SAVEGAMEFILE_AUTO_DELETE );
gameDetailsFile->MakeWritable();
description.descriptors.WriteToIniFile( gameDetailsFile );
filesWithDetails.Append( gameDetailsFile );
if ( processorSaveFiles->InitSave( name, filesWithDetails, description ) ) {
processorSaveFiles->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnSaveCompleted, &processorSaveFiles->GetParmsNonConst() ) );
handle = GetSaveGameManager().ExecuteProcessor( processorSaveFiles );
}
// Errors within the process of saving are handled in OnSaveCompleted()
// so that asynchronous save errors are handled the same was as synchronous.
if ( handle == 0 ) {
idSaveLoadParms & parms = processorSaveFiles->GetParmsNonConst();
parms.errorCode = SAVEGAME_E_UNKNOWN;
common->Dialog().ShowSaveIndicator( false );
// Uniform error handling
OnSaveCompleted( &parms );
}
return handle;
}
/*
========================
idSessionLocal::OnSaveCompleted
========================
*/
void idSessionLocal::OnSaveCompleted( idSaveLoadParms * parms ) {
idLocalUser * master = session->GetSignInManager().GetMasterLocalUser();
if ( parms->GetError() != SAVEGAME_E_INSUFFICIENT_ROOM ) {
// if savegame completeed we can clear retry info
GetSaveGameManager().ClearRetryInfo();
}
// Only turn off the indicator if we're not also going to save the profile settings
if ( master != NULL && master->GetProfile() != NULL && !master->GetProfile()->IsDirty() ) {
common->Dialog().ShowSaveIndicator( false );
}
if ( parms->GetError() == SAVEGAME_E_NONE ) {
// Save the profile any time we save the game
if ( master != NULL && master->GetProfile() != NULL ) {
master->GetProfile()->SaveSettings( false );
}
// Update the enumerated savegames
saveGameDetailsList_t & detailList = session->GetSaveGameManager().GetEnumeratedSavegamesNonConst();
idSaveGameDetails * details = detailList.Find( parms->description );
if ( details == NULL ) {
// add it
detailList.Append( parms->description );
} else {
// replace it
*details = parms->description;
}
}
// Error handling and additional processing
common->OnSaveCompleted( *parms );
}
/*
========================
idSessionLocal::LoadGameSync
We still want to use the savegame manager because we could have file system operations in flight and need to
========================
*/
saveGameHandle_t idSessionLocal::LoadGameSync( const char * name, saveFileEntryList_t & files ) {
idSaveLoadParms & parms = processorLoadFiles->GetParmsNonConst();
saveGameHandle_t handle = 0;
{
// Put in a local block so everything will go in the global heap before the map change, but the heap is
// automatically popped out on early return or exception
// You cannot be in the global heap during a map change...
//idScopedGlobalHeap everythingGoesInTheGlobalHeap;
// Done this way so we know it will be shutdown properly on early exit or exception
struct local_t {
local_t( idSaveLoadParms * parms_ ) : parms( parms_ ) {
// Prepare background renderer or loadscreen with what you want to show
{
// with mode: SAVE_GAME_MODE_LOAD
}
}
~local_t() {
// Shutdown background renderer or loadscreen
{
}
common->OnLoadCompleted( *parms );
}
idSaveLoadParms * parms;
} local( &parms );
// Read the details file when loading games
saveFileEntryList_t filesWithDetails( files );
std::auto_ptr< idFile_SaveGame > gameDetailsFile( new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_DETAILS_FILENAME, SAVEGAMEFILE_TEXT ) );
filesWithDetails.Append( gameDetailsFile.get() );
// Check the cached save details from the enumeration and make sure we don't load a save from a newer version of the game!
const saveGameDetailsList_t details = GetSaveGameManager().GetEnumeratedSavegames();
for ( int i = 0; i < details.Num(); ++i ) {
if ( idStr::Cmp( name, details[i].slotName ) == 0 ) {
if ( details[i].GetSaveVersion() > BUILD_NUMBER ) {
parms.errorCode = SAVEGAME_E_INCOMPATIBLE_NEWER_VERSION;
return 0;
}
}
}
// Synchronous load
if ( processorLoadFiles->InitLoadFiles( name, filesWithDetails ) ) {
handle = GetSaveGameManager().ExecuteProcessorAndWait( processorLoadFiles );
}
if ( handle == 0 ) {
parms.errorCode = SAVEGAME_E_UNKNOWN;
}
if ( parms.GetError() != SAVEGAME_E_NONE ) {
return 0;
}
// Checks the description file to see if corrupted or if it's from a newer savegame
if ( !LoadGameCheckDescriptionFile( parms ) ) {
return 0;
}
// Checks to see if loaded map is from a DLC map and if that DLC is active
if ( !IsDLCAvailable( parms.description.GetMapName() ) ) {
parms.errorCode = SAVEGAME_E_DLC_NOT_FOUND;
return 0;
}
}
common->OnLoadFilesCompleted( parms );
return handle;
}
/*
========================
idSessionLocal::OnLoadCompleted
========================
*/
void idSessionLocal::OnLoadCompleted( idSaveLoadParms * parms ) {
}
/*
========================
idSessionLocal::EnumerateSaveGamesSync
========================
*/
saveGameHandle_t idSessionLocal::EnumerateSaveGamesSync() {
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_ENUMERATE
}
}
~local_t() {
// Shutdown background renderer or loadscreen
{
}
}
} local;
// flush the old enumerated list
GetSaveGameManager().GetEnumeratedSavegamesNonConst().Clear();
if ( processorEnumerate->Init() ) {
processorEnumerate->AddCompletedCallback( MakeCallback( this, &idSessionLocal::OnEnumerationCompleted, &processorEnumerate->GetParmsNonConst() ) );
handle = GetSaveGameManager().ExecuteProcessorAndWait( 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;
}
/*
========================
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