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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <sstream>
#include <zlib.h>
#include "ExternalAI/SkirmishAIHandler.h"
#include "ExternalAI/EngineOutHandler.h"
#include "CregLoadSaveHandler.h"
#include "Map/ReadMap.h"
#include "Game/Game.h"
#include "Game/GameSetup.h"
#include "Game/GameVersion.h"
#include "Game/GlobalUnsynced.h"
#include "Game/WaitCommandsAI.h"
#include "Game/UI/Groups/GroupHandler.h"
#include "Lua/LuaGaia.h"
#include "Lua/LuaRules.h"
#include "Net/GameServer.h"
#include "Rendering/Textures/ColorMap.h"
#include "Sim/Features/FeatureHandler.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Misc/BuildingMaskMap.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Misc/CategoryHandler.h"
#include "Sim/MoveTypes/MoveDefHandler.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Misc/Wind.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Units/CommandAI/CommandDescription.h"
#include "Sim/Units/Scripts/CobEngine.h"
#include "Sim/Units/Scripts/UnitScriptEngine.h"
#include "Sim/Units/Scripts/NullUnitScript.h"
#include "Sim/Weapons/PlasmaRepulser.h"
#include "System/SafeUtil.h"
#include "System/Platform/errorhandler.h"
#include "System/FileSystem/DataDirsAccess.h"
#include "System/FileSystem/FileQueryFlags.h"
#include "System/FileSystem/GZFileHandler.h"
#include "System/Threading/ThreadPool.h"
#include "System/creg/SerializeLuaState.h"
#include "System/creg/Serializer.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
#define MAX_STRING_SIZE (1 << 19) // 512kB excluding null-term
CCregLoadSaveHandler::CCregLoadSaveHandler()
{}
CCregLoadSaveHandler::~CCregLoadSaveHandler() = default;
#ifdef USING_CREG
class CGameStateCollector
{
CR_DECLARE_STRUCT(CGameStateCollector)
public:
CGameStateCollector() = default;
void Serialize(creg::ISerializer* s);
};
CR_BIND(CGameStateCollector, )
CR_REG_METADATA(CGameStateCollector, (
CR_SERIALIZER(Serialize)
))
void CGameStateCollector::Serialize(creg::ISerializer* s)
{
s->SerializeObjectInstance(gs, gs->GetClass());
s->SerializeObjectInstance(gu, gu->GetClass());
s->SerializeObjectInstance(gameSetup, gameSetup->GetClass());
s->SerializeObjectInstance(game, game->GetClass());
s->SerializeObjectInstance(readMap, readMap->GetClass());
s->SerializeObjectInstance(&quadField, quadField.GetClass());
s->SerializeObjectInstance(&unitHandler, unitHandler.GetClass());
s->SerializeObjectInstance(cobEngine, cobEngine->GetClass());
s->SerializeObjectInstance(unitScriptEngine, unitScriptEngine->GetClass());
s->SerializeObjectInstance(&CNullUnitScript::value, CNullUnitScript::value.GetClass());
s->SerializeObjectInstance(&featureHandler, featureHandler.GetClass());
s->SerializeObjectInstance(losHandler, losHandler->GetClass());
s->SerializeObjectInstance(&interceptHandler, interceptHandler.GetClass());
s->SerializeObjectInstance(CCategoryHandler::Instance(), CCategoryHandler::Instance()->GetClass());
s->SerializeObjectInstance(&buildingMaskMap, buildingMaskMap.GetClass());
s->SerializeObjectInstance(&projectileHandler, projectileHandler.GetClass());
CPlasmaRepulser::SerializeShieldSegmentCollectionPool(s);
CColorMap::SerializeColorMaps(s);
s->SerializeObjectInstance(&waitCommandsAI, waitCommandsAI.GetClass());
s->SerializeObjectInstance(&envResHandler, envResHandler.GetClass());
s->SerializeObjectInstance(&moveDefHandler, moveDefHandler.GetClass());
s->SerializeObjectInstance(&teamHandler, teamHandler.GetClass());
for (int a = 0; a < teamHandler.ActiveTeams(); a++) {
s->SerializeObjectInstance(&uiGroupHandlers[a], uiGroupHandlers[a].GetClass());
