jedioutcast/code/server/sv_savegame.cpp

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2013-04-04 14:52:42 +00:00
// Filename:- sv_savegame.cpp
//
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
// a little naughty, since these are in the renderer, but I need access to them for savegames, so...
//
extern void Decompress_JPG( const char *filename, byte *pJPGData, unsigned char **pic, int *width, int *height );
extern byte *Compress_JPG(int *pOutputSize, int quality, int image_width, int image_height, byte *image_buffer, qboolean bInvertDuringCompression);
#define JPEG_IMAGE_QUALITY 95
//#define USE_LAST_SAVE_FROM_THIS_MAP // enable this if you want to use the last explicity-loaded savegame from this map
// when respawning after dying, else it'll just load "auto" regardless
// (EF1 behaviour). I should maybe time/date check them though?
#include "server.h"
#include "..\game\statindex.h"
#include "..\game\weapons.h"
#include "..\game\g_items.h"
#pragma warning(disable : 4786) // identifier was truncated (STL crap)
#pragma warning(disable : 4710) // function was not inlined (STL crap)
#pragma warning(disable : 4512) // yet more STL drivel...
#include <map>
using namespace std;
static char saveGameComment[iSG_COMMENT_SIZE];
//#define SG_PROFILE // enable for debug save stats if you want
#ifdef _DEBUG
#include <windows.h>
#define DEBUGOUT(blah) OutputDebugString(blah);
#else
#define DEBUGOUT(blah)
#endif
int giSaveGameVersion; // filled in when a savegame file is opened
fileHandle_t fhSaveGame = 0;
SavedGameJustLoaded_e eSavedGameJustLoaded = eNO;
qboolean qbSGReadIsTestOnly = qfalse; // this MUST be left in this state
char sLastSaveFileLoaded[MAX_QPATH]={0};
#define SG_MAGIC 0x1234abcd
//#define iSG_COMMENT_SIZE 64
#define iSG_MAPCMD_SIZE MAX_TOKEN_CHARS
#ifndef LPCSTR
typedef const char * LPCSTR;
#endif
static char *SG_GetSaveGameMapName(const char *psPathlessBaseName);
static void CompressMem_FreeScratchBuffer(void);
#ifdef SG_PROFILE
class CChid
{
private:
int m_iCount;
int m_iSize;
public:
CChid()
{
m_iCount = 0;
m_iSize = 0;
}
void Add(int iLength)
{
m_iCount++;
m_iSize += iLength;
}
int GetCount()
{
return m_iCount;
}
int GetSize()
{
return m_iSize;
}
};
typedef map<unsigned long, CChid> CChidInfo_t;
CChidInfo_t save_info;
#endif
LPCSTR SG_GetChidText(unsigned long chid)
{
static char chidtext[5];
*(unsigned long *)chidtext = BigLong(chid);
chidtext[4] = 0;
return chidtext;
}
// (copes with up to 8 ptr returns at once)
//
static LPCSTR SG_AddSavePath( LPCSTR psPathlessBaseName )
{
static char sSaveName[8][MAX_OSPATH];
static int i=0;
i=++i&7;
Com_sprintf( sSaveName[i], MAX_OSPATH, "saves/%s.sav", psPathlessBaseName );
return sSaveName[i];
}
void SG_WipeSavegame( LPCSTR psPathlessBaseName )
{
LPCSTR psLocalFilename = SG_AddSavePath( psPathlessBaseName );
FS_DeleteUserGenFile( psLocalFilename );
}
static qboolean SG_Copy( LPCSTR psPathlessBaseName_Src, LPCSTR psPathlessBaseName_Dst )
{
LPCSTR psLocalFilename_Src = SG_AddSavePath( psPathlessBaseName_Src );
LPCSTR psLocalFilename_Dst = SG_AddSavePath( psPathlessBaseName_Dst );
qboolean qbCopyWentOk = FS_CopyUserGenFile( psLocalFilename_Src, psLocalFilename_Dst );
if (!qbCopyWentOk)
{
Com_Printf(S_COLOR_RED "Error during savegame-rename. Check \"%s\" for write-protect or disk full!\n", psLocalFilename_Dst );
return qfalse;
}
return qtrue;
}
static qboolean SG_Create( LPCSTR psPathlessBaseName )
{
SG_WipeSavegame( psPathlessBaseName );
LPCSTR psLocalFilename = SG_AddSavePath( psPathlessBaseName );
fhSaveGame = FS_FOpenFileWrite( psLocalFilename );
if(!fhSaveGame)
{
Com_Printf(S_COLOR_RED "Failed to create new savegame file \"%s\"\n", psLocalFilename );
return qfalse;
}
#ifdef SG_PROFILE
assert( save_info.empty() );
#endif
giSaveGameVersion = iSAVEGAME_VERSION;
SG_Append('_VER', &giSaveGameVersion, sizeof(giSaveGameVersion));
return qtrue;
}
// called from the ERR_DROP stuff just in case the error occured during loading of a saved game, because if
// we didn't do this then we'd run out of quake file handles after the 8th load fail...
