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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ISAVERESTORE_H
#define ISAVERESTORE_H
#include "string_t.h"
#include "datamap.h"
#include "mathlib/vmatrix.h"
#if defined( _WIN32 )
#pragma once
#endif
#ifndef CLIENT_DLL
class SINGLE_INHERITANCE CBaseEntity; #endif
class Vector; class VMatrix; struct edict_t; template< class T > class CHandle; typedef CHandle<CBaseEntity> EHANDLE; struct matrix3x4_t;
class CSaveRestoreData; class CGameSaveRestoreInfo;
class ISave; class IRestore;
//-----------------------------------------------------------------------------
#pragma pack(push,1)
struct SaveRestoreRecordHeader_t { unsigned short size; unsigned short symbol; };
#pragma pack(pop)
//-----------------------------------------------------------------------------
//
// ISaveRestoreBlockHandler
//
//-----------------------------------------------------------------------------
const int MAX_BLOCK_NAME_LEN = 31; const int SIZE_BLOCK_NAME_BUF = 31 + 1;
//-------------------------------------
abstract_class ISaveRestoreBlockHandler { public: virtual const char *GetBlockName() = 0;
virtual void PreSave( CSaveRestoreData * ) = 0; // Called immediately prior to save, generally used to set up any necessary tables
virtual void Save( ISave * ) = 0; virtual void WriteSaveHeaders( ISave * ) = 0; // Called after save to allow the writing out of any dictionaries/tables/indexes generated during save
virtual void PostSave() = 0; virtual void PreRestore() = 0; virtual void ReadRestoreHeaders( IRestore * ) = 0; // Called prior to Restore()
virtual void Restore( IRestore *, bool fCreatePlayers ) = 0; virtual void PostRestore() = 0; };
//-------------------------------------
abstract_class ISaveRestoreBlockSet : public ISaveRestoreBlockHandler { public: virtual void AddBlockHandler( ISaveRestoreBlockHandler *pHandler ) = 0; virtual void RemoveBlockHandler( ISaveRestoreBlockHandler *pHandler ) = 0; virtual void CallBlockHandlerRestore( ISaveRestoreBlockHandler *pHandler, int baseFilePos, IRestore *pRestore, bool fCreatePlayers ) = 0; };
extern ISaveRestoreBlockSet *g_pGameSaveRestoreBlockSet;
//-------------------------------------
abstract_class CDefSaveRestoreBlockHandler : public ISaveRestoreBlockHandler { virtual const char *GetBlockName() = 0;
virtual void PreSave( CSaveRestoreData * ) {} virtual void Save( ISave * ) {} virtual void WriteSaveHeaders( ISave * ) {} virtual void PostSave() {} virtual void PreRestore() {} virtual void ReadRestoreHeaders( IRestore * ) {} virtual void Restore( IRestore *, bool fCreatePlayers ) {} virtual void PostRestore() {} };
//-----------------------------------------------------------------------------
//
// ISave
//
//-----------------------------------------------------------------------------
abstract_class ISave { public:
//---------------------------------
// Logging
virtual void StartLogging( const char *pszLogName ) = 0; virtual void EndLogging( void ) = 0;
//---------------------------------
virtual bool IsAsync() = 0;
//---------------------------------
virtual int GetWritePos() const = 0; virtual void SetWritePos(int pos) = 0; //---------------------------------
// Datamap based writing
//
virtual int WriteAll( const void *pLeafObject, datamap_t *pLeafMap ) = 0; virtual int WriteFields( const char *pname, const void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ) = 0;
template <typename T> int WriteAll( const T *pLeafObject ) { return WriteAll( pLeafObject, &pLeafObject->m_DataMap ); }
//---------------------------------
// Block support
//
// Using these, one doesn't have to worry about queuing up the read pointer on restore if only
// a subset of the data is read
//
virtual void StartBlock( const char *pszBlockName ) = 0; virtual void StartBlock() = 0; virtual void EndBlock() = 0; //---------------------------------
// Primitive types
//
virtual void WriteShort( const short *value, int count = 1 ) = 0; virtual void WriteInt( const int *value, int count = 1 ) = 0; // Save an int
inline void WriteInt( const unsigned *value, int count = 1 ) { WriteInt( (int *)value, count ); } virtual void WriteBool( const bool *value, int count = 1 ) = 0; // Save a bool
virtual void WriteFloat( const float *value, int count = 1 ) = 0; // Save a float
virtual void WriteData( const char *pdata, int size ) = 0; // Save a binary data block
virtual void WriteString( const char *pstring ) = 0; // Save a null-terminated string
