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#include "SaveLoad.h"
#include "ServerApp.h"
#include "../Empire/Empire.h"
#include "../Empire/EmpireManager.h"
#include "../universe/Species.h"
#include "../util/Directories.h"
#include "../util/base64_filter.h"
#include "../util/i18n.h"
#include "../util/Logger.h"
#include "../util/OptionsDB.h"
#include "../util/Order.h"
#include "../util/OrderSet.h"
#include "../util/SaveGamePreviewUtils.h"
#include "../util/Serialize.h"
#include "../util/ScopedTimer.h"
#include "../combat/CombatLogManager.h"
#include <boost/filesystem/fstream.hpp>
#include <boost/serialization/array.hpp>
#include <boost/serialization/deque.hpp>
#include <boost/serialization/list.hpp>
#include <boost/serialization/map.hpp>
#include <boost/serialization/set.hpp>
#include <boost/serialization/vector.hpp>
#include <boost/date_time/posix_time/posix_time.hpp>
#include <boost/iostreams/filter/counter.hpp>
#include <boost/iostreams/filter/zlib.hpp>
#include <boost/iostreams/filtering_stream.hpp>
#include <boost/iostreams/copy.hpp>
#include <boost/iostreams/device/back_inserter.hpp>
#include <boost/iostreams/stream.hpp>
#include <boost/thread.hpp>
#include <boost/serialization/shared_ptr.hpp>
namespace fs = boost::filesystem;
namespace {
void CompileSaveGamePreviewData(const ServerSaveGameData& server_save_game_data,
const std::vector<PlayerSaveGameData>& player_save_game_data,
const std::map<int, SaveGameEmpireData>& empire_save_game_data,
SaveGamePreviewData& preview)
{
// First compile the non-player related data
preview.current_turn = server_save_game_data.current_turn;
preview.number_of_empires = static_cast<decltype(preview.number_of_empires)>(empire_save_game_data.size());
preview.save_time = boost::posix_time::to_iso_extended_string(boost::posix_time::second_clock::local_time());
DebugLogger() << "CompileSaveGamePreviewData(...) player_save_game_data size: " << player_save_game_data.size();
if (player_save_game_data.empty()) {
preview.main_player_name = UserString("NO_PLAYERS");
preview.main_player_empire_name = UserString("NO_EMPIRE");
} else {
// Consider the first player the main player
const PlayerSaveGameData* player = &player_save_game_data.front();
// If there are human players, the first of them should be the main player
int16_t humans = 0;
for (const PlayerSaveGameData& psgd : player_save_game_data) {
if (psgd.client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER) {
if (player->client_type != Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER &&
player->client_type != Networking::ClientType::CLIENT_TYPE_HUMAN_OBSERVER &&
player->client_type != Networking::ClientType::CLIENT_TYPE_HUMAN_MODERATOR)
{
player = &psgd;
}
++humans;
}
}
preview.main_player_name = player->name;
preview.number_of_human_players = humans;
// Find the empire of the player, if it has one
auto empire = empire_save_game_data.find(player->empire_id);
if (empire != empire_save_game_data.end()) {
preview.main_player_empire_name = empire->second.empire_name;
preview.main_player_empire_colour = empire->second.color;
}
}
}
const std::string UNABLE_TO_OPEN_FILE("Unable to open file");
const std::string XML_COMPRESSED_MARKER("zlib-xml");
const std::string XML_COMPRESSED_BASE64_MARKER("zb64-xml");
const std::string XML_DIRECT_MARKER("raw-xml");
const std::string BINARY_MARKER("binary");
}
std::map<int, SaveGameEmpireData> CompileSaveGameEmpireData(const EmpireManager& empires) {
std::map<int, SaveGameEmpireData> retval;
for (const auto& [empire_id, empire] : empires) {
retval.emplace(std::piecewise_construct,
std::forward_as_tuple(empire_id),
std::forward_as_tuple(empire_id, empire->Name(), empire->PlayerName(),
empire->Color(), empire->IsAuthenticated(),
empire->Eliminated(), empire->Won()));
}
return retval;
}
namespace {
consteval std::size_t Pow(std::size_t base, std::size_t exp) noexcept {
std::size_t retval = 1;
while (exp--)
retval *= base;
return retval;
}
static_assert(Pow(3,4) == 81);
static_assert(Pow(0,100) == 0);
static_assert(Pow(2,10) == 1024);
static_assert(Pow(6234834,0) == 1);
