mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
cec460d38c
All these files were almost identical, so there is no good reason to have them twice.. and change CMakeLists.txt accordingly (Not that this commit won't compile because some #includes are still broken - will be fixed in the next one)
864 lines
24 KiB
C++
864 lines
24 KiB
C++
/*
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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 "precompiled.h"
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#include "../sys_session_local.h"
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#include "../sys_savegame.h"
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idCVar savegame_winInduceDelay( "savegame_winInduceDelay", "0", CVAR_INTEGER, "on windows, this is a delay induced before any file operation occurs" );
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extern idCVar fs_savepath;
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extern idCVar saveGame_checksum;
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extern idCVar savegame_error;
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#define SAVEGAME_SENTINAL 0x12358932
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// RB begin
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#ifndef _WIN32 // DG: unify win32 and posix savegames
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#define ERROR_SUCCESS 0
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#endif
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// RB end
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/*
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========================
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void Sys_ExecuteSavegameCommandAsync
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========================
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*/
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void Sys_ExecuteSavegameCommandAsyncImpl( idSaveLoadParms* savegameParms )
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{
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assert( savegameParms != NULL );
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session->GetSaveGameManager().GetSaveGameThread().data.saveLoadParms = savegameParms;
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if( session->GetSaveGameManager().GetSaveGameThread().GetThreadHandle() == 0 )
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{
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session->GetSaveGameManager().GetSaveGameThread().StartWorkerThread( "Savegame", CORE_ANY );
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}
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session->GetSaveGameManager().GetSaveGameThread().SignalWork();
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}
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/*
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========================
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idLocalUser * GetLocalUserFromUserId
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========================
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*/
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idLocalUserWin* GetLocalUserFromSaveParms( const saveGameThreadArgs_t& data )
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{
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if( ( data.saveLoadParms != NULL ) && ( data.saveLoadParms->inputDeviceId >= 0 ) )
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{
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idLocalUser* user = session->GetSignInManager().GetLocalUserByInputDevice( data.saveLoadParms->inputDeviceId );
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if( user != NULL )
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{
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idLocalUserWin* userWin = static_cast< idLocalUserWin* >( user );
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if( userWin != NULL && data.saveLoadParms->userId == idStr::Hash( userWin->GetGamerTag() ) )
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{
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return userWin;
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}
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}
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}
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return NULL;
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}
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/*
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========================
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idSaveGameThread::SaveGame
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========================
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*/
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int idSaveGameThread::Save()
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{
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idLocalUserWin* user = GetLocalUserFromSaveParms( data );
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if( user == NULL )
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{
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data.saveLoadParms->errorCode = SAVEGAME_E_INVALID_USER;
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return -1;
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}
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idSaveLoadParms* callback = data.saveLoadParms;
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idStr saveFolder = "savegame";
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saveFolder.AppendPath( callback->directory );
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// Check for the required storage space.
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int64 requiredSizeBytes = 0;
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{
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for( int i = 0; i < callback->files.Num(); i++ )
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{
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idFile_SaveGame* file = callback->files[i];
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requiredSizeBytes += ( file->Length() + sizeof( unsigned int ) ); // uint for checksum
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if( file->type == SAVEGAMEFILE_PIPELINED )
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{
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requiredSizeBytes += MIN_SAVEGAME_SIZE_BYTES;
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}
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}
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}
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int ret = ERROR_SUCCESS;
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// Check size of previous files if needed
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// ALL THE FILES RIGHT NOW---- could use pattern later...
