doom3-bfg/neo/sys/sys_profile.cpp

491 lines
13 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
#define SAVEGAME_PROFILE_FILENAME "profile.bin"
idCVar profile_verbose( "profile_verbose", "0", CVAR_BOOL, "Turns on debug spam for profiles" );
/*
================================================
idProfileMgr
================================================
*/
/*
========================
idProfileMgr
========================
*/
idProfileMgr::idProfileMgr() :
profileSaveProcessor( new( TAG_SAVEGAMES ) idSaveGameProcessorSaveProfile ),
profileLoadProcessor( new( TAG_SAVEGAMES ) idSaveGameProcessorLoadProfile ),
profile( NULL ),
handle( 0 )
{
}
/*
================================================
~idProfileMgr
================================================
*/
idProfileMgr::~idProfileMgr()
{
}
/*
========================
idProfileMgr::Init
========================
*/
void idProfileMgr::Init( idLocalUser* user_ )
{
user = user_;
handle = 0;
}
/*
========================
idProfileMgr::Pump
========================
*/
void idProfileMgr::Pump()
{
// profile can be NULL if we forced the user to register as in the case of map-ing into a level from the press start screen
if( profile == NULL )
{
return;
}
// See if we are done with saving/loading the profile
bool saving = profile->GetState() == idPlayerProfile::SAVING;
bool loading = profile->GetState() == idPlayerProfile::LOADING;
if( ( saving || loading ) && session->IsSaveGameCompletedFromHandle( handle ) )
{
profile->SetState( idPlayerProfile::IDLE );
if( saving )
{
// Done saving
}
else if( loading )
{
// Done loading
const idSaveLoadParms& parms = profileLoadProcessor->GetParms();
if( parms.GetError() == SAVEGAME_E_FOLDER_NOT_FOUND || parms.GetError() == SAVEGAME_E_FILE_NOT_FOUND )
{
profile->SaveSettings( true );
}
else if( parms.GetError() == SAVEGAME_E_CORRUPTED )
{
idLib::Warning( "Profile corrupt, creating a new one..." );
common->Dialog().AddDialog( GDM_CORRUPT_PROFILE, DIALOG_CONTINUE, NULL, NULL, false );
profile->SetDefaults();
profile->SaveSettings( true );
}
else if( parms.GetError() != SAVEGAME_E_NONE )
{
profile->SetState( idPlayerProfile::ERR );
}
session->OnLocalUserProfileLoaded( user );
}
}
else if( saving || loading )
{
return;
}
// See if we need to save/load the profile
if( profile->GetRequestedState() == idPlayerProfile::SAVE_REQUESTED && profile->IsDirty() )
{
profile->MarkDirty( false );
SaveSettingsAsync();
// Syncs the steam data
//session->StoreStats();
profile->SetRequestedState( idPlayerProfile::IDLE );
}
else if( profile->GetRequestedState() == idPlayerProfile::LOAD_REQUESTED )
{
LoadSettingsAsync();
profile->SetRequestedState( idPlayerProfile::IDLE );
}
}
/*
========================
idProfileMgr::GetProfile
========================
*/
idPlayerProfile* idProfileMgr::GetProfile()
{
assert( user != NULL );
if( profile == NULL )
{
// Lazy instantiation
// Create a new profile
profile = idPlayerProfile::CreatePlayerProfile( user->GetInputDevice() );
if( profile == NULL )
{
return NULL;
}
}
bool loading = ( profile->GetState() == idPlayerProfile::LOADING ) || ( profile->GetRequestedState() == idPlayerProfile::LOAD_REQUESTED );
if( loading )
{
return NULL;
}
return profile;
}
/*
========================
idProfileMgr::SaveSettingsAsync
========================
*/
void idProfileMgr::SaveSettingsAsync()
{
if( !saveGame_enable.GetBool() )
{
idLib::Warning( "Skipping profile save because saveGame_enable = 0" );
}
if( GetProfile() != NULL )
{
// Issue the async save...