static_assert(Pow(0,0) == 1);
}
int SaveGame(const std::string& filename, const ServerSaveGameData& server_save_game_data,
const std::vector<PlayerSaveGameData>& player_save_game_data, const Universe& universe,
const EmpireManager& empire_manager, const SpeciesManager& species_manager,
const CombatLogManager& combat_log_manager, GalaxySetupData galaxy_setup_data,
bool multiplayer)
{
SectionedScopedTimer timer("SaveGame");
bool use_binary = GetOptionsDB().Get<bool>("save.format.binary.enabled");
bool use_zlib_for_zml = GetOptionsDB().Get<bool>("save.format.xml.zlib.enabled");
DebugLogger() << "SaveGame(" << (use_binary ? "binary" : (use_zlib_for_zml ? "zlib-xml" : "raw-xml")) << ") filename: " << filename;
GlobalSerializationEncodingForEmpire() = ALL_EMPIRES;
DebugLogger() << "Compiling save empire and preview data";
timer.EnterSection("compiling data");
auto empire_save_game_data = CompileSaveGameEmpireData(empire_manager);
SaveGamePreviewData save_preview_data;
CompileSaveGamePreviewData(server_save_game_data, player_save_game_data,
empire_save_game_data, save_preview_data);
// reinterpret save game data as header data for uncompressed header
std::vector<PlayerSaveHeaderData> player_save_header_data;
player_save_header_data.reserve(player_save_game_data.size());
for (const PlayerSaveGameData& psgd : player_save_game_data)
player_save_header_data.push_back(psgd);
int bytes_written = 0;
std::streampos pos_before_writing;
try {
timer.EnterSection("path management");
fs::path path = FilenameToPath(filename);
// A relative path should be relative to the save directory.
if (path.is_relative()) {
path = (multiplayer ? GetServerSaveDir() : GetSaveDir()) / path;
DebugLogger() << "Made save path relative to save dir. Is now: " << path;
}
if (multiplayer) {
// Make sure the path points into our save directory
if (!IsInDir(GetServerSaveDir(), path.parent_path())) {
WarnLogger() << "Path \"" << path << "\" is not in server save directory.";
path = GetServerSaveDir() / path.filename();
WarnLogger() << "Path changed to \"" << path << "\"";
} else {
try {
// ensure save directory exists
if (!exists(path.parent_path())) {
WarnLogger() << "Creating save directories " << path.parent_path().string();
boost::filesystem::create_directories(path.parent_path());
}
} catch (const std::exception& e) {
ErrorLogger() << "Server unable to check / create save directory: " << e.what();
}
}
}
timer.EnterSection("");
// set up output archive / stream for saving
fs::ofstream ofs(path, std::ios_base::binary);
if (!ofs)
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
pos_before_writing = ofs.tellp();
bool save_completed_as_xml = false;
galaxy_setup_data.encoding_empire = ALL_EMPIRES;
if (!use_binary) {
if (use_zlib_for_zml) {
// Attempt compressed XML serialization
try {
timer.EnterSection("xml prep / allocation");
// Two-tier serialization:
// main archive is uncompressed serialized header data first
// then contains a string for compressed second archive
// that contains the main gamestate info
save_preview_data.SetBinary(false);
save_preview_data.save_format_marker = XML_COMPRESSED_BASE64_MARKER;
// allocate buffer for serialized gamestate
DebugLogger() << "Allocating buffer for XML serialization...";
std::string compressed_str;
try {
compressed_str.reserve(Pow(2,26)-12);
}
catch (...) {
DebugLogger() << "Unable to preallocate full serialization buffers. Attempting serialization with dynamic buffer allocation.";
}
// wrap compresed buffer string in iostream::streams to receive compressed string
typedef boost::iostreams::back_insert_device<std::string> InsertDevice;
InsertDevice compressed_inserter(compressed_str);
boost::iostreams::stream<InsertDevice> c_sink(compressed_inserter);
auto counter = boost::iostreams::counter();
{
// compression-filter gamestate into compressed string
boost::iostreams::filtering_ostream o;
o.push(boost::ref(counter));
o.push(boost::iostreams::zlib_compressor());
o.push(boost::iostreams::base64_encoder());
o.push(c_sink);
timer.EnterSection("universe to xml");
{
// create archive with (preallocated) buffer...