}
s->SerializeObjectInstance(&commandDescriptionCache, commandDescriptionCache.GetClass());
s->SerializeObjectInstance(eoh, eoh->GetClass());
}
class CLuaStateCollector
{
CR_DECLARE_STRUCT(CLuaStateCollector)
public:
CLuaStateCollector() = default;
bool valid;
lua_State* L = nullptr;
lua_State* L_GC = nullptr;
void Serialize(creg::ISerializer* s);
};
CR_BIND(CLuaStateCollector, )
CR_REG_METADATA(CLuaStateCollector, (
CR_MEMBER(valid),
CR_IGNORED(L),
CR_IGNORED(L_GC),
CR_SERIALIZER(Serialize)
))
void CLuaStateCollector::Serialize(creg::ISerializer* s) {
if (!valid)
return;
creg::SerializeLuaState(s, &L);
creg::SerializeLuaThread(s, &L_GC);
}
static void WriteString(std::ostream& s, const std::string& str)
{
if (str.length() > MAX_STRING_SIZE)
throw content_error("[creg::WriteString] string \"" + str + "\" too long");
s.write(str.c_str(), str.length() + 1);
}
static void PrintSize(const char* txt, int size)
{
if (size > (1024 * 1024 * 1024)) {
LOG("%s %.1f GB", txt, size / (1024.0f * 1024 * 1024));
} else if (size > (1024 * 1024)) {
LOG("%s %.1f MB", txt, size / (1024.0f * 1024));
} else if (size > 1024) {
LOG("%s %.1f KB", txt, size / (1024.0f));
} else {
LOG("%s %u B", txt, size);
}
}
#endif //USING_CREG
static void ReadString(std::istream& s, std::string& str)
{
char cstr[MAX_STRING_SIZE + 1];
s.getline(cstr, sizeof(cstr) - 1, 0);
str.clear();
str.append(cstr);
}
static void SaveLuaState(CSplitLuaHandle* handle, creg::COutputStreamSerializer& os, std::stringstream& oss)
{
CLuaStateCollector lsc;
lsc.valid = (handle != nullptr) && handle->syncedLuaHandle.IsValid();
if (lsc.valid) {
lsc.L = handle->syncedLuaHandle.GetLuaState();
lsc.L_GC = handle->syncedLuaHandle.GetLuaGCState();
lua_gc(lsc.L_GC, LUA_GCCOLLECT, 0);
}
os.SavePackage(&oss, &lsc, lsc.GetClass());
}
static void LoadLuaState(CSplitLuaHandle* handle, creg::CInputStreamSerializer& is, std::stringstream& iss)
{
void* plsc;
creg::Class* plsccls = nullptr;
if ((handle != nullptr) && handle->syncedLuaHandle.IsValid())
creg::CopyLuaContext(handle->syncedLuaHandle.GetLuaState());
is.LoadPackage(&iss, plsc, plsccls);
assert(plsc && plsccls == CLuaStateCollector::StaticClass());
CLuaStateCollector* lsc = static_cast<CLuaStateCollector*>(plsc);
if ((handle != nullptr) && handle->syncedLuaHandle.IsValid() && lsc->valid)
handle->SwapSyncedHandle(lsc->L, lsc->L_GC);
spring::SafeDelete(lsc);
return;
}
void CCregLoadSaveHandler::SaveGame(const std::string& path)
{
#ifdef USING_CREG
LOG("[LSH::%s] saving game to \"%s\"", __func__, path.c_str());
try {
std::stringstream oss;
// write our own header. SavePackage() will add its own
WriteString(oss, SpringVersion::GetSync());
WriteString(oss, gameSetup->setupText);
WriteString(oss, modName);
WriteString(oss, mapName);
{
creg::COutputStreamSerializer os;
// save lua state first as lua unit scripts depend on it
const int luaStart = oss.tellp();
SaveLuaState(luaGaia, os, oss);
SaveLuaState(luaRules, os, oss);
PrintSize("Lua", ((int)oss.tellp()) - luaStart);
// save creg state
const int gameStart = oss.tellp();
CGameStateCollector gsc;
os.SavePackage(&oss, &gsc, gsc.GetClass());
PrintSize("Game", ((int)oss.tellp()) - gameStart);
// save AI state
const int aiStart = oss.tellp();
for (const auto& ai: skirmishAIHandler.GetAllSkirmishAIs()) {
std::stringstream aiData;
eoh->Save(&aiData, ai.first);
std::streamsize aiSize = aiData.tellp();
os.SerializeInt(&aiSize, sizeof(aiSize));
if (aiSize > 0)
oss << aiData.rdbuf();
}
PrintSize("AIs", ((int)oss.tellp()) - aiStart);
}
{