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idStrList filesToDelete;
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if( ( callback->mode & SAVEGAME_MBF_DELETE_FILES ) && !callback->cancelled )
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{
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if( fileSystem->IsFolder( saveFolder.c_str(), "fs_savePath" ) == FOLDER_YES )
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{
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idFileList* files = fileSystem->ListFilesTree( saveFolder.c_str(), "*.*" );
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for( int i = 0; i < files->GetNumFiles(); i++ )
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{
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requiredSizeBytes -= fileSystem->GetFileLength( files->GetFile( i ) );
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filesToDelete.Append( files->GetFile( i ) );
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}
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fileSystem->FreeFileList( files );
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}
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}
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// RB: disabled savegame and profile storage checks, because it fails sometimes without any clear reason
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/*
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// Inform user about size required if necessary
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if( requiredSizeBytes > 0 && !callback->cancelled )
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{
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user->StorageSizeAvailable( requiredSizeBytes, callback->requiredSpaceInBytes );
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if( callback->requiredSpaceInBytes > 0 )
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{
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// check to make sure savepath actually exists before erroring
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idStr directory = fs_savepath.GetString();
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directory += "\\"; // so it doesn't think the last part is a file and ignores in the directory creation
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fileSystem->CreateOSPath( directory ); // we can't actually check FileExists in production builds, so just try to create it
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user->StorageSizeAvailable( requiredSizeBytes, callback->requiredSpaceInBytes );
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if( callback->requiredSpaceInBytes > 0 )
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{
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callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
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// safe to return, haven't written any files yet
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return -1;
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}
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}
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}
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*/
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// RB end
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// Delete all previous files if needed
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// ALL THE FILES RIGHT NOW---- could use pattern later...
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for( int i = 0; i < filesToDelete.Num() && !callback->cancelled; i++ )
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{
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fileSystem->RemoveFile( filesToDelete[i].c_str() );
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}
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// Save the raw files.
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for( int i = 0; i < callback->files.Num() && ret == ERROR_SUCCESS && !callback->cancelled; i++ )
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{
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idFile_SaveGame* file = callback->files[i];
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idStr fileName = saveFolder;
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fileName.AppendPath( file->GetName() );
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idStr tempFileName = va( "%s.temp", fileName.c_str() );
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idFile* outputFile = fileSystem->OpenFileWrite( tempFileName, "fs_savePath" );
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if( outputFile == NULL )
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{
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#ifdef _WIN32 // DG: unify windows and posix savegames => replace GetLastError with strerror(errno)
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idLib::Warning( "[%s]: Couldn't open file for writing, %s. Error = %08x", __FUNCTION__, tempFileName.c_str(), GetLastError() );
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#else
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idLib::Warning( "[%s]: Couldn't open file for writing, %s. Error = %s", __FUNCTION__, tempFileName.c_str(), strerror( errno ) );
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#endif // DG end
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file->error = true;
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callback->errorCode = SAVEGAME_E_UNKNOWN;
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ret = -1;
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continue;
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}
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if( ( file->type & SAVEGAMEFILE_PIPELINED ) != 0 )
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{
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idFile_SaveGamePipelined* inputFile = dynamic_cast< idFile_SaveGamePipelined* >( file );
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assert( inputFile != NULL );
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blockForIO_t block;
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while( inputFile->NextWriteBlock( & block ) )
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{
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if( ( size_t )outputFile->Write( block.data, block.bytes ) != block.bytes )
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{
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#ifdef _WIN32 // DG: unify windows and posix savegames => replace GetLastError with strerror(errno)
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idLib::Warning( "[%s]: Write failed. Error = %08x", __FUNCTION__, GetLastError() );
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#else
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idLib::Warning( "[%s]: Write failed. Error = %s", __FUNCTION__, strerror( errno ) );
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#endif // DG end
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file->error = true;
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callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
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ret = -1;
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break;
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}
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}
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}
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else
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{
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if( ( file->type & SAVEGAMEFILE_BINARY ) || ( file->type & SAVEGAMEFILE_COMPRESSED ) )
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{
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if( saveGame_checksum.GetBool() )
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{
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unsigned int checksum = MD5_BlockChecksum( file->GetDataPtr(), file->Length() );
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size_t size = outputFile->WriteBig( checksum );
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if( size != sizeof( checksum ) )
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{
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#ifdef _WIN32 // DG: unify windows and posix savegames => replace GetLastError with strerror(errno)
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idLib::Warning( "[%s]: Write failed. Error = %08x", __FUNCTION__, GetLastError() );
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#else