//
void SG_Shutdown()
{
if (fhSaveGame )
{
FS_FCloseFile( fhSaveGame );
fhSaveGame = NULL;
}
eSavedGameJustLoaded = eNO; // important to do this if we ERR_DROP during loading, else next map you load after
// a bad save-file you'll arrive at dead :-)
}
qboolean SG_Close()
{
assert( fhSaveGame );
FS_FCloseFile( fhSaveGame );
fhSaveGame = NULL;
#ifdef SG_PROFILE
if (!sv_testsave->value)
{
CChidInfo_t::iterator it;
int iCount = 0, iSize = 0;
Com_DPrintf(S_COLOR_CYAN "================================\n");
Com_DPrintf(S_COLOR_WHITE "CHID Count Size\n\n");
for(it = save_info.begin(); it != save_info.end(); ++it)
{
Com_DPrintf("%s %5d %8d\n", SG_GetChidText((*it).first), (*it).second.GetCount(), (*it).second.GetSize());
iCount += (*it).second.GetCount();
iSize += (*it).second.GetSize();
}
Com_DPrintf("\n" S_COLOR_WHITE "%d chunks making %d bytes\n", iCount, iSize);
Com_DPrintf(S_COLOR_CYAN "================================\n");
save_info.clear();
}
#endif
CompressMem_FreeScratchBuffer();
return qtrue;
}
qboolean SG_Open( LPCSTR psPathlessBaseName )
{
// if ( fhSaveGame ) // hmmm...
// { //
// SG_Close(); //
// } //
assert( !fhSaveGame); // I'd rather know about this
LPCSTR psLocalFilename = SG_AddSavePath( psPathlessBaseName );
FS_FOpenFileRead( psLocalFilename, &fhSaveGame, qtrue ); //qtrue = dup handle, so I can close it ok later
if (!fhSaveGame)
{
// Com_Printf(S_COLOR_RED "Failed to open savegame file %s\n", psLocalFilename);
Com_DPrintf("Failed to open savegame file %s\n", psLocalFilename);
return qfalse;
}
SG_Read('_VER', &giSaveGameVersion, sizeof(giSaveGameVersion));
if (giSaveGameVersion != iSAVEGAME_VERSION)
{
SG_Close();
Com_Printf (S_COLOR_RED "File \"%s\" has version # %d (expecting %d)\n",giSaveGameVersion, iSAVEGAME_VERSION);
return qfalse;
}
return qtrue;
}
// you should only call this when you know you've successfully opened a savegame, and you want to query for
// whether it's an old (street-copy) version, or a new (expansion-pack) version
//
int SG_Version(void)
{
return giSaveGameVersion;
}
void SV_WipeGame_f(void)
{
if (Cmd_Argc() != 2)
{
Com_Printf (S_COLOR_RED "USAGE: wipe <name>\n");
return;
}
if (!stricmp (Cmd_Argv(1), "auto") )
{
Com_Printf (S_COLOR_RED "Can't wipe 'auto'\n");
return;
}
SG_WipeSavegame(Cmd_Argv(1));
// Com_Printf("%s has been wiped\n", Cmd_Argv(1)); // wurde gel<65>scht in german, but we've only got one string
Com_Printf("Ok\n");
}
/*
// Store given string in saveGameComment for later use when game is
// actually saved
*/
void SG_StoreSaveGameComment(const char *sComment)
{
memmove(saveGameComment,sComment,iSG_COMMENT_SIZE);
}
qboolean SV_TryLoadTransition( const char *mapname )
{
char *psFilename = va( "hub/%s", mapname );
Com_Printf (S_COLOR_CYAN "Restoring game \"%s\"...\n", psFilename);
if ( !SG_ReadSavegame( psFilename ) )
{//couldn't load a savegame
return qfalse;
}
Com_Printf (S_COLOR_CYAN "Done.\n");
return qtrue;
}
void SV_LoadGame_f(void)
{
// // check server is running
// //
// if ( !com_sv_running->integer )
// {
// Com_Printf( "Server is not running\n" );
// return;
// }
if (Cmd_Argc() != 2)
{
Com_Printf ("USAGE: load <filename>\n");
return;
}
const char *psFilename = Cmd_Argv(1);
if (strstr (psFilename, "..") || strstr (psFilename, "/") || strstr (psFilename, "\\") )
{
Com_Printf (S_COLOR_RED "Bad loadgame name.\n");
return;
}
if (!stricmp (psFilename, "current"))
{
Com_Printf (S_COLOR_RED "Can't load from \"current\"\n");
return;
}
// special case, if doing a respawn then check that the available auto-save (if any) is from the same map
// as we're currently on (if in a map at all), if so, load that "auto", else re-load the last-loaded file...
//
if (!stricmp(psFilename, "*respawn"))
{
psFilename = "auto"; // default to standard respawn behaviour
// see if there's a last-loaded file to even check against as regards loading...
//
if ( sLastSaveFileLoaded[0] )
{
LPCSTR psServerInfo = sv.configstrings[CS_SERVERINFO];
LPCSTR psMapName = Info_ValueForKey( psServerInfo, "mapname" );
char *psMapNameOfAutoSave = SG_GetSaveGameMapName("auto");
if ( !Q_stricmp(psMapName,"_brig") )
{//if you're in the brig and there is no autosave, load the last loaded savegame
if ( !psMapNameOfAutoSave )
{
psFilename = sLastSaveFileLoaded;
}
}
else
{
#ifdef USE_LAST_SAVE_FROM_THIS_MAP
// if the map name within the name of the last save file we explicitly loaded is the same
// as the current map, then use that...
//
char *psMapNameOfLastSaveFileLoaded = SG_GetSaveGameMapName(sLastSaveFileLoaded);
if (!Q_stricmp(psMapName,psMapNameOfLastSaveFileLoaded)))
{
psFilename = sLastSaveFileLoaded;
}
else
#endif
if (!(psMapName && psMapNameOfAutoSave && !Q_stricmp(psMapName,psMapNameOfAutoSave)))
{
// either there's no auto file, or it's from a different map to the one we've just died on...
