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