mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
1020 lines
27 KiB
C++
1020 lines
27 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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idCVar saveGame_verbose( "saveGame_verbose", "0", CVAR_BOOL | CVAR_ARCHIVE, "debug spam" );
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idCVar saveGame_checksum( "saveGame_checksum", "1", CVAR_BOOL, "data integrity check" );
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idCVar saveGame_enable( "saveGame_enable", "1", CVAR_BOOL, "are savegames enabled" );
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void Sys_ExecuteSavegameCommandAsyncImpl( idSaveLoadParms* savegameParms );
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/*
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========================
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Sys_ExecuteSavegameCommandAsync
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========================
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*/
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void Sys_ExecuteSavegameCommandAsync( idSaveLoadParms* savegameParms )
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{
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if( savegameParms == NULL )
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{
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idLib::Error( "Programming Error with [%s]", __FUNCTION__ );
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return;
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}
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if( !saveGame_enable.GetBool() )
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{
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idLib::Warning( "Savegames are disabled (saveGame_enable = 0). Skipping physical save to media." );
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savegameParms->errorCode = SAVEGAME_E_CANCELLED;
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savegameParms->callbackSignal.Raise();
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return;
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}
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Sys_ExecuteSavegameCommandAsyncImpl( savegameParms );
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}
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#define ASSERT_ENUM_STRING_BITFIELD( string, index ) ( 1 / (int)!( string - ( 1 << index ) ) ) ? #string : ""
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const char* saveGameErrorStrings[ SAVEGAME_E_NUM ] =
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{
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_CANCELLED, 0 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_INSUFFICIENT_ROOM, 1 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_CORRUPTED, 2 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_UNABLE_TO_SELECT_STORAGE_DEVICE, 3 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_UNKNOWN, 4 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_INVALID_FILENAME, 5 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_STEAM_ERROR, 6 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_FOLDER_NOT_FOUND, 7 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_FILE_NOT_FOUND, 8 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_DLC_NOT_FOUND, 9 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_INVALID_USER, 10 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_PROFILE_TOO_BIG, 11 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_DISC_SWAP, 12 ),
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ASSERT_ENUM_STRING_BITFIELD( SAVEGAME_E_INCOMPATIBLE_NEWER_VERSION, 13 ),
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};
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CONSOLE_COMMAND( savegamePrintErrors, "Prints error code corresponding to each bit", 0 )
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{
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idLib::Printf( "Bit Description\n"
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"--- -----------\n" );
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for( int i = 0; i < SAVEGAME_E_BITS_USED; i++ )
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{
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idLib::Printf( "%03d %s\n", i, saveGameErrorStrings[i] );
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}
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}
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/*
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========================
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GetSaveGameErrorString
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This returns a comma delimited string of all the errors within the bitfield. We don't ever expect more than one error,
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the errors are bitfields so that they can be used to mask which errors we want to handle in the engine or leave up to the
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game.
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Example:
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SAVEGAME_E_LOAD, SAVEGAME_E_INVALID_FILENAME
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========================
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*/
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idStr GetSaveGameErrorString( int errorMask )
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{
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idStr errorString;
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bool continueProcessing = errorMask > 0;
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int localError = errorMask;
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for( int i = 0; i < SAVEGAME_E_NUM && continueProcessing; ++i )
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{
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int mask = ( 1 << i );
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if( localError & mask )
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{
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localError ^= mask; // turn off this error so we can quickly see if we are done
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continueProcessing = localError > 0;
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errorString.Append( saveGameErrorStrings[i] );
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if( continueProcessing )
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{
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errorString.Append( ", " );
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}
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}
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}
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return errorString;
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}
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/*
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========================
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GetSaveFolder
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Prefixes help the PS3 filter what to show in lists
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Files using the hidden prefix are not shown in the load game screen
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Directory name for savegames, slot number or user-defined name appended to it
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TRC R116 - PS3 folder must start with the product code
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========================
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*/
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const idStr& GetSaveFolder( idSaveGameManager::packageType_t type )
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{
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static bool initialized = false;
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static idStrStatic<MAX_FOLDER_NAME_LENGTH> saveFolder[idSaveGameManager::PACKAGE_NUM];
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if( !initialized )
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{
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initialized = true;
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idStr ps3Header = "";
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saveFolder[idSaveGameManager::PACKAGE_GAME].Format( "%s%s", ps3Header.c_str(), SAVEGAME_GAME_DIRECTORY_PREFIX );
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saveFolder[idSaveGameManager::PACKAGE_PROFILE].Format( "%s%s", ps3Header.c_str(), SAVEGAME_PROFILE_DIRECTORY_PREFIX );
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saveFolder[idSaveGameManager::PACKAGE_RAW].Format( "%s%s", ps3Header.c_str(), SAVEGAME_RAW_DIRECTORY_PREFIX );
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}
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return saveFolder[type];
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}
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/*
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========================
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idStr AddSaveFolderPrefix
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input = RAGE_0
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output = GAMES-RAGE_0
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========================
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*/
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idStr AddSaveFolderPrefix( const char* folder, idSaveGameManager::packageType_t type )
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{
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idStr dir = GetSaveFolder( type );
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dir.Append( folder );
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return dir;
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}
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/*