//
psFilename = sLastSaveFileLoaded;
}
}
}
//default will continue to load auto
}
Com_Printf (S_COLOR_CYAN "Loading game \"%s\"...\n", psFilename);
SG_ReadSavegame(psFilename);
Com_Printf (S_COLOR_CYAN "Done.\n");
}
void SV_SaveGame_f(void)
{
// check server is running
//
if ( !com_sv_running->integer )
{
Com_Printf( S_COLOR_RED "Server is not running\n" );
return;
}
if (sv.state != SS_GAME)
{
Com_Printf (S_COLOR_RED "You must be in a game to save.\n");
return;
}
// check args...
//
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: \"save <filename>\"\n" );
return;
}
if (svs.clients[0].frames[svs.clients[0].netchan.outgoingSequence & PACKET_MASK].ps.stats[STAT_HEALTH] <= 0)
{
Com_Printf (S_COLOR_RED "\nCan't savegame while dead!\n");
return;
}
//this check catches deaths even the instant you die, like during a slo-mo death!
gentity_t *svent;
svent = SV_GentityNum(0);
if (svent->client->stats[STAT_HEALTH]<=0)
{
Com_Printf (S_COLOR_RED "\nCan't savegame while dead!\n");
return;
}
char *psFilename = Cmd_Argv(1);
if (!stricmp (psFilename, "current"))
{
Com_Printf (S_COLOR_RED "Can't save to 'current'\n");
return;
}
if (!stricmp (psFilename, "quik*") || !stricmp (psFilename, "auto*") )
{
extern void SCR_PrecacheScreenshot(); //scr_scrn.cpp
SCR_PrecacheScreenshot();
if (psFilename[4]=='*'){
psFilename[4]=0; //remove the *
}
SG_StoreSaveGameComment(""); // clear previous comment/description, which will force time/date comment.
}
if (strstr (psFilename, "..") || strstr (psFilename, "/") || strstr (psFilename, "\\") )
{
Com_Printf (S_COLOR_RED "Bad savegame name.\n");
return;
}
//Com_Printf (S_COLOR_CYAN "Saving game \"%s\"...\n", psFilename);
SG_WriteSavegame(psFilename, qfalse);
//Com_Printf (S_COLOR_CYAN "Done.\n");
}
//---------------
static void WriteGame(qboolean autosave)
{
SG_Append('GAME', &autosave, sizeof(autosave));
if (autosave)
{
// write out player ammo level, health, etc...
//
extern void SV_Player_EndOfLevelSave(void);
SV_Player_EndOfLevelSave(); // this sets up the various cvars needed, so we can then write them to disk
//
char s[MAX_STRING_CHARS];
// write health/armour etc...
//
memset(s,0,sizeof(s));
Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
SG_Append('CVSV', &s, sizeof(s));
// write ammo...
//
for ( int i=0; i<AMMO_MAX; i++)
{
memset(s,0,sizeof(s));
Cvar_VariableStringBuffer( va("playerammo%d",i), s, sizeof(s) );
SG_Append('AMMO', &s, sizeof(s));
}
// write inventory...
//
for ( i=0; i<INV_MAX; i++)
{
memset(s,0,sizeof(s));
Cvar_VariableStringBuffer( va("playerinv%d",i), s, sizeof(s) );
SG_Append('IVTY', &s, sizeof(s));
}
// the new JK2 stuff - force powers, etc...
//
for ( i=0; i<NUM_FORCE_POWERS; i++ )
{
memset(s,0,sizeof(s));
Cvar_VariableStringBuffer( va("playerfplvl%d",i), s, sizeof(s) );
SG_Append('FPLV', &s, sizeof(s));
}
Cvar_VariableStringBuffer( "playerfpknown", s, sizeof(s) );
SG_Append('FPKN', &s, sizeof(s));
Cvar_VariableStringBuffer( "playerfp", s, sizeof(s) );
SG_Append('PLFP', &s, sizeof(s));
}
}
static qboolean ReadGame (void)
{
qboolean qbAutoSave;
SG_Read('GAME', (void *)&qbAutoSave, sizeof(qbAutoSave));
if (qbAutoSave)
{
char s[MAX_STRING_CHARS]={0};
// read health/armour etc...
//
memset(s,0,sizeof(s));
SG_Read('CVSV', (void *)&s, sizeof(s));
Cvar_Set( sCVARNAME_PLAYERSAVE, s );
// read ammo...
//
for ( int i=0; i<AMMO_MAX; i++)
{
memset(s,0,sizeof(s));
SG_Read('AMMO', (void *)&s, sizeof(s));
Cvar_Set( va("playerammo%d",i), s);
}
// read inventory...
//
for ( i=0; i<INV_MAX; i++)
{
memset(s,0,sizeof(s));
SG_Read('IVTY', (void *)&s, sizeof(s));
Cvar_Set( va("playerinv%d",i), s);
}
for ( i=0; i<NUM_FORCE_POWERS; i++ )
{
memset(s,0,sizeof(s));
SG_Read('FPLV', (void *)&s, sizeof(s));
Cvar_Set( va("playerfplvl%d",i), s );
}
SG_Read('FPKN', (void *)&s, sizeof(s));
Cvar_Set( "playerfpknown", s );
SG_Read('PLFP', (void *)&s, sizeof(s));
Cvar_Set( "playerfp", s );
}
return qbAutoSave;
}
//---------------
// write all CVAR_USERINFO cvars
// these will be things like model, name, ...