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idLib::Warning( "[%s]: Write failed. Error = %s", __FUNCTION__, strerror( errno ) );
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#endif // DG end
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file->error = true;
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callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
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ret = -1;
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}
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}
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}
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size_t size = outputFile->Write( file->GetDataPtr(), file->Length() );
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if( size != ( size_t )file->Length() )
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{
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#ifdef _WIN32 // DG: unify windows and posix savegames => replace GetLastError with strerror(errno)
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idLib::Warning( "[%s]: Write failed. Error = %08x", __FUNCTION__, GetLastError() );
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#else
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idLib::Warning( "[%s]: Write failed. Error = %s", __FUNCTION__, strerror( errno ) );
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#endif // DG end
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file->error = true;
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callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
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ret = -1;
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}
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else
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{
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idLib::PrintfIf( saveGame_verbose.GetBool(), "Saved %s (%s)\n", fileName.c_str(), outputFile->GetFullPath() );
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}
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}
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delete outputFile;
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if( ret == ERROR_SUCCESS )
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{
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// Remove the old file
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if( !fileSystem->RenameFile( tempFileName, fileName, "fs_savePath" ) )
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{
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idLib::Warning( "Could not start to rename temporary file %s to %s.", tempFileName.c_str(), fileName.c_str() );
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}
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}
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else
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{
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fileSystem->RemoveFile( tempFileName );
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idLib::Warning( "Invalid write to temporary file %s.", tempFileName.c_str() );
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}
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}
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if( data.saveLoadParms->cancelled )
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{
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data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
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}
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// Removed because it seemed a bit drastic
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#if 0
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// If there is an error, delete the partially saved folder
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if( callback->errorCode != SAVEGAME_E_NONE )
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{
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if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
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{
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idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
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for( int i = 0; i < files->GetNumFiles(); i++ )
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{
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fileSystem->RemoveFile( files->GetFile( i ) );
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}
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fileSystem->FreeFileList( files );
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fileSystem->RemoveDir( saveFolder );
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}
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}
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#endif
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return ret;
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}
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/*
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========================
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idSessionLocal::LoadGame
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========================
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*/
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int idSaveGameThread::Load()
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{
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idSaveLoadParms* callback = data.saveLoadParms;
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idStr saveFolder = "savegame";
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saveFolder.AppendPath( callback->directory );
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if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) != FOLDER_YES )
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{
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callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
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return -1;
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}
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int ret = ERROR_SUCCESS;
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for( int i = 0; i < callback->files.Num() && ret == ERROR_SUCCESS && !callback->cancelled; i++ )
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{
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idFile_SaveGame* file = callback->files[i];
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idStr filename = saveFolder;
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filename.AppendPath( file->GetName() );
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idFile* inputFile = fileSystem->OpenFileRead( filename.c_str() );
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if( inputFile == NULL )
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{
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file->error = true;
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if( !( file->type & SAVEGAMEFILE_OPTIONAL ) )
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{
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callback->errorCode = SAVEGAME_E_CORRUPTED;
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ret = -1;
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}
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continue;
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}
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if( ( file->type & SAVEGAMEFILE_PIPELINED ) != 0 )
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{
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idFile_SaveGamePipelined* outputFile = dynamic_cast< idFile_SaveGamePipelined* >( file );
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assert( outputFile != NULL );
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size_t lastReadBytes = 0;
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blockForIO_t block;
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while( outputFile->NextReadBlock( &block, lastReadBytes ) && !callback->cancelled )
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{
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lastReadBytes = inputFile->Read( block.data, block.bytes );
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if( lastReadBytes != block.bytes )
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{
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// Notify end-of-file to the save game file which will cause all reads on the
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// other end of the pipeline to return zero bytes after the pipeline is drained.