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========================
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RemoveSaveFolderPrefix
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input = GAMES-RAGE_0
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output = RAGE_0
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========================
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*/
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idStr RemoveSaveFolderPrefix( const char* folder, idSaveGameManager::packageType_t type )
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{
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idStr dir = folder;
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idStr prefix = GetSaveFolder( type );
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dir.StripLeading( prefix );
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return dir;
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}
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/*
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========================
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bool SavegameReadDetailsFromFile
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returns false when catastrophic error occurs, not when damaged
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========================
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*/
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bool SavegameReadDetailsFromFile( idFile* file, idSaveGameDetails& details )
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{
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details.damaged = false;
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// Read the DETAIL file for the enumerated data
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if( !details.descriptors.ReadFromIniFile( file ) )
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{
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details.damaged = true;
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}
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bool ignoreChecksum = details.descriptors.GetBool( "ignore_checksum", false );
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if( !ignoreChecksum )
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{
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// Get the checksum from the dict
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int readChecksum = details.descriptors.GetInt( SAVEGAME_DETAIL_FIELD_CHECKSUM, 0 );
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// Calculate checksum
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details.descriptors.Delete( SAVEGAME_DETAIL_FIELD_CHECKSUM );
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int checksum = ( int )details.descriptors.Checksum();
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if( readChecksum == 0 || checksum != readChecksum )
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{
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details.damaged = true;
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}
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}
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return true;
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}
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/*
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========================
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idSaveGameDetails::idSaveGameDetails
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========================
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*/
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idSaveGameDetails::idSaveGameDetails()
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{
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Clear();
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}
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/*
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========================
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idSaveGameDetails::Clear
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========================
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*/
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void idSaveGameDetails::Clear()
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{
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descriptors.Clear();
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damaged = false;
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date = 0;
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slotName[0] = '\0';
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}
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/*
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========================
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idSaveLoadParms::idSaveLoadParms
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========================
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*/
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idSaveLoadParms::idSaveLoadParms()
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{
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// These are not done when we set defaults because SetDefaults is called internally within the execution of the processor and
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// these are set once and shouldn't be touched until the processor is re-initialized
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cancelled = false;
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Init();
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}
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/*
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========================
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idSaveLoadParms::~idSaveLoadParms
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========================
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*/
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idSaveLoadParms::~idSaveLoadParms()
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{
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for( int i = 0; i < files.Num(); ++i )
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{
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if( files[i]->type & SAVEGAMEFILE_AUTO_DELETE )
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{
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delete files[i];
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}
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}
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}
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/*
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========================
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idSaveLoadParms::ResetCancelled
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========================
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*/
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void idSaveLoadParms::ResetCancelled()
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{
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cancelled = false;
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}
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/*
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========================
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idSaveLoadParms::Init
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This should not touch anything statically created outside this class!
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========================
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*/
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void idSaveLoadParms::Init()
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{
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files.Clear();
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mode = SAVEGAME_MBF_NONE;
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directory = "";
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pattern = "";
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postPattern = "";
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requiredSpaceInBytes = 0;
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description.Clear();
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detailList.Clear();
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callbackSignal.Clear();
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errorCode = SAVEGAME_E_NONE;
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inputDeviceId = -1;
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skipErrorDialogMask = 0;
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// These are not done when we set defaults because SetDefaults is called internally within the execution of the processor and
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// these are set once and shouldn't be touched until the processor is re-initialized
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// cancelled = false;
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}
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/*
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========================
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idSaveLoadParms::SetDefaults
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========================
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*/
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void idSaveLoadParms::SetDefaults( int newInputDevice )
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{
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// These are pulled out so SetDefaults() isn't called during global instantiation of objects that have savegame processors
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// in them that then require a session reference.
