yquake2remaster/src/server/sv_save.c
Yamagi Burmeister 37ea3e1d58 Introduce a wrapper Q_fopen() and replace fopen() with it.
On Unix platforms unicode is implemented through UTF-8 which is
transparent for applications. But on Windows a UTF-16 dialect is
used which needs alteration at application side. This wrapper is
another step to unicode support on Windows, now we can replace
fopen() by a function that converts our internal UTF-8 pathes to
Windows UTF-16 dialect.

This is a noop for Unix platforms. The Windows build is broken,
the compiler errors out in shared.h. This will be fixed in a
later commit.

Caveats:
* fopen() calls in 3rd party code (std_* and unzip) are not replaced.
  This may become a problem. We need to check that.
* In the Unix specific code fopen() isn't replaced since it's not
  necessayry.
2018-02-05 07:43:26 +01:00

447 lines
8.8 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program 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 2 of the License, or (at
* your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Serverside savegame code.
*
* =======================================================================
*/
#include "header/server.h"
void CM_ReadPortalState(fileHandle_t f);
/*
* Delete save/<XXX>/
*/
void
SV_WipeSavegame(char *savename)
{
char name[MAX_OSPATH];
char *s;
Com_DPrintf("SV_WipeSaveGame(%s)\n", savename);
Com_sprintf(name, sizeof(name), "%s/save/%s/server.ssv",
FS_Gamedir(), savename);
remove(name);
Com_sprintf(name, sizeof(name), "%s/save/%s/game.ssv",
FS_Gamedir(), savename);
remove(name);
Com_sprintf(name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir(), savename);
s = Sys_FindFirst(name, 0, 0);
while (s)
{
remove(s);
s = Sys_FindNext(0, 0);
}
Sys_FindClose();
Com_sprintf(name, sizeof(name), "%s/save/%s/*.sv2", FS_Gamedir(), savename);
s = Sys_FindFirst(name, 0, 0);
while (s)
{
remove(s);
s = Sys_FindNext(0, 0);
}
Sys_FindClose();
}
void
CopyFile(char *src, char *dst)
{
FILE *f1, *f2;
size_t l;
byte buffer[65536];
Com_DPrintf("CopyFile (%s, %s)\n", src, dst);
f1 = Q_fopen(src, "rb");
if (!f1)
{
return;
}
f2 = Q_fopen(dst, "wb");
if (!f2)
{
fclose(f1);
return;
}
while (1)
{
l = fread(buffer, 1, sizeof(buffer), f1);
if (!l)
{
break;
}
fwrite(buffer, 1, l, f2);
}
fclose(f1);
fclose(f2);
}
void
SV_CopySaveGame(char *src, char *dst)
{
char name[MAX_OSPATH], name2[MAX_OSPATH];
size_t l, len;
char *found;
Com_DPrintf("SV_CopySaveGame(%s, %s)\n", src, dst);
SV_WipeSavegame(dst);
/* copy the savegame over */
Com_sprintf(name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir(), src);
Com_sprintf(name2, sizeof(name2), "%s/save/%s/server.ssv", FS_Gamedir(), dst);
FS_CreatePath(name2);
CopyFile(name, name2);
Com_sprintf(name, sizeof(name), "%s/save/%s/game.ssv", FS_Gamedir(), src);
Com_sprintf(name2, sizeof(name2), "%s/save/%s/game.ssv", FS_Gamedir(), dst);
CopyFile(name, name2);
Com_sprintf(name, sizeof(name), "%s/save/%s/", FS_Gamedir(), src);
len = strlen(name);
Com_sprintf(name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir(), src);
found = Sys_FindFirst(name, 0, 0);
while (found)
{
strcpy(name + len, found + len);
Com_sprintf(name2, sizeof(name2), "%s/save/%s/%s",
FS_Gamedir(), dst, found + len);
CopyFile(name, name2);
/* change sav to sv2 */
l = strlen(name);
strcpy(name + l - 3, "sv2");
l = strlen(name2);
strcpy(name2 + l - 3, "sv2");
CopyFile(name, name2);
found = Sys_FindNext(0, 0);
}
Sys_FindClose();
}
void
SV_WriteLevelFile(void)
{
char name[MAX_OSPATH];
FILE *f;
Com_DPrintf("SV_WriteLevelFile()\n");
Com_sprintf(name, sizeof(name), "%s/save/current/%s.sv2",
FS_Gamedir(), sv.name);
f = Q_fopen(name, "wb");
if (!f)
{
Com_Printf("Failed to open %s\n", name);
return;
}
fwrite(sv.configstrings, sizeof(sv.configstrings), 1, f);
CM_WritePortalState(f);
fclose(f);
Com_sprintf(name, sizeof(name), "%s/save/current/%s.sav",
FS_Gamedir(), sv.name);
ge->WriteLevel(name);
}
void
SV_ReadLevelFile(void)
{
char name[MAX_OSPATH];
fileHandle_t f;
Com_DPrintf("SV_ReadLevelFile()\n");
Com_sprintf(name, sizeof(name), "save/current/%s.sv2", sv.name);
FS_FOpenFile(name, &f, true);
if (!f)
{
Com_Printf("Failed to open %s\n", name);
return;
}
FS_Read(sv.configstrings, sizeof(sv.configstrings), f);
CM_ReadPortalState(f);
FS_FCloseFile(f);
Com_sprintf(name, sizeof(name), "%s/save/current/%s.sav",
FS_Gamedir(), sv.name);
