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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <fstream>
#include "ExternalAI/EngineOutHandler.h"
#include "CregLoadSaveHandler.h"
#include "Map/ReadMap.h"
#include "Game/Game.h"
#include "Game/GameSetup.h"
#include "Game/InMapDrawModel.h"
#include "Game/GlobalUnsynced.h"
#include "Game/WaitCommandsAI.h"
#include "Net/GameServer.h"
#include "Sim/Features/FeatureHandler.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Misc/RadarHandler.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Misc/AirBaseHandler.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/BuilderCAI.h"
#include "Sim/Units/Groups/GroupHandler.h"
#include "System/Platform/errorhandler.h"
#include "System/FileSystem/DataDirsAccess.h"
#include "System/FileSystem/FileQueryFlags.h"
#include "System/creg/Serializer.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
CCregLoadSaveHandler::CCregLoadSaveHandler()
: ifs(NULL)
{}
CCregLoadSaveHandler::~CCregLoadSaveHandler()
{}
class CGameStateCollector
{
CR_DECLARE_STRUCT(CGameStateCollector)
public:
CGameStateCollector() {}
void Serialize(creg::ISerializer& s);
};
CR_BIND(CGameStateCollector, )
CR_REG_METADATA(CGameStateCollector, (
CR_SERIALIZER(Serialize)
))
static void WriteString(std::ostream& s, const std::string& str)
{
assert(str.length() < (1 << 16));
s.write(str.c_str(), str.length() + 1);
}
static void ReadString(std::istream& s, std::string& str)
{
char cstr[1 << 16]; // 64kB
s.getline(cstr, sizeof(cstr), 0);
str += cstr;
}
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(featureHandler, featureHandler->GetClass());
s.SerializeObjectInstance(losHandler, losHandler->GetClass());
s.SerializeObjectInstance(radarHandler, radarHandler->GetClass());
s.SerializeObjectInstance(airBaseHandler, airBaseHandler->GetClass());
s.SerializeObjectInstance(&interceptHandler, interceptHandler.GetClass());
s.SerializeObjectInstance(CCategoryHandler::Instance(), CCategoryHandler::Instance()->GetClass());
s.SerializeObjectInstance(projectileHandler, projectileHandler->GetClass());
s.SerializeObjectInstance(&waitCommandsAI, waitCommandsAI.GetClass());
s.SerializeObjectInstance(&wind, wind.GetClass());
s.SerializeObjectInstance(inMapDrawerModel, inMapDrawerModel->GetClass());
s.SerializeObjectInstance(moveDefHandler, moveDefHandler->GetClass());
s.SerializeObjectInstance(teamHandler, teamHandler->GetClass());
for (int a=0; a < teamHandler->ActiveTeams(); a++) {
s.SerializeObjectInstance(grouphandlers[a], grouphandlers[a]->GetClass());
}
s.SerializeObjectInstance(eoh, eoh->GetClass());
}
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);
}
}
void CCregLoadSaveHandler::SaveGame(const std::string& file)
{
LOG("Saving game");
try {
std::ofstream ofs(dataDirsAccess.LocateFile(file, FileQueryFlags::WRITE).c_str(), std::ios::out|std::ios::binary);
if (ofs.bad() || !ofs.is_open()) {
throw content_error("Unable to save game to file \"" + file + "\"");
}
// write our own header. SavePackage() will add its own
WriteString(ofs, gameSetup->gameSetupText);
WriteString(ofs, modName);
WriteString(ofs, mapName);
CGameStateCollector gsc = CGameStateCollector();
// save creg state
creg::COutputStreamSerializer os;
os.SavePackage(&ofs, &gsc, gsc.GetClass());
PrintSize("Game", ofs.tellp());
// save ai state
int aistart = ofs.tellp();
eoh->Save(&ofs);
PrintSize("AIs", ((int)ofs.tellp()) - aistart);
//FIXME add lua state
} 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 (const std::string& str) {
LOG_L(L_ERROR, "Save failed: %s", str.c_str());
} catch (...) {
LOG_L(L_ERROR, "Save failed(unknown error)");
}
}
/// this just loads the mapname and some other early stuff
void CCregLoadSaveHandler::LoadGameStartInfo(const std::string& file)
{
ifs = new std::ifstream(dataDirsAccess.LocateFile(FindSaveFile(file)), std::ios::in|std::ios::binary);
// in case these contained values alredy
// (this is the case when loading a game through the spring menu eg),
// we set them to empty strings, as ReadString() does append,
// and we would end up with the correct value but two times
// eg: "AbcAbc" instead of "Abc"
//FIXME remove
scriptText = "";
modName = "";
mapName = "";
// read our own header.
ReadString(*ifs, scriptText);
ReadString(*ifs, modName);
ReadString(*ifs, mapName);
CGameSetup::LoadSavedScript(file, scriptText);
}
/// this should be called on frame 0 when the game has started
void CCregLoadSaveHandler::LoadGame()
{
ENTER_SYNCED_CODE();
void* pGSC = NULL;
creg::Class* gsccls = NULL;
// load creg state
creg::CInputStreamSerializer inputStream;
inputStream.LoadPackage(ifs, pGSC, gsccls);
assert(pGSC && gsccls == CGameStateCollector::StaticClass());
CGameStateCollector* gsc = static_cast<CGameStateCollector*>(pGSC);
delete gsc; // the only job of gsc is to collect gamestate data
gsc = NULL;
// load ai state
eoh->Load(ifs);
//for (int a=0; a < teamHandler->ActiveTeams(); a++) { // For old savegames
// if (teamHandler->Team(a)->isDead && eoh->IsSkirmishAI(a)) {
// eoh->DestroySkirmishAI(skirmishAIId(a), 2 /* = team died */);
// }
//}
// cleanup
delete ifs;
ifs = NULL;
gs->paused = false;
if (gameServer) {
gameServer->isPaused = false;
gameServer->syncErrorFrame = 0;
}
LEAVE_SYNCED_CODE();
}
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