//
extern cvar_t *cvar_vars; // I know this is really unpleasant, but I need access for scanning/writing latched cvars during save games
void SG_WriteCvars(void)
{
cvar_t *var;
int iCount = 0;
// count the latched cvars...
//
for (var = cvar_vars; var; var = var->next)
{
if (!(var->flags & CVAR_USERINFO))
{
continue;
}
iCount++;
}
// store count...
//
SG_Append('CVCN', &iCount, sizeof(iCount));
// write 'em...
//
for (var = cvar_vars; var; var = var->next)
{
if (!(var->flags & CVAR_USERINFO))
{
continue;
}
SG_Append('CVAR', var->name, strlen(var->name) + 1);
SG_Append('VALU', var->string, strlen(var->string) + 1);
}
}
void SG_ReadCvars(void)
{
int iCount;
char *psName;
char *psValue;
SG_Read('CVCN', &iCount, sizeof(iCount));
for (int i = 0; i < iCount; i++)
{
SG_Read('CVAR', NULL, 0, (void **)&psName);
SG_Read('VALU', NULL, 0, (void **)&psValue);
Cvar_Set (psName, psValue);
Z_Free( psName );
Z_Free( psValue );
}
}
void SG_WriteServerConfigStrings( void )
{
int iCount = 0;
int i; // not in FOR statement in case compiler goes weird by reg-optimising it then failing to get the address later
// count how many non-blank server strings there are...
//
for ( i=0; i<MAX_CONFIGSTRINGS; i++)
{
if (i!=CS_SYSTEMINFO)
{
if (sv.configstrings[i] && strlen(sv.configstrings[i])) // paranoia... <g>
{
iCount++;
}
}
}
SG_Append('CSCN', &iCount, sizeof(iCount));
// now write 'em...
//
for (i=0; i<MAX_CONFIGSTRINGS; i++)
{
if (i!=CS_SYSTEMINFO)
{
if (sv.configstrings[i] && strlen(sv.configstrings[i]))
{
SG_Append('CSIN', &i, sizeof(i));
SG_Append('CSDA', sv.configstrings[i], strlen(sv.configstrings[i])+1);
}
}
}
}
void SG_ReadServerConfigStrings( void )
{
// trash the whole table...
//
for (int i=0; i<MAX_CONFIGSTRINGS; i++)
{
if (i!=CS_SYSTEMINFO)
{
if ( sv.configstrings[i] )
{
Z_Free( sv.configstrings[i] );
}
sv.configstrings[i] = CopyString("");
}
}
// now read the replacement ones...
//
int iCount;
SG_Read('CSCN', &iCount, sizeof(iCount));
Com_DPrintf( "Reading %d configstrings...\n",iCount);
for (i=0; i<iCount; i++)
{
int iIndex;
char *psName;
SG_Read('CSIN', &iIndex, sizeof(iIndex));
SG_Read('CSDA', NULL, 0, (void **)&psName);
Com_DPrintf( "Cfg str %d = %s\n",iIndex, psName);
//sv.configstrings[iIndex] = psName;
SV_SetConfigstring(iIndex, psName);
Z_Free(psName);
}
}
static void SG_WriteComment(qboolean qbAutosave, LPCSTR psMapName)
{
char sComment[iSG_COMMENT_SIZE];
if ( !qbAutosave )
{
if (!*saveGameComment)
{
Com_sprintf( sComment, sizeof(sComment), "-------> %s", psMapName );
}
else
{
strcpy(sComment,saveGameComment);
}
}
else
{
Com_sprintf( sComment, sizeof(sComment), "-------> %s", psMapName );
}
SG_Append('COMM', sComment, sizeof(sComment));
// Add Date/Time/Map stamp
time_t now;
time(&now);
SG_Append('CMTM', &now, sizeof(time_t));
Com_DPrintf("Saving: current (%s)\n", sComment);
}
// Test to see if the given file name is in the save game directory
// then grab the comment if it's there
//
int SG_GetSaveGameComment(const char *psPathlessBaseName, char *sComment, char *sMapName)
{
int ret = 0;
time_t tFileTime;
int iScreenShotLength;
if ( !SG_Open( psPathlessBaseName ))
{
return 0;
}
qbSGReadIsTestOnly = qtrue; // do NOT leave this in this state
if (SG_Read( 'COMM', sComment, iSG_COMMENT_SIZE ))
{
if (SG_Read( 'CMTM', &tFileTime, sizeof( time_t ))) //read
{
if (SG_Read('SHLN', &iScreenShotLength, sizeof(iScreenShotLength))) // read
{
if (SG_Read('SHOT', NULL, iScreenShotLength, NULL)) // skip
{
if (SG_Read('MPCM', sMapName, iSG_MAPCMD_SIZE )) // read
{
ret = tFileTime;
}
}
}
}
}
qbSGReadIsTestOnly = qfalse;
if (!SG_Close())
{
return 0;
}
return ret;
}
// read the mapname field from the supplied savegame file
//
// returns NULL if not found
//
static char *SG_GetSaveGameMapName(const char *psPathlessBaseName)
{
static char sMapName[iSG_MAPCMD_SIZE]={0};
char *psReturn = NULL;
if (SG_GetSaveGameComment(psPathlessBaseName, NULL, sMapName))
{
psReturn = sMapName;
}
return psReturn;
}
// pass in qtrue to set as loading screen, else pass in pvDest to read it into there...
