0ad/source/ps/SavedGame.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

305 lines
9.8 KiB
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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "SavedGame.h"
#include "graphics/GameView.h"
#include "i18n/L10n.h"
#include "lib/allocators/shared_ptr.h"
#include "lib/file/archive/archive_zip.h"
#include "lib/file/io/io.h"
#include "lib/utf8.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Mod.h"
#include "ps/Pyrogenesis.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/StructuredClone.h"
#include "simulation2/Simulation2.h"
// TODO: we ought to check version numbers when loading files
Status SavedGames::SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone)
{
// Determine the filename to save under
const VfsPath basenameFormat(L"saves/" + prefix + L"-%04d");
const VfsPath filenameFormat = basenameFormat.ChangeExtension(L".0adsave");
VfsPath filename;
// Don't make this a static global like NextNumberedFilename expects, because
// that wouldn't work when 'prefix' changes, and because it's not thread-safe
size_t nextSaveNumber = 0;
vfs::NextNumberedFilename(g_VFS, filenameFormat, nextSaveNumber, filename);
return Save(filename.Filename().string(), description, simulation, guiMetadataClone);
}
Status SavedGames::Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone)
{
ScriptRequest rq(simulation.GetScriptInterface());
// Determine the filename to save under
const VfsPath basenameFormat(L"saves/" + name);
const VfsPath filename = basenameFormat.ChangeExtension(L".0adsave");
// ArchiveWriter_Zip can only write to OsPaths, not VfsPaths,
// but we'd like to handle saved games via VFS.
// To avoid potential confusion from writing with non-VFS then
// reading the same file with VFS, we'll just write to a temporary
// non-VFS path and then load and save again via VFS,
// which is kind of a hack.
OsPath tempSaveFileRealPath;
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetDirectoryRealPath("cache/", tempSaveFileRealPath));
tempSaveFileRealPath = tempSaveFileRealPath / "temp.0adsave";
time_t now = time(NULL);
// Construct the serialized state to be saved
std::stringstream simStateStream;
if (!simulation.SerializeState(simStateStream))
WARN_RETURN(ERR::FAIL);
JS::RootedValue initAttributes(rq.cx, simulation.GetInitAttributes());
JS::RootedValue mods(rq.cx);
Script::ToJSVal(rq, &mods, g_Mods.GetEnabledModsData());
JS::RootedValue metadata(rq.cx);
Script::CreateObject(
rq,
&metadata,
"engine_version", engine_version,
"time", static_cast<double>(now),
"playerID", g_Game->GetPlayerID(),
"mods", mods,
"initAttributes", initAttributes);
JS::RootedValue guiMetadata(rq.cx);
Script::ReadStructuredClone(rq, guiMetadataClone, &guiMetadata);
// get some camera data
const CVector3D cameraPosition = g_Game->GetView()->GetCameraPosition();
const CVector3D cameraRotation = g_Game->GetView()->GetCameraRotation();
JS::RootedValue cameraMetadata(rq.cx);
Script::CreateObject(
rq,
&cameraMetadata,
"PosX", cameraPosition.X,
"PosY", cameraPosition.Y,
"PosZ", cameraPosition.Z,
"RotX", cameraRotation.X,
"RotY", cameraRotation.Y,
"Zoom", g_Game->GetView()->GetCameraZoom());
Script::SetProperty(rq, guiMetadata, "camera", cameraMetadata);
Script::SetProperty(rq, metadata, "gui", guiMetadata);
Script::SetProperty(rq, metadata, "description", description);
std::string metadataString = Script::StringifyJSON(rq, &metadata, true);
// Write the saved game as zip file containing the various components
PIArchiveWriter archiveWriter = CreateArchiveWriter_Zip(tempSaveFileRealPath, false);
if (!archiveWriter)
WARN_RETURN(ERR::FAIL);
WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)metadataString.c_str(), metadataString.length(), now, "metadata.json"));
WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)simStateStream.str().c_str(), simStateStream.str().length(), now, "simulation.dat"));
archiveWriter.reset(); // close the file
WriteBuffer buffer;
CFileInfo tempSaveFile;
WARN_RETURN_STATUS_IF_ERR(GetFileInfo(tempSaveFileRealPath, &tempSaveFile));
buffer.Reserve(tempSaveFile.Size());
WARN_RETURN_STATUS_IF_ERR(io::Load(tempSaveFileRealPath, buffer.Data().get(), buffer.Size()));
WARN_RETURN_STATUS_IF_ERR(g_VFS->CreateFile(filename, buffer.Data(), buffer.Size()));
OsPath realPath;
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath));
LOGMESSAGERENDER(g_L10n.Translate("Saved game to '%s'"), realPath.string8());
debug_printf("Saved game to '%s'\n", realPath.string8().c_str());
return INFO::OK;
}
/**
* Helper class for retrieving data from saved game archives
*/
class CGameLoader
{
NONCOPYABLE(CGameLoader);
public:
/**
* @param scriptInterface the ScriptInterface used for loading metadata.
