mirror of
https://github.com/ZDoom/Raze.git
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985e441d80
Now everything is in place to transition the rest of the savegame code as well.
155 lines
4.4 KiB
C++
155 lines
4.4 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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#include "m_png.h"
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#include "gamecontrol.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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FCompressedBuffer b{};
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subfilenames.Push(filename);
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subbuffers.Push(b);
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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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void CompositeSavegameWriter::AddCompressedElement(const char* filename, FCompressedBuffer& buffer)
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{
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subfilenames.Push(filename);
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subbuffers.Push(buffer);
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buffer = {};
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subfiles.Push(nullptr);
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isCompressed.Push(true);
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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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if (subfiles.Size() == 0) return false;
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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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if (subfiles[i])
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compressed[i] = CompressElement(subfiles[i], isCompressed[i]);
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else
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{
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compressed[i] = subbuffers[i];
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subbuffers[i] = {};
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}
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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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