if( profileSaveProcessor->InitSaveProfile( profile, "" ) )
{
profileSaveProcessor->AddCompletedCallback( MakeCallback( this, &idProfileMgr::OnSaveSettingsCompleted, &profileSaveProcessor->GetParmsNonConst() ) );
handle = session->GetSaveGameManager().ExecuteProcessor( profileSaveProcessor.get() );
profile->SetState( idPlayerProfile::SAVING );
}
}
else
{
idLib::Warning( "Not saving profile, profile is NULL." );
}
}
/*
========================
idProfileMgr::LoadSettingsAsync
========================
*/
void idProfileMgr::LoadSettingsAsync()
{
if( profile != NULL && saveGame_enable.GetBool() )
{
if( profileLoadProcessor->InitLoadProfile( profile, "" ) )
{
// Skip the not found error because this might be the first time to play the game!
profileLoadProcessor->SetSkipSystemErrorDialogMask( SAVEGAME_E_FOLDER_NOT_FOUND | SAVEGAME_E_FILE_NOT_FOUND );
profileLoadProcessor->AddCompletedCallback( MakeCallback( this, &idProfileMgr::OnLoadSettingsCompleted, &profileLoadProcessor->GetParmsNonConst() ) );
handle = session->GetSaveGameManager().ExecuteProcessor( profileLoadProcessor.get() );
profile->SetState( idPlayerProfile::LOADING );
}
}
else
{
// If not able to save the profile, just change the state and leave
if( profile == NULL )
{
idLib::Warning( "Not loading profile, profile is NULL." );
}
if( !saveGame_enable.GetBool() )
{
idLib::Warning( "Skipping profile load because saveGame_enable = 0" );
}
}
}
/*
========================
idProfileMgr::OnLoadSettingsCompleted
========================
*/
void idProfileMgr::OnLoadSettingsCompleted( idSaveLoadParms* parms )
{
// Don't process if error already detected
if( parms->errorCode != SAVEGAME_E_NONE )
{
return;
}
// Serialize the loaded profile
idFile_SaveGame** profileFileContainer = FindFromGenericPtr( parms->files, SAVEGAME_PROFILE_FILENAME );
idFile_SaveGame* profileFile = profileFileContainer == NULL ? NULL : *profileFileContainer;
bool foundProfile = profileFile != NULL && profileFile->Length() > 0;
if( foundProfile )
{
idTempArray< byte > buffer( MAX_PROFILE_SIZE );
// Serialize settings from this buffer
profileFile->MakeReadOnly();
unsigned int originalChecksum;
profileFile->ReadBig( originalChecksum );
int dataLength = profileFile->Length() - ( int )sizeof( originalChecksum );
profileFile->ReadBigArray( buffer.Ptr(), dataLength );
// Validate the checksum before we let the game serialize the settings
unsigned int checksum = MD5_BlockChecksum( buffer.Ptr(), dataLength );
if( originalChecksum != checksum )
{
idLib::Warning( "Checksum: 0x%08x, originalChecksum: 0x%08x, size = %d", checksum, originalChecksum, dataLength );
parms->errorCode = SAVEGAME_E_CORRUPTED;
}
else
{
idBitMsg msg;
msg.InitRead( buffer.Ptr(), ( int )buffer.Size() );
idSerializer ser( msg, false );
if( !profile->Serialize( ser ) )
{
parms->errorCode = SAVEGAME_E_CORRUPTED;
}
}
}
else
{
parms->errorCode = SAVEGAME_E_FILE_NOT_FOUND;
}
}
/*
========================
idProfileMgr::OnSaveSettingsCompleted
========================
*/
void idProfileMgr::OnSaveSettingsCompleted( idSaveLoadParms* parms )
{
common->Dialog().ShowSaveIndicator( false );
if( parms->GetError() != SAVEGAME_E_NONE )
{
common->Dialog().AddDialog( GDM_PROFILE_SAVE_ERROR, DIALOG_CONTINUE, NULL, NULL, false );
}
if( game )
{
game->Shell_UpdateSavedGames();
}
}
/*
================================================
idSaveGameProcessorSaveProfile
================================================
*/
/*
========================
idSaveGameProcessorSaveProfile::idSaveGameProcessorSaveProfile
========================
*/
idSaveGameProcessorSaveProfile::idSaveGameProcessorSaveProfile()
{
profileFile = NULL;