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Init();
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// fill in the user information (inputDeviceId & userId) from the master user
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idLocalUser* user = NULL;
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if( newInputDevice != -1 )
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{
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user = session->GetSignInManager().GetLocalUserByInputDevice( newInputDevice );
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}
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else if( session != NULL )
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{
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user = session->GetSignInManager().GetMasterLocalUser();
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}
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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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userId = idStr::Hash( userWin->GetGamerTag() );
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idLib::PrintfIf( saveGame_verbose.GetBool(), "profile userId/gamertag: %s (%d)\n", userWin->GetGamerTag(), userId );
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inputDeviceId = user->GetInputDevice();
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}
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}
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/*
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========================
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idSaveLoadParms::CancelSaveGameFilePipelines
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========================
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*/
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void idSaveLoadParms::CancelSaveGameFilePipelines()
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{
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for( int i = 0; i < files.Num(); i++ )
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{
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if( ( files[i]->type & SAVEGAMEFILE_PIPELINED ) != 0 )
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{
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idFile_SaveGamePipelined* file = dynamic_cast< idFile_SaveGamePipelined* >( files[i] );
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assert( file != NULL );
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if( file->GetMode() == idFile_SaveGamePipelined::WRITE )
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{
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// Notify the save game file that all writes failed which will cause all
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// writes on the other end of the pipeline to drop on the floor.
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file->NextWriteBlock( NULL );
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}
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else if( file->GetMode() == idFile_SaveGamePipelined::READ )
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{
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// Notify end-of-file to the save game file which will cause all
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// reads on the other end of the pipeline to return zero bytes.
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file->NextReadBlock( NULL, 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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========================
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idSaveLoadParms::AbortSaveGameFilePipeline
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========================
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*/
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void idSaveLoadParms::AbortSaveGameFilePipeline()
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{
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for( int i = 0; i < files.Num(); i++ )
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{
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if( ( files[i]->type & SAVEGAMEFILE_PIPELINED ) != 0 )
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{
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idFile_SaveGamePipelined* file = dynamic_cast< idFile_SaveGamePipelined* >( files[i] );
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assert( file != NULL );
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file->Abort();
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}
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}
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}
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/*
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================================================================================================
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idSaveGameProcessor
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================================================================================================
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*/
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/*
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========================
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idSaveGameProcessor::idSaveGameProcessor
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========================
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*/
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idSaveGameProcessor::idSaveGameProcessor() : init( false ), working( false )
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{
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}
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/*
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========================
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idSaveGameProcessor::Init
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========================
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*/
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bool idSaveGameProcessor::Init()
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{
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if( !verify( !IsWorking() ) )
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{
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idLib::Warning( "[%s] Someone is trying to execute this processor twice, this is really bad!", this->Name() );
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return false;
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}
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parms.ResetCancelled();
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parms.SetDefaults();
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savegameLogicTestIterator = 0;
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working = false;
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init = true;
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completedCallbacks.Clear();
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return true;
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}
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/*
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========================
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idSaveGameProcessor::IsThreadFinished
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========================
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*/
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bool idSaveGameProcessor::IsThreadFinished()
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{
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return parms.callbackSignal.Wait( 0 );
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}
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/*
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========================
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idSaveGameProcessor::AddCompletedCallback
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========================
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*/
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void idSaveGameProcessor::AddCompletedCallback( const idCallback& callback )
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{
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completedCallbacks.Append( callback.Clone() );
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}
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/*
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================================================================================================
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idSaveGameManager
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================================================================================================
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*/
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/*
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========================
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idSaveGameManager::idSaveGameManager
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========================
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*/
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idSaveGameManager::idSaveGameManager() :
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processor( NULL ),
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cancel( false ),
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startTime( 0 ),
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continueProcessing( false ),
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submittedProcessorHandle( 0 ),
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executingProcessorHandle( 0 ),
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lastExecutedProcessorHandle( 0 ),
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storageAvailable( true ),
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retryFolder( NULL )
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{
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}
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/*
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========================
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idSaveGameManager::~idSaveGameManager
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========================
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*/
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idSaveGameManager::~idSaveGameManager()
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{
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processor = NULL;
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enumeratedSaveGames.Clear();
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}
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/*
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========================
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idSaveGameManager::ExecuteProcessor
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========================
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*/
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saveGameHandle_t idSaveGameManager::ExecuteProcessor( idSaveGameProcessor* processor )
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{
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idLib::PrintfIf( saveGame_verbose.GetBool(), "[%s] : %s\n", __FUNCTION__, processor->Name() );
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// may not be running yet, but if we've init'd successfuly, the IsWorking() call should return true if this
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// method has been called. You have problems when callees are asking if the processor is done working by using IsWorking()
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// the next frame after they've executed the processor.