//
static qboolean SG_ReadScreenshot(qboolean qbSetAsLoadingScreen, void *pvDest = NULL);
static qboolean SG_ReadScreenshot(qboolean qbSetAsLoadingScreen, void *pvDest/*=NULL*/)
{
qboolean bReturn = qfalse;
// get JPG screenshot data length...
//
int iScreenShotLength = 0;
SG_Read('SHLN', &iScreenShotLength, sizeof(iScreenShotLength));
//
// alloc enough space plus extra 4K for sloppy JPG-decode reader to not do memory access violation...
//
byte *pJPGData = (byte *) Z_Malloc(iScreenShotLength + 4096,TAG_TEMP_SAVEGAME_WORKSPACE, qfalse);
//
// now read the JPG data...
//
SG_Read('SHOT', pJPGData, iScreenShotLength/*SG_SCR_WIDTH * SG_SCR_HEIGHT * 4*/, 0);
//
// decompress JPG data...
//
byte *pDecompressedPic = NULL;
int iWidth, iHeight;
Decompress_JPG( "[savegame]", pJPGData, &pDecompressedPic, &iWidth, &iHeight );
//
// if the loaded image is the same size as the game is expecting, then copy it to supplied arg (if present)...
//
if (iWidth == SG_SCR_WIDTH && iHeight == SG_SCR_HEIGHT)
{
bReturn = qtrue;
if (pvDest)
{
memcpy(pvDest, pDecompressedPic, SG_SCR_WIDTH * SG_SCR_HEIGHT * 4);
}
if (qbSetAsLoadingScreen)
{
SCR_SetScreenshot((byte *)pDecompressedPic, SG_SCR_WIDTH, SG_SCR_HEIGHT);
}
}
Z_Free( pJPGData );
Z_Free( pDecompressedPic );
return bReturn;
}
// Gets the savegame screenshot
//
qboolean SG_GetSaveImage( const char *psPathlessBaseName, void *pvAddress )
{
if (!SG_Open(psPathlessBaseName))
{
return qfalse;
}
SG_Read('COMM', NULL, 0, NULL); // skip
SG_Read('CMTM', NULL, sizeof( time_t ));
qboolean bGotSaveImage = SG_ReadScreenshot(qfalse, pvAddress);
SG_Close();
return bGotSaveImage;
}
static void SG_WriteScreenshot(qboolean qbAutosave, LPCSTR psMapName)
{
byte *pbRawScreenShot = NULL;
if( qbAutosave )
{
// try to read a levelshot (any valid TGA/JPG etc named the same as the map)...
//
int iWidth = SG_SCR_WIDTH;
int iHeight= SG_SCR_HEIGHT;
byte byBlank[SG_SCR_WIDTH * SG_SCR_HEIGHT * 4] = {0};
pbRawScreenShot = SCR_TempRawImage_ReadFromFile(va("levelshots/%s.tga",psMapName), &iWidth, &iHeight, byBlank, qtrue); // qtrue = vert flip
}
if (!pbRawScreenShot)
{
pbRawScreenShot = SCR_GetScreenshot(0);
}
int iJPGDataSize = 0;
byte *pJPGData = Compress_JPG(&iJPGDataSize, JPEG_IMAGE_QUALITY, SG_SCR_WIDTH, SG_SCR_HEIGHT, pbRawScreenShot, qfalse);
SG_Append('SHLN', &iJPGDataSize, sizeof(iJPGDataSize));
SG_Append('SHOT', pJPGData, iJPGDataSize);
Z_Free(pJPGData);
SCR_TempRawImage_CleanUp();
}
qboolean SG_GameAllowedToSaveHere(qboolean inCamera)
{
if (!inCamera) {
if ( !com_sv_running || !com_sv_running->integer )
{
return qfalse; // Com_Printf( S_COLOR_RED "Server is not running\n" );
}
if (sv.state != SS_GAME)
{
return qfalse; // Com_Printf (S_COLOR_RED "You must be in a game to save.\n");
}
//No savegames from "_" maps
if ( !sv_mapname || (sv_mapname->string != NULL && sv_mapname->string[0] == '_') )
{
return qfalse; // Com_Printf (S_COLOR_RED "Cannot save on holodeck or brig.\n");
}
if (svs.clients[0].frames[svs.clients[0].netchan.outgoingSequence & PACKET_MASK].ps.stats[STAT_HEALTH] <= 0)
{
return qfalse; // Com_Printf (S_COLOR_RED "\nCan't savegame while dead!\n");
}
}
if (!ge)
return inCamera; // only happens when called to test if inCamera
return ge->GameAllowedToSaveHere();
}
void SG_WriteSavegame(const char *psPathlessBaseName, qboolean qbAutosave)
{
if (!qbAutosave && !SG_GameAllowedToSaveHere(qfalse)) //full check
return; // this prevents people saving via quick-save now during cinematics
float fPrevTestSave = sv_testsave->value;
sv_testsave->value = 0;
if(!SG_Create( "current" ))
{
Com_Printf (S_COLOR_RED "Failed to create savegame\n");
SG_WipeSavegame( "current" );
sv_testsave->value = fPrevTestSave;
return;
}
// Write out server data...
