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ba117554b0
Since the code is extremely volatile I changed the setup so that the save is a zip file with the regular snapshot plus all added data as separate entries. This allows compressing everything properly without savegame breaking interference. Blood does not yet load its savegames, need to check.
134 lines
4 KiB
C++
134 lines
4 KiB
C++
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/*
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** compositesavegame.cpp
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** Container for savegame files with multiple sub-content
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <zlib.h>
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#include "compositesaveame.h"
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#include "file_zip.h"
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#include "resourcefile.h"
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bool WriteZip(const char *filename, TArray<FString> &filenames, TArray<FCompressedBuffer> &content);
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FileWriter &CompositeSavegameWriter::NewElement(const char *filename, bool compress)
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{
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subfilenames.Push(filename);
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isCompressed.Push(compress);
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auto bwr = new BufferWriter;
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subfiles.Push(bwr);
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return *bwr;
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}
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FCompressedBuffer CompositeSavegameWriter::CompressElement(BufferWriter *bw, bool compress)
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{
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FCompressedBuffer buff;
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auto buffer =bw->GetBuffer();
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buff.mSize = buffer->Size();
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buff.mZipFlags = 0;
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buff.mCRC32 = crc32(0, (const Bytef*)buffer->Data(), buffer->Size());
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uint8_t *compressbuf = new uint8_t[buff.mSize+1];
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z_stream stream;
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int err;
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stream.next_in = (Bytef *)buffer->Data();
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stream.avail_in = buff.mSize;
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stream.next_out = (Bytef*)compressbuf;
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stream.avail_out = buff.mSize;
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stream.zalloc = (alloc_func)0;
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stream.zfree = (free_func)0;
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stream.opaque = (voidpf)0;
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if (!compress) goto error;
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// create output in zip-compatible form as required by FCompressedBuffer
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err = deflateInit2(&stream, 8, Z_DEFLATED, -15, 9, Z_DEFAULT_STRATEGY);
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if (err != Z_OK)
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{
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goto error;
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}
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err = deflate(&stream, Z_FINISH);
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if (err != Z_STREAM_END)
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{
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deflateEnd(&stream);
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goto error;
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}
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buff.mCompressedSize = stream.total_out;
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err = deflateEnd(&stream);
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if (err == Z_OK)
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{
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buff.mBuffer = new char[buff.mCompressedSize];
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buff.mMethod = METHOD_DEFLATE;
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memcpy(buff.mBuffer, compressbuf, buff.mCompressedSize);
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delete[] compressbuf;
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return buff;
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}
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error:
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if (buff.mSize) memcpy(compressbuf, buffer->Data(), buff.mSize + 1);
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buff.mBuffer = (char*)compressbuf;
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buff.mCompressedSize = buff.mSize;
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buff.mMethod = METHOD_STORED;
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return buff;
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}
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bool CompositeSavegameWriter::WriteToFile()
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{
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TArray<FCompressedBuffer> compressed(subfiles.Size(), 1);
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for (unsigned i = 0; i < subfiles.Size(); i++)
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{
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compressed[i] = CompressElement(subfiles[i], isCompressed[i]);
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}
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if (WriteZip(filename, subfilenames, compressed))
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{
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// Check whether the file is ok by trying to open it.
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//FResourceFile *test = FResourceFile::OpenResourceFile(filename, true);
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//if (test != nullptr)
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{
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Clear();
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//delete test;
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return true;
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}
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}
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Clear();
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return false;
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}
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