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processor->working = true;
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if( this->processor != NULL )
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{
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if( !verify( this->processor != processor ) )
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{
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idLib::Warning( "[idSaveGameManager::ExecuteProcessor]:1 Someone is trying to execute this processor twice, this is really bad, learn patience padawan!" );
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return processor->GetHandle();
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}
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else
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{
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idSaveGameProcessor** localProcessor = processorQueue.Find( processor );
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if( !verify( localProcessor == NULL ) )
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{
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idLib::Warning( "[idSaveGameManager::ExecuteProcessor]:2 Someone is trying to execute this processor twice, this is really bad, learn patience padawan!" );
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return ( *localProcessor )->GetHandle();
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}
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}
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}
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processorQueue.Append( processor );
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// Don't allow processors to start sub-processors.
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// They need to manage their own internal state.
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assert( idLib::IsMainThread() );
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Sys_InterlockedIncrement( submittedProcessorHandle );
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processor->parms.handle = submittedProcessorHandle;
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return submittedProcessorHandle;
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}
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|
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/*
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========================
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idSaveGameManager::ExecuteProcessorAndWait
|
|
========================
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*/
|
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saveGameHandle_t idSaveGameManager::ExecuteProcessorAndWait( idSaveGameProcessor* processor )
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{
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saveGameHandle_t handle = ExecuteProcessor( processor );
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if( handle == 0 )
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{
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return 0;
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}
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while( !IsSaveGameCompletedFromHandle( handle ) )
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{
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Pump();
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Sys_Sleep( 10 );
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}
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|
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// One more pump to get the completed callback
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//Pump();
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return handle;
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}
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|
|
|
/*
|
|
========================
|
|
idSaveGameManager::WaitForAllProcessors
|
|
|
|
Since the load & nextMap processors calls execute map change, we can't wait if they are the only ones in the queue
|
|
If there are only resettable processors in the queue or no items in the queue, don't wait.
|
|
|
|
We would need to overrideSimpleProcessorCheck if we were sure we had done something that would cause the processors
|
|
to bail out nicely. Something like canceling a disc swap during a loading disc swap dialog...
|
|
========================
|
|
*/
|
|
void idSaveGameManager::WaitForAllProcessors( bool overrideSimpleProcessorCheck )
|
|
{
|
|
assert( idLib::IsMainThread() );
|
|
|
|
while( IsWorking() || ( processorQueue.Num() > 0 ) )
|
|
{
|
|
|
|
if( !overrideSimpleProcessorCheck )
|
|
{
|
|
// BEFORE WE WAIT, and potentially hang everything, make sure processors about to be executed won't sit and
|
|
// wait for themselves to complete.