//
char sMapCmd[iSG_MAPCMD_SIZE]={0};
LPCSTR psServerInfo = sv.configstrings[CS_SERVERINFO];
LPCSTR psMapName = Info_ValueForKey( psServerInfo, "mapname" );
strcpy( sMapCmd,psMapName); // need as array rather than ptr because const strlen needed for MPCM chunk
SG_WriteComment(qbAutosave, sMapCmd);
SG_WriteScreenshot(qbAutosave, sMapCmd);
SG_Append('MPCM', sMapCmd, sizeof(sMapCmd));
SG_WriteCvars();
WriteGame (qbAutosave);
// Write out all the level data...
//
if (!qbAutosave)
{
SG_Append('TIME', (void *)&sv.time, sizeof(sv.time));
SG_Append('TIMR', (void *)&sv.timeResidual, sizeof(sv.timeResidual));
CM_WritePortalState();
SG_WriteServerConfigStrings();
}
ge->WriteLevel(qbAutosave); // always done now, but ent saver only does player if auto
if(!SG_Close())
{
Com_Printf (S_COLOR_RED "Failed to close savegame\n");
SG_WipeSavegame( "current" );
sv_testsave->value = fPrevTestSave;
return;
}
if (SG_Copy( "current", psPathlessBaseName ))
{
SG_WipeSavegame( "current" ); // may as well leave it there if failed to overwrite 'auto'
}
sv_testsave->value = fPrevTestSave;
}
qboolean SG_ReadSavegame(const char *psPathlessBaseName)
{
char sComment[iSG_COMMENT_SIZE];
char sMapCmd [iSG_MAPCMD_SIZE];
qboolean qbAutosave;
float fPrevTestSave = sv_testsave->value;
sv_testsave->value = 0;
Cvar_Set( "cg_missionstatusscreen", "0" );//reset if loading a game
if (!SG_Open( psPathlessBaseName ))
{
Com_Printf (S_COLOR_RED "Failed to open savegame \"%s\"\n", psPathlessBaseName);
sv_testsave->value = fPrevTestSave;
return qfalse;
}
// this check isn't really necessary, but it reminds me that these two strings may actually be the same physical one.
//
if (psPathlessBaseName != sLastSaveFileLoaded)
{
Q_strncpyz(sLastSaveFileLoaded,psPathlessBaseName,sizeof(sLastSaveFileLoaded));
}
// Read in all the server data...
//
SG_Read('COMM', sComment, sizeof(sComment));
Com_DPrintf("Reading: %s\n", sComment);
SG_Read( 'CMTM', NULL, sizeof( time_t ));
SG_ReadScreenshot(qtrue); // qboolean qbSetAsLoadingScreen
SG_Read('MPCM', sMapCmd, sizeof(sMapCmd));
SG_ReadCvars();
// read game state
qbAutosave = ReadGame();
eSavedGameJustLoaded = (qbAutosave)?eAUTO:eFULL;
SV_SpawnServer(sMapCmd, eForceReload_NOTHING, (eSavedGameJustLoaded != eFULL) ); // note that this also trashes the whole G_Alloc pool as well (of course)
// read in all the level data...
//
if (!qbAutosave)
{
SG_Read('TIME', (void *)&sv.time, sizeof(sv.time));
SG_Read('TIMR', (void *)&sv.timeResidual, sizeof(sv.timeResidual));
CM_ReadPortalState();
SG_ReadServerConfigStrings();
}
ge->ReadLevel(qbAutosave, qbLoadTransition); // always done now, but ent reader only does player if auto
if(!SG_Close())
{
Com_Printf (S_COLOR_RED "Failed to close savegame\n");
sv_testsave->value = fPrevTestSave;
return qfalse;
}
sv_testsave->value = fPrevTestSave;
return qtrue;
}
int Compress_RLE(const byte *pIn, int iLength, byte *pOut)
{
int iCount=0,iOutIndex=0;
while (iCount < iLength)
{
int iIndex = iCount;
byte b = pIn[iIndex++];
while (iIndex<iLength && iIndex-iCount<127 && pIn[iIndex]==b)
{
iIndex++;
}
if (iIndex-iCount == 1)
{
while (iIndex<iLength && iIndex-iCount<127 && (pIn[iIndex]!=pIn[iIndex-1] || iIndex>1 && pIn[iIndex]!=pIn[iIndex-2])){
iIndex++;
}
while (iIndex<iLength && pIn[iIndex]==pIn[iIndex-1]){
iIndex--;
}
pOut[iOutIndex++] = (unsigned char)(iCount-iIndex);
for (int i=iCount; i<iIndex; i++){
pOut[iOutIndex++] = pIn[i];
}
}
else
{
pOut[iOutIndex++] = (unsigned char)(iIndex-iCount);
pOut[iOutIndex++] = b;
}
iCount=iIndex;
}
return iOutIndex;
}
void DeCompress_RLE(byte *pOut, const byte *pIn, int iDecompressedBytesRemaining)
{
signed char count;
while (iDecompressedBytesRemaining > 0)
{
count = (signed char) *pIn++;
if (count>0)
{
memset(pOut,*pIn++,count);
}
else
if (count<0)
{
count = (signed char) -count;
memcpy(pOut,pIn,count);
pIn += count;
}
pOut += count;
iDecompressedBytesRemaining -= count;
}
}
// simulate decompression over original data (but don't actually do it), to test de/compress validity...