* @param[out] savedState serialized simulation state stored as string of bytes,
* loaded from simulation.dat inside the archive.
*
* Note: We use a different approach for returning the string and the metadata JS::Value.
* We use a pointer for the string to avoid copies (efficiency). We don't use this approach
* for the metadata because it would be error prone with rooting and the stack-based rooting
* types and confusing (a chain of pointers pointing to other pointers).
*/
CGameLoader(const ScriptInterface& scriptInterface, std::string* savedState) :
m_ScriptInterface(scriptInterface),
m_SavedState(savedState)
{
ScriptRequest rq(scriptInterface);
m_Metadata.init(rq.cx);
}
static void ReadEntryCallback(const VfsPath& pathname, const CFileInfo& fileInfo, PIArchiveFile archiveFile, uintptr_t cbData)
{
((CGameLoader*)cbData)->ReadEntry(pathname, fileInfo, archiveFile);
}
void ReadEntry(const VfsPath& pathname, const CFileInfo& fileInfo, PIArchiveFile archiveFile)
{
if (pathname == L"metadata.json")
{
std::string buffer;
buffer.resize(fileInfo.Size());
WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)buffer.data()), buffer.size()));
Script::ParseJSON(ScriptRequest(m_ScriptInterface), buffer, &m_Metadata);
}
else if (pathname == L"simulation.dat" && m_SavedState)
{
m_SavedState->resize(fileInfo.Size());
WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)m_SavedState->data()), m_SavedState->size()));
}
}
JS::Value GetMetadata()
{
return m_Metadata.get();
}
private:
const ScriptInterface& m_ScriptInterface;
JS::PersistentRooted<JS::Value> m_Metadata;
std::string* m_SavedState;
};
Status SavedGames::Load(const std::wstring& name, const ScriptInterface& scriptInterface, JS::MutableHandleValue metadata, std::string& savedState)
{
// Determine the filename to load
const VfsPath basename(L"saves/" + name);
const VfsPath filename = basename.ChangeExtension(L".0adsave");
// Don't crash just because file isn't found, this can happen if the file is deleted from the OS
if (!VfsFileExists(filename))
return ERR::FILE_NOT_FOUND;
OsPath realPath;
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath));
PIArchiveReader archiveReader = CreateArchiveReader_Zip(realPath);
if (!archiveReader)
WARN_RETURN(ERR::FAIL);
CGameLoader loader(scriptInterface, &savedState);
WARN_RETURN_STATUS_IF_ERR(archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader));
metadata.set(loader.GetMetadata());
return INFO::OK;
}
JS::Value SavedGames::GetSavedGames(const ScriptInterface& scriptInterface)
{
TIMER(L"GetSavedGames");
ScriptRequest rq(scriptInterface);
JS::RootedValue games(rq.cx);
Script::CreateArray(rq, &games);
Status err;
VfsPaths pathnames;
err = vfs::GetPathnames(g_VFS, "saves/", L"*.0adsave", pathnames);
WARN_IF_ERR(err);
for (size_t i = 0; i < pathnames.size(); ++i)
{
OsPath realPath;
err = g_VFS->GetRealPath(pathnames[i], realPath);
if (err < 0)
{
DEBUG_WARN_ERR(err);
continue; // skip this file
}
PIArchiveReader archiveReader = CreateArchiveReader_Zip(realPath);
if (!archiveReader)
{
// Triggered by e.g. the file being open in another program
LOGWARNING("Failed to read saved game '%s'", realPath.string8());
continue; // skip this file
}
CGameLoader loader(scriptInterface, NULL);
err = archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader);
if (err < 0)
{
DEBUG_WARN_ERR(err);
continue; // skip this file
}
JS::RootedValue metadata(rq.cx, loader.GetMetadata());
JS::RootedValue game(rq.cx);
Script::CreateObject(
rq,
&game,
"id", pathnames[i].Basename(),
"metadata", metadata);
Script::SetPropertyInt(rq, games, i, game);
}
return games;
}
bool SavedGames::DeleteSavedGame(const std::wstring& name)
{
const VfsPath basename(L"saves/" + name);
const VfsPath filename = basename.ChangeExtension(L".0adsave");
OsPath realpath;
// Make sure it exists in VFS and find its path
if (!VfsFileExists(filename) || g_VFS->GetOriginalPath(filename, realpath) != INFO::OK)
return false; // Error
// Remove from VFS
if (g_VFS->RemoveFile(filename) != INFO::OK)
return false; // Error
// Delete actual file
if (wunlink(realpath) != 0)
return false; // Error
// Successfully deleted file
return true;
}