|
|
// Since we pull off simple processors first, we can stop waiting when the processor being executed is not simple
|
|
if( processor != NULL )
|
|
{
|
|
if( !processor->IsSimpleProcessor() )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
else if( !processorQueue[0]->IsSimpleProcessor() )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
saveThread.WaitForThread();
|
|
Pump();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::CancelAllProcessors
|
|
========================
|
|
*/
|
|
void idSaveGameManager::CancelAllProcessors( const bool forceCancelInFlightProcessor )
|
|
{
|
|
assert( idLib::IsMainThread() );
|
|
|
|
cancel = true;
|
|
|
|
if( forceCancelInFlightProcessor )
|
|
{
|
|
if( processor != NULL )
|
|
{
|
|
processor->GetSignal().Raise();
|
|
}
|
|
}
|
|
|
|
Pump(); // must be called from the main thread
|
|
Clear();
|
|
cancel = false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::CancelToTerminate
|
|
========================
|
|
*/
|
|
void idSaveGameManager::CancelToTerminate()
|
|
{
|
|
if( processor != NULL )
|
|
{
|
|
processor->parms.cancelled = true;
|
|
processor->GetSignal().Raise();
|
|
saveThread.WaitForThread();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::DeviceSelectorWaitingOnSaveRetry
|
|
========================
|
|
*/
|
|
bool idSaveGameManager::DeviceSelectorWaitingOnSaveRetry()
|
|
{
|
|
|
|
if( retryFolder == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return ( idStr::Icmp( retryFolder, "GAME-autosave" ) == 0 );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::Set360RetrySaveAfterDeviceSelected
|
|
========================
|
|
*/
|
|
void idSaveGameManager::Set360RetrySaveAfterDeviceSelected( const char* folder, const int64 bytes )
|
|
{
|
|
retryFolder = folder;
|
|
retryBytes = bytes;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::ClearRetryInfo
|
|
========================
|
|
*/
|
|
void idSaveGameManager::ClearRetryInfo()
|
|
{
|
|
retryFolder = NULL;
|
|
retryBytes = 0;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::RetrySave
|
|
========================
|
|
*/
|
|
void idSaveGameManager::RetrySave()
|
|
{
|
|
if( DeviceSelectorWaitingOnSaveRetry() && !common->Dialog().HasDialogMsg( GDM_WARNING_FOR_NEW_DEVICE_ABOUT_TO_LOSE_PROGRESS, NULL ) )
|
|
{
|
|
cmdSystem->AppendCommandText( "savegame autosave\n" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::ShowRetySaveDialog
|
|
========================
|
|
*/
|
|
void idSaveGameManager::ShowRetySaveDialog()
|
|
{
|
|
ShowRetySaveDialog( retryFolder, retryBytes );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::ShowRetySaveDialog
|
|
========================
|
|
*/
|
|
void idSaveGameManager::ShowRetySaveDialog( const char* folder, const int64 bytes )
|
|
{
|
|
|
|
idStaticList< idSWFScriptFunction*, 4 > callbacks;
|
|
idStaticList< idStrId, 4 > optionText;
|
|
|
|
class idSWFScriptFunction_Continue : public idSWFScriptFunction_RefCounted
|
|
{
|
|
public:
|
|
idSWFScriptVar Call( idSWFScriptObject* thisObject, const idSWFParmList& parms )
|
|
{
|
|
common->Dialog().ClearDialog( GDM_INSUFFICENT_STORAGE_SPACE );
|
|
session->GetSaveGameManager().ClearRetryInfo();
|
|
return idSWFScriptVar();
|
|
}
|
|
};
|
|
|
|
callbacks.Append( new( TAG_SWF ) idSWFScriptFunction_Continue() );
|
|
optionText.Append( idStrId( "#str_dlg_continue_without_saving" ) );
|
|
|
|
|
|
|
|
// build custom space required string
|
|
// #str_dlg_space_required ~= "There is insufficient storage available. Please free %s and try again."
|
|
idStr format = idStrId( "#str_dlg_space_required" ).GetLocalizedString();
|
|
idStr size;
|
|
if( bytes > ( 1024 * 1024 ) )
|
|
{
|
|
const float roundUp = ( ( 1024.0f * 1024.0f / 10.0f ) - 1.0f );
|
|
size = va( "%.1f MB", ( roundUp + ( float ) bytes ) / ( 1024.0f * 1024.0f ) );
|
|
}
|
|
else
|
|
{
|
|
const float roundUp = 1024.0f - 1.0f;
|
|
size = va( "%.0f KB", ( roundUp + ( float ) bytes ) / 1024.0f );
|
|
}
|
|
idStr msg = va( format.c_str(), size.c_str() );
|
|
|
|
common->Dialog().AddDynamicDialog( GDM_INSUFFICENT_STORAGE_SPACE, callbacks, optionText, true, msg, true );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::CancelWithHandle
|
|
========================
|
|
*/
|
|
void idSaveGameManager::CancelWithHandle( const saveGameHandle_t& handle )
|
|
{
|
|
if( handle == 0 || IsSaveGameCompletedFromHandle( handle ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// check processor in flight first
|
|
if( processor != NULL )
|
|
{
|
|
if( processor->GetHandle() == handle )
|
|
{
|
|
processor->Cancel();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// remove from queue
|
|
for( int i = 0; i < processorQueue.Num(); ++i )
|
|
{
|
|
if( processorQueue[i]->GetHandle() == handle )
|
|
{
|
|
processorQueue[i]->Cancel();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::StartNextProcessor
|
|
|
|
Get the next not-reset-capable processor. If there aren't any left, just get what's next.