//
qboolean Verify_RLE(const byte *pOut, const byte *pIn, int iDecompressedBytesRemaining)
{
signed char count;
const byte *pOutEnd = &pOut[iDecompressedBytesRemaining];
while (iDecompressedBytesRemaining > 0)
{
if (pOut >= pOutEnd)
return qfalse;
count = (signed char) *pIn++;
if (count>0)
{
//memset(pOut,*pIn++,count);
int iMemSetByte = *pIn++;
for (int i=0; i<count; i++)
{
if (pOut[i] != iMemSetByte)
return qfalse;
}
}
else
if (count<0)
{
count = (signed char) -count;
// memcpy(pOut,pIn,count);
if (memcmp(pOut,pIn,count))
return qfalse;
pIn += count;
}
pOut += count;
iDecompressedBytesRemaining -= count;
}
if (pOut != pOutEnd)
return qfalse;
return qtrue;
}
byte *gpbCompBlock = NULL;
int giCompBlockSize = 0;
static void CompressMem_FreeScratchBuffer(void)
{
if ( gpbCompBlock )
{
Z_Free( gpbCompBlock);
gpbCompBlock = NULL;
}
giCompBlockSize = 0;
}
static byte *CompressMem_AllocScratchBuffer(int iSize)
{
// only alloc new buffer is we need more than the existing one...
//
if (giCompBlockSize < iSize)
{
CompressMem_FreeScratchBuffer();
gpbCompBlock = (byte *) Z_Malloc(iSize, TAG_TEMP_SAVEGAME_WORKSPACE, qfalse);
giCompBlockSize = iSize;
}
return gpbCompBlock;
}
// returns -1 for compression-not-worth-it, else compressed length...
//
int CompressMem(byte *pbData, int iLength, byte *&pbOut)
{
if (!sv_compress_saved_games->integer)
return -1;
// malloc enough to cope with uncompressable data (it'll never grow to 2* size, so)...
//
pbOut = CompressMem_AllocScratchBuffer(iLength*2);
//
// compress it...
//
int iOutputLength = Compress_RLE(pbData, iLength, pbOut);
//
// worth compressing?...
//
if (iOutputLength >= iLength)
return -1;
//
// compression code works? (I'd hope this is always the case, but for safety)...
//
if (!Verify_RLE(pbData, pbOut, iLength))
return -1;
return iOutputLength;
}
qboolean SG_Append(unsigned long chid, void *pvData, int iLength)
{
unsigned int uiCksum;
unsigned int uiMagic = SG_MAGIC;
unsigned int uiSaved;
#ifdef _DEBUG
int i;
unsigned long *pTest;
pTest = (unsigned long *) pvData;
for (i=0; i<iLength/4; i++, pTest++)
{
if(*pTest == 0xcdcdcdcd)
{
assert(0);
}
if(*pTest == 0xdddddddd)
{
assert(0);
}
}
#endif
Com_DPrintf("Attempting write of chunk %s length %d\n", SG_GetChidText(chid), iLength);
// only write data out if we're not in test mode....
//
if (!sv_testsave->value)
{
uiCksum = Com_BlockChecksum (pvData, iLength);
uiSaved = FS_Write(&chid, sizeof(chid), fhSaveGame);
byte *pbCompressedData = NULL;
int iCompressedLength = CompressMem((byte*)pvData, iLength, pbCompressedData);
if (iCompressedLength != -1)
{
// compressed... (write length field out as -ve)
//
iLength = -iLength;
uiSaved += FS_Write(&iLength, sizeof(iLength), fhSaveGame);
iLength = -iLength;
//
// CRC...
//
uiSaved += FS_Write(&uiCksum, sizeof(uiCksum), fhSaveGame);
//
// [compressed length]
//
uiSaved += FS_Write(&iCompressedLength, sizeof(iCompressedLength), fhSaveGame);
//
// compressed data...
//
uiSaved += FS_Write(pbCompressedData, iCompressedLength, fhSaveGame);
//
// magic...
//
uiSaved += FS_Write(&uiMagic, sizeof(uiMagic), fhSaveGame);
if (uiSaved != sizeof(chid) + sizeof(iLength) + sizeof(uiCksum) + sizeof(iCompressedLength) + iCompressedLength + sizeof(uiMagic))
{
Com_Printf(S_COLOR_RED "Failed to write %s chunk\n", SG_GetChidText(chid));
return qfalse;
}
}
else
{
// uncompressed...
//
uiSaved += FS_Write(&iLength, sizeof(iLength), fhSaveGame);
//
// CRC...
//
uiSaved += FS_Write(&uiCksum, sizeof(uiCksum), fhSaveGame);
//
// uncompressed data...
//
uiSaved += FS_Write( pvData, iLength, fhSaveGame);
//
// magic...
//
uiSaved += FS_Write(&uiMagic, sizeof(uiMagic), fhSaveGame);
if (uiSaved != sizeof(chid) + sizeof(iLength) + sizeof(uiCksum) + iLength + sizeof(uiMagic))
{
Com_Printf(S_COLOR_RED "Failed to write %s chunk\n", SG_GetChidText(chid));
return qfalse;
}
}
#ifdef SG_PROFILE
save_info[chid].Add(iLength);
#endif
}
return qtrue;
}
// Pass in pvAddress (or NULL if you want memory to be allocated)
// if pvAddress==NULL && ppvAddressPtr == NULL then the block is discarded/skipped.