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outputFile->NextReadBlock( NULL, lastReadBytes );
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break;
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}
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}
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}
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else
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{
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size_t size = inputFile->Length();
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unsigned int originalChecksum = 0;
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if( ( file->type & SAVEGAMEFILE_BINARY ) != 0 || ( file->type & SAVEGAMEFILE_COMPRESSED ) != 0 )
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{
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if( saveGame_checksum.GetBool() )
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{
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if( size >= sizeof( originalChecksum ) )
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{
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inputFile->ReadBig( originalChecksum );
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size -= sizeof( originalChecksum );
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}
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}
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}
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file->SetLength( size );
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size_t sizeRead = inputFile->Read( ( void* )file->GetDataPtr(), size );
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if( sizeRead != size )
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{
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file->error = true;
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callback->errorCode = SAVEGAME_E_CORRUPTED;
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ret = -1;
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}
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if( ( file->type & SAVEGAMEFILE_BINARY ) != 0 || ( file->type & SAVEGAMEFILE_COMPRESSED ) != 0 )
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{
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if( saveGame_checksum.GetBool() )
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{
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unsigned int checksum = MD5_BlockChecksum( file->GetDataPtr(), file->Length() );
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if( checksum != originalChecksum )
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{
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file->error = true;
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callback->errorCode = SAVEGAME_E_CORRUPTED;
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ret = -1;
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}
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}
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}
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}
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delete inputFile;
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}
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if( data.saveLoadParms->cancelled )
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{
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data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
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}
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return ret;
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}
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/*
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========================
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idSaveGameThread::Delete
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This deletes a complete savegame directory
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========================
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*/
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int idSaveGameThread::Delete()
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{
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idSaveLoadParms* callback = data.saveLoadParms;
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idStr saveFolder = "savegame";
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saveFolder.AppendPath( callback->directory );
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int ret = ERROR_SUCCESS;
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if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
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{
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idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
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for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
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{
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fileSystem->RemoveFile( files->GetFile( i ) );
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}
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fileSystem->FreeFileList( files );
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fileSystem->RemoveDir( saveFolder );
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}
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else
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{
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callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
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ret = -1;
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}
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if( data.saveLoadParms->cancelled )
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{
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data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
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}
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return ret;
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}
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/*
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========================
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idSaveGameThread::Enumerate
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========================
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*/
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int idSaveGameThread::Enumerate()
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{
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idSaveLoadParms* callback = data.saveLoadParms;
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idStr saveFolder = "savegame";
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callback->detailList.Clear();
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int ret = ERROR_SUCCESS;
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if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
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{
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idFileList* files = fileSystem->ListFilesTree( saveFolder, SAVEGAME_DETAILS_FILENAME );
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const idStrList& fileList = files->GetList();
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for( int i = 0; i < fileList.Num() && !callback->cancelled; i++ )
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{
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idSaveGameDetails* details = callback->detailList.Alloc();
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// We have more folders on disk than we have room in our save detail list, stop trying to read them in and continue with what we have
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if( details == NULL )
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{
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break;
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}
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idStr directory = fileList[i];
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idFile* file = fileSystem->OpenFileRead( directory.c_str() );
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if( file != NULL )
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{
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// Read the DETAIL file for the enumerated data
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if( callback->mode & SAVEGAME_MBF_READ_DETAILS )
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{
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if( !SavegameReadDetailsFromFile( file, *details ) )
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{
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details->damaged = true;
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ret = -1;
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}
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}
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#ifdef _WIN32 // DG: unification of win32 and posix savagame code
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// Use the date from the directory
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WIN32_FILE_ATTRIBUTE_DATA attrData;
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BOOL attrRet = GetFileAttributesEx( file->GetFullPath(), GetFileExInfoStandard, &attrData );
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delete file;
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if( attrRet == TRUE )
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{
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FILETIME lastWriteTime = attrData.ftLastWriteTime;
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const ULONGLONG second = 10000000L; // One second = 10,000,000 * 100 nsec
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SYSTEMTIME base_st = { 1970, 1, 0, 1, 0, 0, 0, 0 };
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ULARGE_INTEGER itime;
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FILETIME base_ft;
|
|
BOOL success = SystemTimeToFileTime( &base_st, &base_ft );
|
|
|
|
itime.QuadPart = ( ( ULARGE_INTEGER* )&lastWriteTime )->QuadPart;
|
|
if( success )
|
|
{
|
|
itime.QuadPart -= ( ( ULARGE_INTEGER* )&base_ft )->QuadPart;
|
|
}
|
|
else
|
|
{
|
|
// Hard coded number of 100-nanosecond units from 1/1/1601 to 1/1/1970
|
|
itime.QuadPart -= 116444736000000000LL;
|
|
}
|
|
itime.QuadPart /= second;
|
|
details->date = itime.QuadPart;
|
|
}
|
|
#else
|
|
// DG: just use the idFile object's timestamp - the windows code gets file attributes and
|
|
// other complicated stuff like that.. I'm wonderin what that was good for.. this seems to work.