gzFile file = gzopen(dataDirsAccess.LocateFile(path, FileQueryFlags::WRITE).c_str(), "wb5");
if (file == nullptr) {
LOG_L(L_ERROR, "[LSH::%s] could not open save-file", __func__);
return;
}
std::string data = std::move(oss.str());
std::function<void(gzFile, std::string&&)> func = [](gzFile file, std::string&& data) {
gzwrite(file, data.c_str(), data.size());
gzflush(file, Z_FINISH);
gzclose(file);
};
// gzFile is just a plain typedef (struct gzFile_s {}* gzFile), can be copied
// need to keep a reference to the future around or its destructor will block
ThreadPool::AddExtJob(std::move(std::async(std::launch::async, std::move(func), file, std::move(data))));
}
//FIXME add lua state
} catch (const content_error& ex) {
LOG_L(L_ERROR, "[LSH::%s] content error \"%s\"", __func__, ex.what());
} catch (const std::exception& ex) {
LOG_L(L_ERROR, "[LSH::%s] exception \"%s\"", __func__, ex.what());
} catch (const char*& exStr) {
LOG_L(L_ERROR, "[LSH::%s] cstr error \"%s\"", __func__, exStr);
} catch (const std::string& str) {
LOG_L(L_ERROR, "[LSH::%s] str error \"%s\"", __func__, str.c_str());
} catch (...) {
LOG_L(L_ERROR, "[LSH::%s] unknown error", __func__);
}
#else //USING_CREG
LOG_L(L_ERROR, "[LSH::%s] creg is disabled", __func__);
#endif //USING_CREG
}
/// loads the data (map&mod-name,setup-script) needed by PreGame
bool CCregLoadSaveHandler::LoadGameStartInfo(const std::string& path)
{
CGZFileHandler saveFile(dataDirsAccess.LocateFile(FindSaveFile(path)), SPRING_VFS_RAW_FIRST);
std::stringbuf* sbuf = iss.rdbuf();
std::string saveVersion;
std::string syncVersion = SpringVersion::GetSync();
char buf[4096];
int len;
while ((len = saveFile.Read(buf, sizeof(buf))) > 0)
sbuf->sputn(buf, len);
ReadString(iss, saveVersion);
// check saved engine version against current build
// in general these will *not* be binary-compatible
// (so prefer to terminate loading from PreGame)
if (saveVersion != syncVersion)
LOG_L(L_WARNING, "[LSH::%s][release=%d] file \"%s\" saved by engine version \"%s\" incompatible with \"%s\"", __func__, SpringVersion::IsRelease(), path.c_str(), saveVersion.c_str(), syncVersion.c_str());
// read our own header
ReadString(iss, scriptText);
ReadString(iss, modName);
ReadString(iss, mapName);
CGameSetup::LoadSavedScript(path, scriptText);
return (saveVersion == syncVersion);
}
/// this should be called on frame 0 when the game has started
void CCregLoadSaveHandler::LoadGame()
{
#ifdef USING_CREG
ENTER_SYNCED_CODE();
{
creg::CInputStreamSerializer inputStream;
// load lua state first, as lua unit scripts depend on it
LoadLuaState(luaGaia, inputStream, iss);
LoadLuaState(luaRules, inputStream, iss);
// load creg state
void* pGSC = nullptr;
creg::Class* gsccls = nullptr;
inputStream.LoadPackage(&iss, pGSC, gsccls);
assert(pGSC && gsccls == CGameStateCollector::StaticClass());
// the only job of gsc is to collect gamestate data
CGameStateCollector* gsc = static_cast<CGameStateCollector*>(pGSC);
spring::SafeDelete(gsc);
// load ai state
for (const auto& ai: skirmishAIHandler.GetAllSkirmishAIs()) {
std::streamsize aiSize;
inputStream.SerializeInt(&aiSize, sizeof(aiSize));
std::vector<char> buffer(aiSize);
std::stringstream aiData;
iss.read(buffer.data(), buffer.size());
aiData.write(buffer.data(), buffer.size());
eoh->Load(&aiData, ai.first);
}
}
// cleanup
iss.str("");
gs->paused = false;
if (gameServer != nullptr) {
gameServer->isPaused = false;
gameServer->syncErrorFrame = 0;
}
LEAVE_SYNCED_CODE();
#else //USING_CREG
LOG_L(L_ERROR, "Load failed: creg is disabled");
#endif //USING_CREG
}
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