//
// If iLength==0 then it counts as a query, else it must match the size found in the file
//
// function doesn't return if error (uses ERR_DROP), unless "qbSGReadIsTestOnly == qtrue", then NZ return = success
//
static int SG_Read_Actual(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr, qboolean bChunkIsOptional)
{
unsigned int uiLoadedCksum, uiCksum;
unsigned int uiLoadedMagic;
unsigned int uiLoadedLength;
unsigned long ulLoadedChid;
int uiLoaded;
char sChidText1[MAX_QPATH];
char sChidText2[MAX_QPATH];
qboolean qbTransient = qfalse;
Com_DPrintf("Attempting read of chunk %s length %d\n", SG_GetChidText(chid), iLength);
// Load in chid and length...
//
uiLoaded = FS_Read( &ulLoadedChid, sizeof(ulLoadedChid), fhSaveGame);
uiLoaded+= FS_Read( &uiLoadedLength, sizeof(uiLoadedLength),fhSaveGame);
qboolean bBlockIsCompressed = ((int)uiLoadedLength < 0);
if ( bBlockIsCompressed)
{
uiLoadedLength = -((int)uiLoadedLength);
}
// Make sure we are loading the correct chunk...
//
if( ulLoadedChid != chid)
{
if (bChunkIsOptional)
{
FS_Seek( fhSaveGame, -uiLoaded, FS_SEEK_CUR );
return 0;
}
strcpy(sChidText1, SG_GetChidText(ulLoadedChid));
strcpy(sChidText2, SG_GetChidText(chid));
if (!qbSGReadIsTestOnly)
{
Com_Error(ERR_DROP, "Loaded chunk ID (%s) does not match requested chunk ID (%s)", sChidText1, sChidText2);
}
return 0;
}
// Find length of chunk and make sure it matches the requested length...
//
if( iLength ) // .. but only if there was one specified
{
if(iLength != (int)uiLoadedLength)
{
if (!qbSGReadIsTestOnly)
{
Com_Error(ERR_DROP, "Loaded chunk (%s) has different length than requested", SG_GetChidText(chid));
}
return 0;
}
}
iLength = uiLoadedLength; // for retval
// Get checksum...
//
uiLoaded += FS_Read( &uiLoadedCksum, sizeof(uiLoadedCksum), fhSaveGame );
// alloc?...
//
if ( !pvAddress )
{
pvAddress = Z_Malloc(iLength, TAG_SAVEGAME, qfalse);
//
// Pass load address back...
//
if( ppvAddressPtr )
{
*ppvAddressPtr = pvAddress;
}
else
{
qbTransient = qtrue; // if no passback addr, mark block for skipping
}
}
// Load in data and magic number...
//
unsigned int uiCompressedLength=0;
if (bBlockIsCompressed)
{
//
// read compressed data length...
//
uiLoaded += FS_Read( &uiCompressedLength, sizeof(uiCompressedLength),fhSaveGame);
//
// alloc space...
//
byte *pTempRLEData = (byte *)Z_Malloc(uiCompressedLength, TAG_SAVEGAME, qfalse);
//
// read compressed data...
//
uiLoaded += FS_Read( pTempRLEData, uiCompressedLength, fhSaveGame );
//
// decompress it...
//
DeCompress_RLE((byte *)pvAddress, pTempRLEData, iLength);
//
// free workspace...
//
Z_Free( pTempRLEData );
}
else
{
uiLoaded += FS_Read( pvAddress, iLength, fhSaveGame );
}
uiLoaded += FS_Read( &uiLoadedMagic, sizeof(uiLoadedMagic), fhSaveGame );
// Make sure the checksums match...
//
uiCksum = Com_BlockChecksum( pvAddress, iLength );
if ( uiLoadedCksum != uiCksum)
{
if (!qbSGReadIsTestOnly)
{
Com_Error(ERR_DROP, "Failed checksum check for chunk", SG_GetChidText(chid));
}
else
{
if ( qbTransient )
{
Z_Free( pvAddress );
}
}
return 0;
}
// Make sure the terminating magic number is there and correct...
//
if( uiLoadedMagic != SG_MAGIC)
{
if (!qbSGReadIsTestOnly)
{
Com_Error(ERR_DROP, "Bad savegame magic for chunk %s", SG_GetChidText(chid));
}
else
{
if ( qbTransient )
{
Z_Free( pvAddress );
}
}
return 0;
}
// Make sure we didn't encounter any read errors...
//
if ( uiLoaded != sizeof(ulLoadedChid) + sizeof(uiLoadedLength) + sizeof(uiLoadedCksum) + (bBlockIsCompressed?sizeof(uiCompressedLength):0) + (bBlockIsCompressed?uiCompressedLength:iLength) + sizeof(uiLoadedMagic))
{
if (!qbSGReadIsTestOnly)
{
Com_Error(ERR_DROP, "Error during loading chunk %s", SG_GetChidText(chid));
}
else
{
if ( qbTransient )
{
Z_Free( pvAddress );
}
}
return 0;
}
// If we are skipping the chunk, then free the memory...
//
if ( qbTransient )
{
Z_Free( pvAddress );
}
return iLength;
}
int SG_Read(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr /* = NULL */)
{
return SG_Read_Actual(chid, pvAddress, iLength, ppvAddressPtr, qfalse ); // qboolean bChunkIsOptional
}
int SG_ReadOptional(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr /* = NULL */)
{
return SG_Read_Actual(chid, pvAddress, iLength, ppvAddressPtr, qtrue); // qboolean bChunkIsOptional
}
void SG_TestSave(void)
{
if (sv_testsave->value && sv.state == SS_GAME)
{
WriteGame (false);
ge->WriteLevel(false);
}
}
////////////////// eof ////////////////////