- cleanup of savegame framework

This commit is contained in:
Christoph Oelckers 2021-04-19 00:00:09 +02:00
parent 97d8aee2e8
commit c17ec5fa45
8 changed files with 51 additions and 337 deletions

View file

@ -1060,7 +1060,6 @@ set (PCH_SOURCES
core/initfs.cpp
core/statistics.cpp
core/secrets.cpp
core/compositesavegame.cpp
core/savegamehelp.cpp
core/precache.cpp
core/quotes.cpp

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@ -1,44 +0,0 @@
#pragma once
#include <assert.h>
#include "files.h"
#include "zstring.h"
#include "tarray.h"
#include "resourcefile.h"
class CompositeSavegameWriter
{
FString filename;
TDeletingArray<BufferWriter*> subfiles;
TArray<FCompressedBuffer> subbuffers;
TArray<FString> subfilenames;
TArray<bool> isCompressed;
FCompressedBuffer CompressElement(BufferWriter* element, bool compress);
public:
void Clear()
{
for (auto& b : subbuffers) b.Clean();
isCompressed.Clear();
subfilenames.Clear();
subfiles.DeleteAndClear();
subbuffers.Clear();
filename = "";
}
void SetFileName(const char* fn)
{
filename = fn;
}
void SetFileName(const FString& fn)
{
filename = fn;
}
~CompositeSavegameWriter()
{
assert(subfiles.Size() == 0); // must be written out.
}
FileWriter& NewElement(const char* filename, bool compress = true);
void AddCompressedElement(const char* filename, FCompressedBuffer& buffer);
bool WriteToFile();
};

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@ -1,155 +0,0 @@
/*
** 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 <zlib.h>
#include "compositesaveame.h"
#include "file_zip.h"
#include "resourcefile.h"
#include "m_png.h"
#include "gamecontrol.h"
bool WriteZip(const char *filename, TArray<FString> &filenames, TArray<FCompressedBuffer> &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<FCompressedBuffer> 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;
}

View file

@ -33,7 +33,6 @@
**
*/
#include "compositesaveame.h"
#include "savegamehelp.h"
#include "gstrings.h"
#include "i_specialpaths.h"
@ -56,14 +55,14 @@
#include "gamestate.h"
#include "razemenu.h"
#include "interpolate.h"
#include <zlib.h>
sectortype sectorbackup[MAXSECTORS];
walltype wallbackup[MAXWALLS];
static CompositeSavegameWriter savewriter;
static FResourceFile *savereader;
void WriteSavePic(FileWriter* file, int width, int height);
bool WriteZip(const char* filename, TArray<FString>& filenames, TArray<FCompressedBuffer>& content);
extern FString BackupSaveGame;
void SerializeMap(FSerializer &arc);
FixedBitArray<MAXSPRITES> activeSprites;
@ -111,23 +110,21 @@ static void SerializeSession(FSerializer& arc)
//
//=============================================================================
bool ReadSavegame(const char *name)
bool ReadSavegame(const char* name)
{
if (savereader) delete savereader;
savereader = FResourceFile::OpenResourceFile(name, true, true);
auto savereader = FResourceFile::OpenResourceFile(name, true, true);
if (savereader != nullptr)
{
auto file = ReadSavegameChunk("info.json");
if (!file.isOpen())
auto lump = savereader->FindLump("info.json");
if (!lump)
{
FinishSavegameRead();
delete savereader;
return false;
}
auto file = lump->NewReader();
if (G_ValidateSavegame(file, nullptr, false) <= 0)
{
FinishSavegameRead();
delete savereader;
return false;
}
@ -135,6 +132,7 @@ bool ReadSavegame(const char *name)
FResourceLump* info = savereader->FindLump("session.json");
if (info == nullptr)
{
delete savereader;
return false;
}
@ -142,40 +140,19 @@ bool ReadSavegame(const char *name)
FSerializer arc;
if (!arc.OpenReader((const char*)data, info->LumpSize))
{
delete savereader;
info->Unlock();
return false;
}
info->Unlock();
// Load system-side data from savegames.
// Load the savegame.
loadMapBackup(currentLevel->fileName);
SerializeSession(arc);
delete savereader;
return true;
}
return savereader != nullptr;
}
FileWriter *WriteSavegameChunk(const char *name)
{
return &savewriter.NewElement(name);
}
void AddCompressedSavegameChunk(const char* name, FCompressedBuffer& buffer)
{
savewriter.AddCompressedElement(name, buffer);
}
FileReader ReadSavegameChunk(const char *name)
{
if (!savereader) return FileReader();
auto lump = savereader->FindLump(name);
if (!lump) return FileReader();
return lump->NewReader();
}
void FinishSavegameRead()
{
delete savereader;
savereader = nullptr;
return false;
}
CVAR(Bool, save_formatted, false, 0) // should be set to false once the conversion is done
@ -188,15 +165,9 @@ CVAR(Bool, save_formatted, false, 0) // should be set to false once the conversi
bool WriteSavegame(const char* filename, const char *name)
{
savewriter.Clear();
savewriter.SetFileName(filename);
BufferWriter savepic;
FSerializer savegameinfo; // this is for displayable info about the savegame.
FSerializer savegamesession; // saved game session settings.
FSerializer savegameengine; // saved play state.
savegameinfo.OpenWriter(true);
savegameengine.OpenWriter(save_formatted);
char buf[100];
mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
@ -205,6 +176,7 @@ bool WriteSavegame(const char* filename, const char *name)
FStringf timeStr("%02d:%02d", gs.timesecnd / 60, gs.timesecnd % 60);
auto lev = currentLevel;
savegameinfo.OpenWriter(true);
savegameinfo.AddString("Software", buf)
("Save Version", savesig.currentsavever)
.AddString("Engine", savesig.savesig)
@ -226,30 +198,48 @@ bool WriteSavegame(const char* filename, const char *name)
if (mapcname) savegameinfo.AddString("Map Resource", mapcname);
else
{
savewriter.Clear();
return false; // this should never happen. Saving on a map that isn't present is impossible.
}
}
auto buff = savegameinfo.GetCompressedOutput();
AddCompressedSavegameChunk("info.json", buff);
// Handle system-side modules that need to persist data in savegames here, in a central place.
// Save the game state
savegamesession.OpenWriter(save_formatted);
SerializeSession(savegamesession);
buff = savegamesession.GetCompressedOutput();
AddCompressedSavegameChunk("session.json", buff);
auto picfile = WriteSavegameChunk("savepic.png");
WriteSavePic(picfile, 240, 180);
WriteSavePic(&savepic, 240, 180);
mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
// put some basic info into the PNG so that this isn't lost when the image gets extracted.
M_AppendPNGText(picfile, "Software", buf);
M_AppendPNGText(picfile, "Title", name);
M_AppendPNGText(picfile, "Current Map", lev->labelName);
M_FinishPNG(picfile);
return savewriter.WriteToFile();
M_AppendPNGText(&savepic, "Software", buf);
M_AppendPNGText(&savepic, "Title", name);
M_AppendPNGText(&savepic, "Current Map", lev->labelName);
M_FinishPNG(&savepic);
auto picdata = savepic.GetBuffer();
FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), METHOD_STORED, 0, static_cast<unsigned int>(crc32(0, &(*picdata)[0], picdata->Size())), (char*)&(*picdata)[0] };
TArray<FCompressedBuffer> savegame_content;
TArray<FString> savegame_filenames;
savegame_content.Push(bufpng);
savegame_filenames.Push("savepic.png");
savegame_content.Push(savegameinfo.GetCompressedOutput());
savegame_filenames.Push("info.json");
savegame_content.Push(savegamesession.GetCompressedOutput());
savegame_filenames.Push("session.json");
if (WriteZip(filename, savegame_filenames, savegame_content))
{
// Check whether the file is ok by trying to open it.
FResourceFile* test = FResourceFile::OpenResourceFile(filename, true);
if (test != nullptr)
{
delete test;
return true;
}
}
return false;
}
//=============================================================================
@ -430,23 +420,6 @@ FString G_BuildSaveName (const char *prefix)
#include "build.h"
#include "mmulti.h"
static const int magic = 0xbeefcafe;
void WriteMagic(FileWriter *fw)
{
fw->Write(&magic, 4);
}
void CheckMagic(FileReader& fr)
{
int m = 0;
fr.Read(&m, 4);
assert(m == magic);
#ifndef _DEBUG
if (m != magic) I_Error("Savegame corrupt");
#endif
}
#define V(x) x
static spritetype zsp;
static spriteext_t zspx;