freeorion_xml_oarchive xoa(o);
// serialize main gamestate info
timer.EnterSection("player data to xml");
xoa << BOOST_SERIALIZATION_NVP(player_save_game_data);
timer.EnterSection("empires to xml");
xoa << BOOST_SERIALIZATION_NVP(empire_manager);
timer.EnterSection("species to xml");
xoa << BOOST_SERIALIZATION_NVP(species_manager);
timer.EnterSection("combat logs to xml");
xoa << BOOST_SERIALIZATION_NVP(combat_log_manager);
timer.EnterSection("universe to xml");
Serialize(xoa, universe);
timer.EnterSection("");
}
o.flush();
}
timer.EnterSection("compression");
save_preview_data.uncompressed_text_size = counter.characters();
save_preview_data.compressed_text_size = compressed_str.size();
timer.EnterSection("headers to xml");
// write to save file: uncompressed header serialized data, with compressed main archive string at end...
freeorion_xml_oarchive xoa2(ofs);
// serialize uncompressed save header info
xoa2 << BOOST_SERIALIZATION_NVP(save_preview_data);
xoa2 << BOOST_SERIALIZATION_NVP(galaxy_setup_data);
xoa2 << BOOST_SERIALIZATION_NVP(server_save_game_data);
xoa2 << BOOST_SERIALIZATION_NVP(player_save_header_data);
xoa2 << BOOST_SERIALIZATION_NVP(empire_save_game_data);
// append compressed gamestate info
xoa2 << BOOST_SERIALIZATION_NVP(compressed_str);
timer.EnterSection("");
save_completed_as_xml = true;
} catch (...) {
save_completed_as_xml = false; // redundant, but here for clarity
}
} else {
// Attempt direct-to-disk uncompressed XML serialization
try {
save_preview_data.SetBinary(false);
save_preview_data.save_format_marker = XML_DIRECT_MARKER;
timer.EnterSection("headers to xml");
// create archive with (preallocated) buffer...
freeorion_xml_oarchive xoa(ofs);
xoa << BOOST_SERIALIZATION_NVP(save_preview_data);
xoa << BOOST_SERIALIZATION_NVP(galaxy_setup_data);
xoa << BOOST_SERIALIZATION_NVP(server_save_game_data);
xoa << BOOST_SERIALIZATION_NVP(player_save_header_data);
xoa << BOOST_SERIALIZATION_NVP(empire_save_game_data);
timer.EnterSection("gamestate to xml");
xoa << BOOST_SERIALIZATION_NVP(player_save_game_data);
xoa << BOOST_SERIALIZATION_NVP(empire_manager);
xoa << BOOST_SERIALIZATION_NVP(species_manager);
xoa << BOOST_SERIALIZATION_NVP(combat_log_manager);
Serialize(xoa, universe);
timer.EnterSection("");
save_completed_as_xml = true;
} catch (...) {
save_completed_as_xml = false; // redundant, but here for clarity
}
}
}
if (!save_completed_as_xml) {
DebugLogger() << "Creating binary oarchive";
save_preview_data.SetBinary(true);
save_preview_data.save_format_marker = BINARY_MARKER;
timer.EnterSection("headers to binary");
freeorion_bin_oarchive boa(ofs);
boa << BOOST_SERIALIZATION_NVP(save_preview_data);
boa << BOOST_SERIALIZATION_NVP(galaxy_setup_data);
boa << BOOST_SERIALIZATION_NVP(server_save_game_data);
boa << BOOST_SERIALIZATION_NVP(player_save_header_data);
boa << BOOST_SERIALIZATION_NVP(empire_save_game_data);
timer.EnterSection("gamestate to binary");
boa << BOOST_SERIALIZATION_NVP(player_save_game_data);
boa << BOOST_SERIALIZATION_NVP(empire_manager);
boa << BOOST_SERIALIZATION_NVP(species_manager);
boa << BOOST_SERIALIZATION_NVP(combat_log_manager);
Serialize(boa, universe);
timer.EnterSection("");
DebugLogger() << "Done serializing";
}
ofs.flush();
bytes_written = ofs.tellp() - pos_before_writing;
} catch (const std::exception& e) {
ErrorLogger() << UserString("UNABLE_TO_WRITE_SAVE_FILE") << " SaveGame exception: " << ": " << e.what();
throw e;
}
DebugLogger() << "SaveGame : Successfully wrote save file";
return bytes_written;
}
bool LoadGame(const std::string& filename, ServerSaveGameData& server_save_game_data,
std::vector<PlayerSaveGameData>& player_save_game_data, Universe& universe,