ge->ReadLevel(name);
}
void
SV_WriteServerFile(qboolean autosave)
{
FILE *f;
cvar_t *var;
char name[MAX_OSPATH], string[128];
char comment[32];
time_t aclock;
struct tm *newtime;
Com_DPrintf("SV_WriteServerFile(%s)\n", autosave ? "true" : "false");
Com_sprintf(name, sizeof(name), "%s/save/current/server.ssv", FS_Gamedir());
f = Q_fopen(name, "wb");
if (!f)
{
Com_Printf("Couldn't write %s\n", name);
return;
}
/* write the comment field */
memset(comment, 0, sizeof(comment));
if (!autosave)
{
time(&aclock);
newtime = localtime(&aclock);
Com_sprintf(comment, sizeof(comment), "%2i:%i%i %2i/%2i ",
newtime->tm_hour, newtime->tm_min / 10,
newtime->tm_min % 10, newtime->tm_mon + 1,
newtime->tm_mday);
Q_strlcat(comment, sv.configstrings[CS_NAME], sizeof(comment));
}
else
{
/* autosaved */
Com_sprintf(comment, sizeof(comment), "ENTERING %s",
sv.configstrings[CS_NAME]);
}
fwrite(comment, 1, sizeof(comment), f);
/* write the mapcmd */
fwrite(svs.mapcmd, 1, sizeof(svs.mapcmd), f);
/* write all CVAR_LATCH cvars
these will be things like coop,
skill, deathmatch, etc */
for (var = cvar_vars; var; var = var->next)
{
char cvarname[LATCH_CVAR_SAVELENGTH] = {0};
if (!(var->flags & CVAR_LATCH))
{
continue;
}
if ((strlen(var->name) >= sizeof(cvarname) - 1) ||
(strlen(var->string) >= sizeof(string) - 1))
{
Com_Printf("Cvar too long: %s = %s\n", var->name, var->string);
continue;
}
memset(string, 0, sizeof(string));
strcpy(cvarname, var->name);
strcpy(string, var->string);
fwrite(cvarname, 1, sizeof(cvarname), f);
fwrite(string, 1, sizeof(string), f);
}
fclose(f);
/* write game state */
Com_sprintf(name, sizeof(name), "%s/save/current/game.ssv", FS_Gamedir());
ge->WriteGame(name, autosave);
}
void
SV_ReadServerFile(void)
{
fileHandle_t f;
char name[MAX_OSPATH], string[128];
char comment[32];
char mapcmd[MAX_TOKEN_CHARS];
Com_DPrintf("SV_ReadServerFile()\n");
Com_sprintf(name, sizeof(name), "save/current/server.ssv");
FS_FOpenFile(name, &f, true);
if (!f)
{
Com_Printf("Couldn't read %s\n", name);
return;
}
/* read the comment field */
FS_Read(comment, sizeof(comment), f);
/* read the mapcmd */
FS_Read(mapcmd, sizeof(mapcmd), f);
/* read all CVAR_LATCH cvars
these will be things like
coop, skill, deathmatch, etc */
while (1)
{
char cvarname[LATCH_CVAR_SAVELENGTH] = {0};
if (!FS_FRead(cvarname, 1, sizeof(cvarname), f))
{
break;
}
FS_Read(string, sizeof(string), f);
Com_DPrintf("Set %s = %s\n", cvarname, string);
Cvar_ForceSet(cvarname, string);
}
FS_FCloseFile(f);
/* start a new game fresh with new cvars */
SV_InitGame();
strcpy(svs.mapcmd, mapcmd);
/* read game state */
Com_sprintf(name, sizeof(name), "%s/save/current/game.ssv", FS_Gamedir());
ge->ReadGame(name);
}
void
SV_Loadgame_f(void)
{
char name[MAX_OSPATH];
FILE *f;
char *dir;
if (Cmd_Argc() != 2)
{
Com_Printf("USAGE: loadgame <directory>\n");
return;
}
Com_Printf("Loading game...\n");
dir = Cmd_Argv(1);
if (strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\"))
{
Com_Printf("Bad savedir.\n");
}
/* make sure the server.ssv file exists */
Com_sprintf(name, sizeof(name), "%s/save/%s/server.ssv",
FS_Gamedir(), Cmd_Argv(1));
f = Q_fopen(name, "rb");
if (!f)
{
Com_Printf("No such savegame: %s\n", name);
return;
}
fclose(f);
SV_CopySaveGame(Cmd_Argv(1), "current");
SV_ReadServerFile();
/* go to the map */
sv.state = ss_dead; /* don't save current level when changing */
SV_Map(false, svs.mapcmd, true);
}
void
SV_Savegame_f(void)
{
char *dir;
if (sv.state != ss_game)
{
Com_Printf("You must be in a game to save.\n");
return;
}
if (Cmd_Argc() != 2)
{
Com_Printf("USAGE: savegame <directory>\n");
return;
}
if (Cvar_VariableValue("deathmatch"))
{
Com_Printf("Can't savegame in a deathmatch\n");
return;
}
if (!strcmp(Cmd_Argv(1), "current"))
{
Com_Printf("Can't save to 'current'\n");
return;
}
if ((maxclients->value == 1) &&
(svs.clients[0].edict->client->ps.stats[STAT_HEALTH] <= 0))
{
Com_Printf("\nCan't savegame while dead!\n");
return;
}
dir = Cmd_Argv(1);
if (strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\"))
{
Com_Printf("Bad savedir.\n");
}
Com_Printf("Saving game...\n");
/* archive current level, including all client edicts.
when the level is reloaded, they will be shells awaiting
a connecting client */
SV_WriteLevelFile();
/* save server state */
SV_WriteServerFile(false);
/* copy it off */
SV_CopySaveGame("current", dir);
Com_Printf("Done.\n");
}