|
|
========================
|
|
*/
|
|
void idSaveGameManager::StartNextProcessor()
|
|
{
|
|
if( cancel )
|
|
{
|
|
return;
|
|
}
|
|
|
|
idSaveGameProcessor* nextProcessor = NULL;
|
|
int index = 0;
|
|
|
|
// pick off the first simple processor
|
|
for( int i = 0; i < processorQueue.Num(); ++i )
|
|
{
|
|
if( processorQueue[i]->IsSimpleProcessor() )
|
|
{
|
|
index = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( processorQueue.Num() > 0 )
|
|
{
|
|
nextProcessor = processorQueue[index];
|
|
|
|
|
|
Sys_InterlockedIncrement( executingProcessorHandle );
|
|
|
|
processorQueue.RemoveIndex( index );
|
|
processor = nextProcessor;
|
|
processor->parms.callbackSignal.Raise(); // signal that the thread is ready for work
|
|
startTime = Sys_Milliseconds();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::FinishProcessor
|
|
========================
|
|
*/
|
|
void idSaveGameManager::FinishProcessor( idSaveGameProcessor* localProcessor )
|
|
{
|
|
|
|
assert( localProcessor != NULL );
|
|
idLib::PrintfIf( saveGame_verbose.GetBool(), "[%s] : %s, %d ms\n", __FUNCTION__, localProcessor->Name(), Sys_Milliseconds() - startTime );
|
|
|
|
// This will delete from the files set for auto-deletion
|
|
// Don't remove files not set for auto-deletion, they may be used outside of the savegame manager by game-side callbacks for example
|
|
for( int i = ( localProcessor->parms.files.Num() - 1 ); i >= 0; --i )
|
|
{
|
|
if( localProcessor->parms.files[i]->type & SAVEGAMEFILE_AUTO_DELETE )
|
|
{
|
|
delete localProcessor->parms.files[i];
|
|
localProcessor->parms.files.RemoveIndexFast( i );
|
|
}
|
|
}
|
|
|
|
localProcessor->init = false;
|
|
localProcessor = NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::Clear
|
|
========================
|
|
*/
|
|
void idSaveGameManager::Clear()
|
|
{
|
|
processorQueue.Clear();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::IsWorking
|
|
========================
|
|
*/
|
|
bool idSaveGameManager::IsWorking() const
|
|
{
|
|
return processor != NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameManager::Pump
|
|
|
|
Important sections called out with -- EXTRA LARGE -- comments!
|
|
========================
|
|
*/
|
|
void idSaveGameManager::Pump()
|
|
{
|
|
|
|
|
|
|
|
// After a processor is done, the next is pulled off the queue so the only way the manager isn't working is if
|
|
// there isn't something executing or in the queue.
|
|
if( !IsWorking() )
|
|
{
|
|
// Unified start to initialize system on PS3 and do appropriate checks for system combination issues
|
|
// ------------------------------------
|
|
// START
|
|
// ------------------------------------
|
|
StartNextProcessor();
|
|
|
|
if( !IsWorking() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
continueProcessing = true;
|
|
}
|
|
|
|
if( cancel )
|
|
{
|
|
processor->parms.AbortSaveGameFilePipeline();
|
|
}
|
|
|
|
// Quickly checks to see if the savegame thread is done, otherwise, exit and continue frame commands
|
|
if( processor->IsThreadFinished() )
|
|
{
|
|
idLib::PrintfIf( saveGame_verbose.GetBool(), "%s waited on processor [%s], error = 0x%08X, %s\n", __FUNCTION__, processor->Name(), processor->GetError(), GetSaveGameErrorString( processor->GetError() ).c_str() );
|
|
|
|
if( !cancel && continueProcessing )
|
|
{
|
|
// Check for available storage unit
|
|
if( session->GetSignInManager().GetMasterLocalUser() != NULL )
|
|
{
|
|
if( !session->GetSignInManager().GetMasterLocalUser()->IsStorageDeviceAvailable() )
|
|
{
|
|
// this will not allow further processing
|
|
processor->parms.errorCode = SAVEGAME_E_UNABLE_TO_SELECT_STORAGE_DEVICE;
|
|
}
|
|
}
|
|
|
|
// Execute Process() on the processor, if there was an error in a previous Process() call, give the
|
|
// processor the chance to validate that error and either clean itself up or convert it to another error or none.