EmpireManager& empire_manager, SpeciesManager& species_manager,
CombatLogManager& combat_log_manager, GalaxySetupData& galaxy_setup_data)
{
SectionedScopedTimer timer("LoadGame");
// player notifications
// ToDo: isolate loading game from networking part
if (ServerApp* server = ServerApp::GetApp())
server->Networking().SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::LOADING_GAME));
GlobalSerializationEncodingForEmpire() = ALL_EMPIRES;
std::map<int, SaveGameEmpireData> ignored_save_game_empire_data;
SaveGamePreviewData ignored_save_preview_data;
std::vector<PlayerSaveHeaderData> ignored_player_save_header_data;
empire_manager.Clear();
universe.Clear();
try {
// set up input archive / stream for loading
const fs::path path = FilenameToPath(filename);
fs::ifstream ifs(path, std::ios_base::binary);
if (!ifs)
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
std::string signature(5, '\0');
if (!ifs.read(signature.data(), 5))
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
boost::iostreams::seek(ifs, 0, std::ios_base::beg);
if (strncmp(signature.c_str(), "<?xml", 5)) {
// XML file format signature not found; try as binary
freeorion_bin_iarchive ia(ifs);
DebugLogger() << "Reading binary iarchive";
timer.EnterSection("binary headers");
ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
ia >> BOOST_SERIALIZATION_NVP(galaxy_setup_data);
ia >> BOOST_SERIALIZATION_NVP(server_save_game_data);
ia >> BOOST_SERIALIZATION_NVP(ignored_player_save_header_data);
ia >> BOOST_SERIALIZATION_NVP(ignored_save_game_empire_data);
timer.EnterSection("binary player data");
ia >> BOOST_SERIALIZATION_NVP(player_save_game_data);
timer.EnterSection("binary empires");
ia >> BOOST_SERIALIZATION_NVP(empire_manager);
timer.EnterSection("binary species");
ia >> BOOST_SERIALIZATION_NVP(species_manager);
timer.EnterSection("binary combat log");
ia >> BOOST_SERIALIZATION_NVP(combat_log_manager);
timer.EnterSection("binary universe");
Deserialize(ia, universe);
DebugLogger() << "Done deserializing";
} else {
// create archive with (preallocated) buffer...
freeorion_xml_iarchive xia(ifs);
DebugLogger() << "Reading XML iarchive";
// read from save file: uncompressed header serialized data, with compressed main archive string at end...
// deserialize uncompressed save header info
timer.EnterSection("xml headers");
xia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
xia >> BOOST_SERIALIZATION_NVP(galaxy_setup_data);
xia >> BOOST_SERIALIZATION_NVP(server_save_game_data);
xia >> BOOST_SERIALIZATION_NVP(ignored_player_save_header_data);
xia >> BOOST_SERIALIZATION_NVP(ignored_save_game_empire_data);
if (ignored_save_preview_data.save_format_marker == XML_DIRECT_MARKER) {
// deserialize directly from file / disk to gamestate
timer.EnterSection("xml player data");
xia >> BOOST_SERIALIZATION_NVP(player_save_game_data);
timer.EnterSection("xml empires");
xia >> BOOST_SERIALIZATION_NVP(empire_manager);
timer.EnterSection("xml species");
xia >> BOOST_SERIALIZATION_NVP(species_manager);
timer.EnterSection("xml combat log");
xia >> BOOST_SERIALIZATION_NVP(combat_log_manager);
timer.EnterSection("xml universe");
Deserialize(xia, universe);
} else {
// assume compressed XML
if (ignored_save_preview_data.save_format_marker == XML_COMPRESSED_MARKER)
throw std::invalid_argument("Save Format Not Compatible with Boost Version " BOOST_LIB_VERSION);
timer.EnterSection("decompression");
// allocate buffer for compressed serialized gamestate
DebugLogger() << "Allocating buffer for XML deserialization...";
std::string compressed_str;
try {
if (ignored_save_preview_data.compressed_text_size > 0) {