|
|
details->date = file->Timestamp();
|
|
#endif // DG end
|
|
}
|
|
else
|
|
{
|
|
details->damaged = true;
|
|
}
|
|
|
|
// populate the game details struct
|
|
directory = directory.StripFilename();
|
|
details->slotName = directory.c_str() + saveFolder.Length() + 1; // Strip off the prefix too
|
|
// JDC: I hit this all the time assert( fileSystem->IsFolder( directory.c_str(), "fs_savePath" ) == FOLDER_YES );
|
|
}
|
|
fileSystem->FreeFileList( files );
|
|
}
|
|
else
|
|
{
|
|
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
|
|
ret = -3;
|
|
}
|
|
|
|
if( data.saveLoadParms->cancelled )
|
|
{
|
|
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameThread::EnumerateFiles
|
|
========================
|
|
*/
|
|
int idSaveGameThread::EnumerateFiles()
|
|
{
|
|
idSaveLoadParms* callback = data.saveLoadParms;
|
|
idStr folder = "savegame";
|
|
|
|
folder.AppendPath( callback->directory );
|
|
|
|
callback->files.Clear();
|
|
|
|
int ret = ERROR_SUCCESS;
|
|
if( fileSystem->IsFolder( folder, "fs_savePath" ) == FOLDER_YES )
|
|
{
|
|
// get listing of all the files, but filter out below
|
|
idFileList* files = fileSystem->ListFilesTree( folder, "*.*" );
|
|
|
|
// look for the instance pattern
|
|
for( int i = 0; i < files->GetNumFiles() && ret == 0 && !callback->cancelled; i++ )
|
|
{
|
|
idStr fullFilename = files->GetFile( i );
|
|
idStr filename = fullFilename;
|
|
filename.StripPath();
|
|
|
|
if( filename.IcmpPrefix( callback->pattern ) != 0 )
|
|
{
|
|
continue;
|
|
}
|
|
if( !callback->postPattern.IsEmpty() && filename.Right( callback->postPattern.Length() ).IcmpPrefix( callback->postPattern ) != 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Read the DETAIL file for the enumerated data
|
|
if( callback->mode & SAVEGAME_MBF_READ_DETAILS )
|
|
{
|
|
idSaveGameDetails& details = callback->description;
|
|
idFile* uncompressed = fileSystem->OpenFileRead( fullFilename.c_str() );
|
|
|
|
if( uncompressed == NULL )
|
|
{
|
|
details.damaged = true;
|
|
}
|
|
else
|
|
{
|
|
if( !SavegameReadDetailsFromFile( uncompressed, details ) )
|
|
{
|
|
ret = -1;
|
|
}
|
|
|
|
delete uncompressed;
|
|
}
|
|
|
|
// populate the game details struct
|
|
details.slotName = callback->directory;
|
|
assert( fileSystem->IsFolder( details.slotName, "fs_savePath" ) == FOLDER_YES );
|
|
}
|
|
|
|
idFile_SaveGame* file = new( TAG_SAVEGAMES ) idFile_SaveGame( filename, SAVEGAMEFILE_AUTO_DELETE );
|
|
callback->files.Append( file );
|
|
}
|
|
fileSystem->FreeFileList( files );
|
|
}
|
|
else
|
|
{
|
|
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
|
|
ret = -3;
|
|
}
|
|
|
|
if( data.saveLoadParms->cancelled )
|
|
{
|
|
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameThread::DeleteFiles
|
|
========================
|
|
*/
|
|
int idSaveGameThread::DeleteFiles()
|
|
{
|
|
idSaveLoadParms* callback = data.saveLoadParms;
|
|
