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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <string>
#include <sstream>
#include "LuaLoadSaveHandler.h"
#include "minizip/zip.h"
#include "ExternalAI/EngineOutHandler.h"
#include "Game/GameSetup.h"
#include "Lua/LuaZip.h"
#include "Map/MapDamage.h"
#include "Map/ReadMap.h"
#include "System/FileSystem/Archives/IArchive.h"
#include "System/FileSystem/ArchiveLoader.h"
#include "System/FileSystem/DataDirsAccess.h"
#include "System/FileSystem/FileSystem.h"
#include "System/FileSystem/FileQueryFlags.h"
#include "System/Platform/byteorder.h"
#include "System/EventHandler.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
// Prefix for all files in the save file.
// May be used to prevent clashes with other code. (AI, Lua)
#define PREFIX "Spring/"
// Names of files in save file for various components of engine.
// They all have a version number as suffix. When breaking compatibility
// in the respective file format, please increment its version number.
static const char* FILE_STARTSCRIPT = PREFIX"startscript.0";
static const char* FILE_AIDATA = PREFIX"aidata.0";
static const char* FILE_HEIGHTMAP = PREFIX"heightmap.0";
#undef PREFIX
CLuaLoadSaveHandler::CLuaLoadSaveHandler()
: savefile(NULL)
, loadfile(NULL)
{
}
CLuaLoadSaveHandler::~CLuaLoadSaveHandler()
{
delete loadfile;
}
void CLuaLoadSaveHandler::SaveGame(const std::string& file)
{
const std::string realname = dataDirsAccess.LocateFile(file, FileQueryFlags::WRITE).c_str();
filename = file;
savefile = NULL;
try {
// Remove any existing file
FileSystem::Remove(realname);
// Open the zip
if (realname.empty() ||
(savefile = zipOpen(realname.c_str(), APPEND_STATUS_CREATE)) == NULL) {
throw content_error("Unable to open save file \"" + filename + "\"");
}
SaveEventClients();
SaveGameStartInfo();
SaveAIData();
SaveHeightmap();
// Close zip file.
if (Z_OK != zipClose(savefile, "Spring save file, visit https://springrts.com/ for details.")) {
LOG_L(L_ERROR, "Unable to close save file \"%s\"", filename.c_str());
}
return; // Success
}
catch (const content_error& ex) {
LOG_L(L_ERROR, "Save failed(content error): %s", ex.what());
}
catch (const std::exception& ex) {
LOG_L(L_ERROR, "Save failed: %s", ex.what());
}
catch (const char*& exStr) {
LOG_L(L_ERROR, "Save failed: %s", exStr);
}
catch (...) {
LOG_L(L_ERROR, "Save failed(unknown error)");
}
// Failure => cleanup
if (savefile != NULL) {
zipClose(savefile, NULL);
savefile = NULL;
FileSystem::Remove(realname);
}
}
void CLuaLoadSaveHandler::SaveEventClients()
{
// FIXME: need some way to 'chroot' them into a single directory?
// (maybe abstract zipFile void* after all...)
eventHandler.Save(savefile);
}
void CLuaLoadSaveHandler::SaveGameStartInfo()
{
const std::string scriptText = gameSetup->setupText;
SaveEntireFile(FILE_STARTSCRIPT, "game setup", scriptText.data(), scriptText.size());
}
void CLuaLoadSaveHandler::SaveAIData()
{
// Save to a stringstream first, to be able to use current interface.
// FIXME: maybe expose richer stream to AI interface?
// (e.g. one file in the zip per AI?)
std::stringstream aidata;
eoh->Save(&aidata);
SaveEntireFile(FILE_AIDATA, "AI data", aidata.str().data(), aidata.tellp());
}
void CLuaLoadSaveHandler::SaveHeightmap()
{
// This implements a trivial compression algorithm (relying on zip):
// For every heightmap pixel the bits are XOR'ed with the orig bits,
// so that unmodified terrain comes out as 0.
// Big chunks of 0s are then very well compressed by zip.
const int* currHeightmap = (const int*) (const char*) readMap->GetCornerHeightMapSynced();
const int* origHeightmap = (const int*) (const char*) readMap->GetOriginalHeightMapSynced();
const int size = mapDims.mapxp1 * mapDims.mapyp1;
int* temp = new int[size];
for (int i = 0; i < size; ++i) {
temp[i] = swabDWord(currHeightmap[i] ^ origHeightmap[i]);
}
SaveEntireFile(FILE_HEIGHTMAP, "heightmap", temp, size * sizeof(int));
delete[] temp;
}
void CLuaLoadSaveHandler::SaveEntireFile(const char* file, const char* what, const void* data, int size, bool throwOnError)
{
std::string failedOperation;
if (Z_OK != zipOpenNewFileInZip(savefile, file, NULL, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_BEST_COMPRESSION)) {
failedOperation = "open";
}
else if (Z_OK != zipWriteInFileInZip(savefile, data, size)) {
failedOperation = "write";
}
else if (Z_OK != zipCloseFileInZip(savefile)) {
failedOperation = "close";
}
if (!failedOperation.empty()) {
const std::string error = "Unable to " + failedOperation + " " + what
+ " file in save file \"" + filename + "\"";
if (throwOnError) {
throw content_error(error);
} else {
LOG_L(L_ERROR, "%s", error.c_str());
}
}
}
void CLuaLoadSaveHandler::LoadGameStartInfo(const std::string& file)
{
filename = file;
const std::string realfile = dataDirsAccess.LocateFile(FindSaveFile(file));
loadfile = archiveLoader.OpenArchive(realfile, "sdz");
if (!loadfile || !loadfile->IsOpen()) {
throw content_error("Unable to open savegame \"" + filename + "\"");
}
scriptText = LoadEntireFile(FILE_STARTSCRIPT);
}
void CLuaLoadSaveHandler::LoadGame()
{
ENTER_SYNCED_CODE();
LoadEventClients();
LoadAIData();
LoadHeightmap();
LEAVE_SYNCED_CODE();
}
void CLuaLoadSaveHandler::LoadEventClients()
{
// FIXME: need some way to 'chroot' them into a single directory? absolute-ify & check path-prefix?
eventHandler.Load(loadfile);
}
void CLuaLoadSaveHandler::LoadAIData()
{
std::stringstream aidata(LoadEntireFile(FILE_AIDATA));
eoh->Load(&aidata);
}
void CLuaLoadSaveHandler::LoadHeightmap()
{
std::vector<boost::uint8_t> buf;
if (loadfile->GetFile(FILE_HEIGHTMAP, buf)) {
const int size = mapDims.mapxp1 * mapDims.mapyp1;
const int* temp = (const int*) (const char*) &*buf.begin();
const int* origHeightmap = (const int*) (const char*) readMap->GetOriginalHeightMapSynced();
for (int i = 0; i < size; ++i) {
const int newHeightBits = swabDWord(temp[i]) ^ origHeightmap[i];
const float newHeight = *(const float*) (const char*) &newHeightBits;
readMap->SetHeight(i, newHeight);
}
mapDamage->RecalcArea(0, mapDims.mapx, 0, mapDims.mapy);
} else {
LOG_L(L_ERROR, "Unable to load heightmap from save file \"%s\"", filename.c_str());
}
}
std::string CLuaLoadSaveHandler::LoadEntireFile(const std::string& file)
{
std::vector<boost::uint8_t> buf;
if (loadfile->GetFile(file, buf)) {
return std::string((char*) &*buf.begin(), buf.size());
}
return "";
}
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