profile = NULL;
}
/*
========================
idSaveGameProcessorSaveProfile::InitSaveProfile
========================
*/
bool idSaveGameProcessorSaveProfile::InitSaveProfile( idPlayerProfile* profile_, const char* folder )
{
// Serialize the profile and pass a file to the processor
profileFile = new( TAG_SAVEGAMES ) idFile_SaveGame( SAVEGAME_PROFILE_FILENAME, SAVEGAMEFILE_BINARY | SAVEGAMEFILE_AUTO_DELETE );
profileFile->MakeWritable();
profileFile->SetMaxLength( MAX_PROFILE_SIZE );
// Create a serialization object and let the game serialize the settings into the buffer
const int serializeSize = MAX_PROFILE_SIZE - 8; // -8 for checksum (all platforms) and length (on 360)
idTempArray< byte > buffer( serializeSize );
idBitMsg msg;
msg.InitWrite( buffer.Ptr(), serializeSize );
idSerializer ser( msg, true );
profile_->Serialize( ser );
// Get and write the checksum & length first
unsigned int checksum = MD5_BlockChecksum( msg.GetReadData(), msg.GetSize() );
profileFile->WriteBig( checksum );
idLib::PrintfIf( profile_verbose.GetBool(), "checksum: 0x%08x, length: %d\n", checksum, msg.GetSize() );
// Add data to the file and prepare for save
profileFile->Write( msg.GetReadData(), msg.GetSize() );
profileFile->MakeReadOnly();
saveFileEntryList_t files;
files.Append( profileFile );
idSaveGameDetails description;
if( !idSaveGameProcessorSaveFiles::InitSave( folder, files, description, idSaveGameManager::PACKAGE_PROFILE ) )
{
return false;
}
profile = profile_;
return true;
}
/*
========================
idSaveGameProcessorSaveProfile::Process
========================
*/
bool idSaveGameProcessorSaveProfile::Process()
{
// Files already setup for save, just execute as normal files
return idSaveGameProcessorSaveFiles::Process();
}
/*
================================================
idSaveGameProcessorLoadProfile
================================================
*/
/*
========================
idSaveGameProcessorLoadProfile::idSaveGameProcessorLoadProfile
========================
*/
idSaveGameProcessorLoadProfile::idSaveGameProcessorLoadProfile()
{
profileFile = NULL;
profile = NULL;
}
/*
========================
idSaveGameProcessorLoadProfile::~idSaveGameProcessorLoadProfile
========================
*/
idSaveGameProcessorLoadProfile::~idSaveGameProcessorLoadProfile()
{
}
/*
========================
idSaveGameProcessorLoadProfile::InitLoadFiles
========================
*/
bool idSaveGameProcessorLoadProfile::InitLoadProfile( idPlayerProfile* profile_, const char* folder_ )
{
if( !idSaveGameProcessor::Init() )
{
return false;
}
parms.directory = AddSaveFolderPrefix( folder_, idSaveGameManager::PACKAGE_PROFILE );
parms.description.slotName = folder_;
parms.mode = SAVEGAME_MBF_LOAD;
profileFile = new( TAG_SAVEGAMES ) idFile_SaveGame( SAVEGAME_PROFILE_FILENAME, SAVEGAMEFILE_BINARY | SAVEGAMEFILE_AUTO_DELETE );
parms.files.Append( profileFile );
profile = profile_;
return true;
}
/*
========================
idSaveGameProcessorLoadProfile::Process
========================
*/
bool idSaveGameProcessorLoadProfile::Process()
{
return idSaveGameProcessorLoadFiles::Process();
}
/*
========================
Sys_SaveGameProfileCheck
========================
*/
bool Sys_SaveGameProfileCheck()
{
bool exists = false;
const char* saveFolder = "savegame";
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFiles( saveFolder, SAVEGAME_PROFILE_FILENAME );
const idStrList& fileList = files->GetList();
for( int i = 0; i < fileList.Num(); i++ )
{
idStr filename = fileList[i];
if( filename == SAVEGAME_PROFILE_FILENAME )
{
exists = true;
break;
}
}
fileSystem->FreeFileList( files );
}
return exists;
}