idStr folder = "savegame";
|
|
|
|
folder.AppendPath( callback->directory );
|
|
|
|
// delete the explicitly requested files first
|
|
for( int j = 0; j < callback->files.Num() && !callback->cancelled; ++j )
|
|
{
|
|
idFile_SaveGame* file = callback->files[j];
|
|
idStr fullpath = folder;
|
|
fullpath.AppendPath( file->GetName() );
|
|
fileSystem->RemoveFile( fullpath );
|
|
}
|
|
|
|
int ret = ERROR_SUCCESS;
|
|
if( fileSystem->IsFolder( folder, "fs_savePath" ) == FOLDER_YES )
|
|
{
|
|
// get listing of all the files, but filter out below
|
|
idFileList* files = fileSystem->ListFilesTree( folder, "*.*" );
|
|
|
|
// look for the instance pattern
|
|
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
|
|
{
|
|
idStr filename = files->GetFile( i );
|
|
filename.StripPath();
|
|
|
|
// If there are post/pre patterns to match, make sure we adhere to the patterns
|
|
if( callback->pattern.IsEmpty() || ( filename.IcmpPrefix( callback->pattern ) != 0 ) )
|
|
{
|
|
continue;
|
|
}
|
|
if( callback->postPattern.IsEmpty() || ( filename.Right( callback->postPattern.Length() ).IcmpPrefix( callback->postPattern ) != 0 ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
fileSystem->RemoveFile( files->GetFile( i ) );
|
|
}
|
|
fileSystem->FreeFileList( files );
|
|
}
|
|
else
|
|
{
|
|
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
|
|
ret = -3;
|
|
}
|
|
|
|
if( data.saveLoadParms->cancelled )
|
|
{
|
|
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameThread::DeleteAll
|
|
|
|
This deletes all savegame directories
|
|
========================
|
|
*/
|
|
int idSaveGameThread::DeleteAll()
|
|
{
|
|
idSaveLoadParms* callback = data.saveLoadParms;
|
|
idStr saveFolder = "savegame";
|
|
int ret = ERROR_SUCCESS;
|
|
|
|
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
|
|
{
|
|
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
|
|
// remove directories after files
|
|
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
|
|
{
|
|
// contained files should always be first
|
|
if( fileSystem->IsFolder( files->GetFile( i ), "fs_savePath" ) == FOLDER_YES )
|
|
{
|
|
fileSystem->RemoveDir( files->GetFile( i ) );
|
|
}
|
|
else
|
|
{
|
|
fileSystem->RemoveFile( files->GetFile( i ) );
|
|
}
|
|
}
|
|
fileSystem->FreeFileList( files );
|
|
}
|
|
else
|
|
{
|
|
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
|
|
ret = -3;
|
|
}
|
|
|
|
if( data.saveLoadParms->cancelled )
|
|
{
|
|
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameThread::Run
|
|
========================
|
|
*/
|
|
int idSaveGameThread::Run()
|
|
{
|
|
int ret = ERROR_SUCCESS;
|
|
|
|
try
|
|
{
|
|
idLocalUserWin* user = GetLocalUserFromSaveParms( data );
|
|
if( user != NULL && !user->IsStorageDeviceAvailable() )
|
|
{
|
|
data.saveLoadParms->errorCode = SAVEGAME_E_UNABLE_TO_SELECT_STORAGE_DEVICE;
|
|
}
|
|
|
|
if( savegame_winInduceDelay.GetInteger() > 0 )
|
|
{