DebugLogger() << "Based on header info for compressed state string, attempting to reserve: " << ignored_save_preview_data.compressed_text_size << " bytes";
compressed_str.reserve(ignored_save_preview_data.compressed_text_size);
} else {
compressed_str.reserve(std::pow(2.0, 26.0));
}
} catch (...) {
DebugLogger() << "Unable to preallocate full deserialization buffers. Attempting deserialization with dynamic buffer allocation.";
}
// extract compressed gamestate info
xia >> BOOST_SERIALIZATION_NVP(compressed_str);
boost::iostreams::filtering_istream zis;
zis.push(boost::iostreams::zlib_decompressor());
if (ignored_save_preview_data.save_format_marker == XML_COMPRESSED_BASE64_MARKER)
zis.push(boost::iostreams::base64_decoder());
std::istringstream is(compressed_str);
zis.push(is);
// create archive with from decompressed stream
freeorion_xml_iarchive xia2(zis);
// deserialize main gamestate info
timer.EnterSection("xml player data");
xia2 >> BOOST_SERIALIZATION_NVP(player_save_game_data);
timer.EnterSection("xml empires");
xia2 >> BOOST_SERIALIZATION_NVP(empire_manager);
timer.EnterSection("xml species");
xia2 >> BOOST_SERIALIZATION_NVP(species_manager);
timer.EnterSection("xml combat logs");
xia2 >> BOOST_SERIALIZATION_NVP(combat_log_manager);
timer.EnterSection("xml universe");
Deserialize(xia2, universe);
}
}
for (auto& entry : empire_manager)
entry.second->CheckObsoleteGameContent();
} catch (const std::exception& err) {
ErrorLogger() << "LoadGame(...) failed! Error: " << err.what();
return false;
}
DebugLogger() << "LoadGame : Successfully loaded save file: " + filename;
return true;
}
void LoadGalaxySetupData(const std::string& filename, GalaxySetupData& galaxy_setup_data) {
SaveGamePreviewData ignored_save_preview_data;
ScopedTimer timer("LoadGalaxySetupData");
try {
fs::path path = FilenameToPath(filename);
fs::ifstream ifs(path, std::ios_base::binary);
if (!ifs)
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
std::string signature(5, '\0');
if (!ifs.read(signature.data(), 5))
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
boost::iostreams::seek(ifs, 0, std::ios_base::beg);
if (strncmp(signature.c_str(), "<?xml", 5)) {
// XML file format signature not found; try as binary
DebugLogger() << "Attempting binary deserialization...";
freeorion_bin_iarchive ia(ifs);
ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
ia >> BOOST_SERIALIZATION_NVP(galaxy_setup_data);
} else {
DebugLogger() << "Attempting XML deserialization...";
freeorion_xml_iarchive ia(ifs);
ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
ia >> BOOST_SERIALIZATION_NVP(galaxy_setup_data);
}
// skipping additional deserialization which is not needed for this function
} catch(const std::exception& err) {
ErrorLogger() << "LoadGalaxySetupData(...) failed! Error: " << err.what();
return;
}
}
void LoadPlayerSaveHeaderData(const std::string& filename, std::vector<PlayerSaveHeaderData>& player_save_header_data) {
SaveGamePreviewData ignored_save_preview_data;
ServerSaveGameData ignored_server_save_game_data;
GalaxySetupData ignored_galaxy_setup_data;
ScopedTimer timer("LoadPlayerSaveHeaderData: " + filename);
try {
DebugLogger() << "Reading player save game data from: " << filename;
fs::path path = FilenameToPath(filename);
fs::ifstream ifs(path, std::ios_base::binary);
if (!ifs)
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
std::string signature(5, '\0');
if (!ifs.read(signature.data(), 5))
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
boost::iostreams::seek(ifs, 0, std::ios_base::beg);
if (strncmp(signature.c_str(), "<?xml", 5)) {
// XML file format signature not found; try as binary
DebugLogger() << "Attempting binary deserialization...";
freeorion_bin_iarchive ia(ifs);
ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
ia >> BOOST_SERIALIZATION_NVP(ignored_galaxy_setup_data);
ia >> BOOST_SERIALIZATION_NVP(ignored_server_save_game_data);
ia >> BOOST_SERIALIZATION_NVP(player_save_header_data);
} else {
DebugLogger() << "Attempting XML deserialization...";
freeorion_xml_iarchive ia(ifs);
ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
ia >> BOOST_SERIALIZATION_NVP(ignored_galaxy_setup_data);
ia >> BOOST_SERIALIZATION_NVP(ignored_server_save_game_data);
ia >> BOOST_SERIALIZATION_NVP(player_save_header_data);
}
// skipping additional deserialization which is not needed for this function
DebugLogger() << "Done reading player save game data...";
} catch (const std::exception& e) {
ErrorLogger() << UserString("UNABLE_TO_READ_SAVE_FILE") << " LoadPlayerSaveGameData exception: " << ": " << e.what();
throw e;
}
}
void LoadEmpireSaveGameData(const std::string& filename,
std::map<int, SaveGameEmpireData>& empire_save_game_data,
std::vector<PlayerSaveHeaderData>& player_save_header_data,
GalaxySetupData& galaxy_setup_data,
int& current_turn)
{
SaveGamePreviewData ignored_save_preview_data;
ServerSaveGameData saved_server_save_game_data;
GalaxySetupData saved_galaxy_setup_data;
ScopedTimer timer("LoadEmpireSaveGameData: " + filename);
try {
fs::path path = FilenameToPath(filename);
DebugLogger() << "LoadEmpireSaveGameData: filename: " << filename << " path:" << path;
fs::ifstream ifs(path, std::ios_base::binary);
if (!ifs)
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
std::string signature(5, '\0');
if (!ifs.read(signature.data(), 5))
throw std::runtime_error(UNABLE_TO_OPEN_FILE);
boost::iostreams::seek(ifs, 0, std::ios_base::beg);
if (strncmp(signature.c_str(), "<?xml", 5)) {
// XML file format signature not found; try as binary
DebugLogger() << "Attempting binary deserialization...";
freeorion_bin_iarchive ia(ifs);
ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
ia >> BOOST_SERIALIZATION_NVP(saved_galaxy_setup_data);
ia >> BOOST_SERIALIZATION_NVP(saved_server_save_game_data);
ia >> BOOST_SERIALIZATION_NVP(player_save_header_data);
ia >> BOOST_SERIALIZATION_NVP(empire_save_game_data);
} else {
DebugLogger() << "Attempting XML deserialization...";
freeorion_xml_iarchive ia(ifs);
ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
ia >> BOOST_SERIALIZATION_NVP(saved_galaxy_setup_data);
ia >> BOOST_SERIALIZATION_NVP(saved_server_save_game_data);
ia >> BOOST_SERIALIZATION_NVP(player_save_header_data);
ia >> BOOST_SERIALIZATION_NVP(empire_save_game_data);
}
// skipping additional deserialization which is not needed for this function
} catch (const std::exception& e) {
ErrorLogger() << UserString("UNABLE_TO_READ_SAVE_FILE") << " LoadEmpireSaveGameData exception: " << ": " << e.what();
throw e;
}
galaxy_setup_data.seed = saved_galaxy_setup_data.seed;
galaxy_setup_data.size = saved_galaxy_setup_data.size;
galaxy_setup_data.shape = saved_galaxy_setup_data.shape;
galaxy_setup_data.age = saved_galaxy_setup_data.age;
galaxy_setup_data.starlane_freq = saved_galaxy_setup_data.starlane_freq;
galaxy_setup_data.planet_density = saved_galaxy_setup_data.planet_density;
galaxy_setup_data.specials_freq = saved_galaxy_setup_data.specials_freq;
galaxy_setup_data.monster_freq = saved_galaxy_setup_data.monster_freq;
galaxy_setup_data.native_freq = saved_galaxy_setup_data.native_freq;
galaxy_setup_data.ai_aggr = saved_galaxy_setup_data.ai_aggr;
galaxy_setup_data.game_rules = saved_galaxy_setup_data.game_rules;
galaxy_setup_data.game_uid = saved_galaxy_setup_data.game_uid;
current_turn = saved_server_save_game_data.current_turn;
}
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