raze/source/core/compositesavegame.cpp
Christoph Oelckers e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00

155 lines
4.4 KiB
C++

/*
** 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;
}