|
|
Sys_Sleep( savegame_winInduceDelay.GetInteger() );
|
|
}
|
|
|
|
if( data.saveLoadParms->mode & SAVEGAME_MBF_SAVE )
|
|
{
|
|
ret = Save();
|
|
}
|
|
else if( data.saveLoadParms->mode & SAVEGAME_MBF_LOAD )
|
|
{
|
|
ret = Load();
|
|
}
|
|
else if( data.saveLoadParms->mode & SAVEGAME_MBF_ENUMERATE )
|
|
{
|
|
ret = Enumerate();
|
|
}
|
|
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_FOLDER )
|
|
{
|
|
ret = Delete();
|
|
}
|
|
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_ALL_FOLDERS )
|
|
{
|
|
ret = DeleteAll();
|
|
}
|
|
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_FILES )
|
|
{
|
|
ret = DeleteFiles();
|
|
}
|
|
else if( data.saveLoadParms->mode & SAVEGAME_MBF_ENUMERATE_FILES )
|
|
{
|
|
ret = EnumerateFiles();
|
|
}
|
|
|
|
// if something failed and no one set an error code, do it now.
|
|
if( ret != 0 && data.saveLoadParms->errorCode == SAVEGAME_E_NONE )
|
|
{
|
|
data.saveLoadParms->errorCode = SAVEGAME_E_UNKNOWN;
|
|
}
|
|
}
|
|
catch( ... )
|
|
{
|
|
// if anything horrible happens, leave it up to the savegame processors to handle in PostProcess().
|
|
data.saveLoadParms->errorCode = SAVEGAME_E_UNKNOWN;
|
|
}
|
|
|
|
// Make sure to cancel any save game file pipelines.
|
|
if( data.saveLoadParms->errorCode != SAVEGAME_E_NONE )
|
|
{
|
|
data.saveLoadParms->CancelSaveGameFilePipelines();
|
|
}
|
|
|
|
// Override error if cvar set
|
|
if( savegame_error.GetInteger() != 0 )
|
|
{
|
|
data.saveLoadParms->errorCode = ( saveGameError_t )savegame_error.GetInteger();
|
|
}
|
|
|
|
// Tell the waiting caller that we are done
|
|
data.saveLoadParms->callbackSignal.Raise();
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Sys_SaveGameCheck
|
|
========================
|
|
*/
|
|
void Sys_SaveGameCheck( bool& exists, bool& autosaveExists )
|
|
{
|
|
exists = false;
|
|
autosaveExists = false;
|
|
|
|
const idStr autosaveFolderStr = AddSaveFolderPrefix( SAVEGAME_AUTOSAVE_FOLDER, idSaveGameManager::PACKAGE_GAME );
|
|
const char* autosaveFolder = autosaveFolderStr.c_str();
|
|
const char* saveFolder = "savegame";
|
|
|
|
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
|
|
{
|
|
idFileList* files = fileSystem->ListFiles( saveFolder, "/" );
|
|
const idStrList& fileList = files->GetList();
|
|
|
|
idLib::PrintfIf( saveGame_verbose.GetBool(), "found %d savegames\n", fileList.Num() );
|
|
|
|
for( int i = 0; i < fileList.Num(); i++ )
|
|
{
|
|
const char* directory = va( "%s/%s", saveFolder, fileList[i].c_str() );
|
|
|
|
if( fileSystem->IsFolder( directory, "fs_savePath" ) == FOLDER_YES )
|
|
{
|
|
exists = true;
|
|
|
|
idLib::PrintfIf( saveGame_verbose.GetBool(), "found savegame: %s\n", fileList[i].c_str() );
|
|
|
|
if( idStr::Icmp( fileList[i].c_str(), autosaveFolder ) == 0 )
|
|
{
|
|
autosaveExists = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
fileSystem->FreeFileList( files );
|
|
}
|
|
}
|