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@ -5,11 +5,6 @@
extern FixedBitArray<MAXSPRITES> activeSprites;
FileWriter *WriteSavegameChunk(const char *name);
FileReader ReadSavegameChunk(const char *name);
void FinishSavegameRead();
// Savegame utilities
class FileReader;

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@ -27,8 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#ifndef INTERPSO_H
#define INTERPSO_H
#include "mfile.h"
BEGIN_SW_NS
extern int32_t so_numinterpolations;

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@ -1,52 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "compat.h"
#include "savegamehelp.h"
BEGIN_SW_NS
typedef FileWriter* MFILE_WRITE;
typedef FileReader* MFILE_READ;
inline size_t MREAD(void* buf, size_t size, size_t nelem, FileReader* handle)
{
return handle->Read(buf, size * nelem) / size;
}
inline size_t MWRITE(void* buf, size_t size, size_t nelem, FileWriter* handle)
{
return handle->Write(buf, size * nelem) / size;
}
inline void MCLOSE_READ(FileReader* handle)
{
handle->Close();
FinishSavegameRead();
}
END_SW_NS

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@ -1210,8 +1210,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, TRACK& w, TRACK* d
int size = w.NumPoints ? w.NumPoints : 1;
w.TrackPoint = (TRACK_POINT*)CallocMem(sizeof(TRACK_POINT), size);
}
if (w.NumPoints > 0) arc.Array("points", w.TrackPoint, w.NumPoints)
.EndObject();
if (w.NumPoints > 0) arc.Array("points", w.TrackPoint, w.NumPoints);
arc.EndObject();
}
return arc;
}
@ -1233,7 +1233,7 @@ void GameInterface::SerializeGameState(FSerializer& arc)
SerializeSectUser(arc);
so_serializeinterpolations(arc);
arc("numplayers", numplayers)
.Array("players", Player, numplayers)
.Array("players", Player, numplayers)
("skill", Skill)
("screenpeek", screenpeek)
("randomseed", randomseed)
@ -1272,8 +1272,8 @@ void GameInterface::SerializeGameState(FSerializer& arc)
("serpwasseen", serpwasseen)
("sumowasseen", sumowasseen)
("zillawasseen", zillawasseen)
.Array("BossSpriteNum", BossSpriteNum, 3)
.Array("tracks", Track, countof(Track))
.Array("BossSpriteNum", BossSpriteNum, 3);
arc.Array("tracks", Track, countof(Track))
;
postSerializePanelSprites(arc);
arc.EndObject();