|
|
if( processor->GetError() == SAVEGAME_E_NONE || processor->ValidateLastError() )
|
|
{
|
|
idLib::PrintfIf( saveGame_verbose.GetBool(), "%s calling %s::Process(), error = 0x%08X, %s\n", __FUNCTION__, processor->Name(), processor->GetError(), GetSaveGameErrorString( processor->GetError() ).c_str() );
|
|
|
|
// ------------------------------------
|
|
// PROCESS
|
|
// ------------------------------------
|
|
continueProcessing = processor->Process();
|
|
|
|
// If we don't return here, the completedCallback will be executed before it's done with it's async operation
|
|
// during it's last process stage.
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
continueProcessing = false;
|
|
}
|
|
}
|
|
|
|
// This section does specific post-processing for each of the save commands
|
|
if( !continueProcessing )
|
|
{
|
|
|
|
// Clear out details if we detect corruption but keep directory/slot information
|
|
for( int i = 0; i < processor->parms.detailList.Num(); ++i )
|
|
{
|
|
idSaveGameDetails& details = processor->parms.detailList[i];
|
|
if( details.damaged )
|
|
{
|
|
details.descriptors.Clear();
|
|
}
|
|
}
|
|
|
|
idLib::PrintfIf( saveGame_verbose.GetBool(), "%s calling %s::CompletedCallback()\n", __FUNCTION__, processor->Name() );
|
|
processor->working = false;
|
|
|
|
// This ensures that the savegame manager will believe the processor is done when there is a potentially
|
|
// catastrophic thing that will happen within CompletedCallback which might try to sync all threads
|
|
// The most common case of this is executing a map change (which we no longer do).
|
|
// We flush the heap and wait for all background processes to finish. After all this is called, we will
|
|
// cleanup the old processor within FinishProcessor()
|
|
idSaveGameProcessor* localProcessor = processor;
|
|
processor = NULL;
|
|
|
|
// ------------------------------------
|
|
// COMPLETEDCALLBACK
|
|
// At this point, the handle will be completed
|
|
// ------------------------------------
|
|
Sys_InterlockedIncrement( lastExecutedProcessorHandle );
|
|
|
|
for( int i = 0; i < localProcessor->completedCallbacks.Num(); i++ )
|
|
{
|
|
localProcessor->completedCallbacks[i]->Call();
|
|
}
|
|
localProcessor->completedCallbacks.DeleteContents( true );
|
|
|
|
// ------------------------------------
|
|
// FINISHPROCESSOR
|
|
// ------------------------------------
|
|
FinishProcessor( localProcessor );
|
|
}
|
|
}
|
|
else if( processor->ShouldTimeout() )
|
|
{
|
|
// Hack for the PS3 threading hang
|
|
idLib::PrintfIf( saveGame_verbose.GetBool(), "----- PROCESSOR TIMEOUT ----- (%s)\n", processor->Name() );
|
|
|
|
idSaveGameProcessor* tempProcessor = processor;
|
|
|
|
CancelAllProcessors( true );
|
|
|
|
class idSWFScriptFunction_TryAgain : public idSWFScriptFunction_RefCounted
|
|
{
|
|
public:
|
|
idSWFScriptFunction_TryAgain( idSaveGameManager* manager, idSaveGameProcessor* processor )
|
|
{
|
|
this->manager = manager;
|
|
this->processor = processor;
|
|
}
|
|
idSWFScriptVar Call( idSWFScriptObject* thisObject, const idSWFParmList& parms )
|
|
{
|
|
common->Dialog().ClearDialog( GDM_ERROR_SAVING_SAVEGAME );
|
|
manager->ExecuteProcessor( processor );
|
|
return idSWFScriptVar();
|
|
}
|
|
private:
|
|
idSaveGameManager* manager;
|
|
idSaveGameProcessor* processor;
|
|
};
|
|
|
|
idStaticList< idSWFScriptFunction*, 4 > callbacks;
|
|
idStaticList< idStrId, 4 > optionText;
|
|
callbacks.Append( new( TAG_SWF ) idSWFScriptFunction_TryAgain( this, tempProcessor ) );
|
|
optionText.Append( idStrId( "#STR_SWF_RETRY" ) );
|
|
common->Dialog().AddDynamicDialog( GDM_ERROR_SAVING_SAVEGAME, callbacks, optionText, true, "" );
|
|
}
|
|
}
|