virtual void WriteString( const string_t *stringId, int count = 1 ) = 0; // Save a null-terminated string (engine string)
virtual void WriteVector( const Vector &value ) = 0; // Save a vector
virtual void WriteVector( const Vector *value, int count = 1 ) = 0; // Save a vector array
virtual void WriteQuaternion( const Quaternion &value ) = 0; // Save a Quaternion
virtual void WriteQuaternion( const Quaternion *value, int count = 1 ) = 0; // Save a Quaternion array
// Note: All of the following will write out both a header and the data. On restore,
// this needs to be cracked
virtual void WriteShort( const char *pname, const short *value, int count = 1 ) = 0; virtual void WriteInt( const char *pname, const int *value, int count = 1 ) = 0; // Save an int
virtual void WriteBool( const char *pname, const bool *value, int count = 1 ) = 0; // Save a bool
virtual void WriteFloat( const char *pname, const float *value, int count = 1 ) = 0; // Save a float
virtual void WriteData( const char *pname, int size, const char *pdata ) = 0; // Save a binary data block
virtual void WriteString( const char *pname, const char *pstring ) = 0; // Save a null-terminated string
virtual void WriteString( const char *pname, const string_t *stringId, int count = 1 ) = 0; // Save a null-terminated string (engine string)
virtual void WriteVector( const char *pname, const Vector &value ) = 0; // Save a vector
virtual void WriteVector( const char *pname, const Vector *value, int count = 1 ) = 0; // Save a vector array
virtual void WriteQuaternion( const char *pname, const Quaternion &value ) = 0; // Save a Quaternion
virtual void WriteQuaternion( const char *pname, const Quaternion *value, int count = 1 ) = 0; // Save a Quaternion array
//---------------------------------
// Game types
//
virtual void WriteTime( const char *pname, const float *value, int count = 1 ) = 0; // Save a float (timevalue)
virtual void WriteTick( const char *pname, const int *value, int count = 1 ) = 0; // Save a tick (timevalue)
virtual void WritePositionVector( const char *pname, const Vector &value ) = 0; // Offset for landmark if necessary
virtual void WritePositionVector( const char *pname, const Vector *value, int count = 1 ) = 0; // array of pos vectors
virtual void WriteFunction( datamap_t *pMap, const char *pname, inputfunc_t const *value, int count = 1 ) = 0; // Save a function pointer
virtual void WriteTime( const float *value, int count = 1 ) = 0; // Save a float (timevalue)
virtual void WriteTick( const int *value, int count = 1 ) = 0; // Save a tick (timevalue)
virtual void WritePositionVector( const Vector &value ) = 0; // Offset for landmark if necessary
virtual void WritePositionVector( const Vector *value, int count = 1 ) = 0; // array of pos vectors
virtual void WriteEntityPtr( const char *pname, CBaseEntity **ppEntity, int count = 1 ) = 0; virtual void WriteEdictPtr( const char *pname, edict_t **ppEdict, int count = 1 ) = 0; virtual void WriteEHandle( const char *pname, const EHANDLE *pEHandle, int count = 1 ) = 0;
virtual void WriteEntityPtr( CBaseEntity **ppEntity, int count = 1 ) = 0; virtual void WriteEdictPtr( edict_t **ppEdict, int count = 1 ) = 0; virtual void WriteEHandle( const EHANDLE *pEHandle, int count = 1 ) = 0;
//---------------------------------
// Back door to support somewhat awkward ownership of game save/restore data
virtual CGameSaveRestoreInfo *GetGameSaveRestoreInfo() = 0;
protected: virtual ~ISave() {}; };
//-----------------------------------------------------------------------------
//
// IRestore
//
//-----------------------------------------------------------------------------
abstract_class IRestore { public:
//---------------------------------
virtual int GetReadPos() const = 0; virtual void SetReadPos( int pos ) = 0;
//---------------------------------
// Datamap based reading
//
virtual int ReadAll( void *pLeafObject, datamap_t *pLeafMap ) = 0; virtual int ReadFields( const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldcount = 1 ) = 0; virtual void EmptyFields( void *pBaseData, typedescription_t *pFields, int fieldcount = 1 ) = 0;
template <typename T> int ReadAll( T *pLeafObject ) { return ReadAll( pLeafObject, &pLeafObject->m_DataMap ); } //---------------------------------
// Block support
//
virtual void StartBlock( SaveRestoreRecordHeader_t *pHeader ) = 0; virtual void StartBlock( char szBlockName[SIZE_BLOCK_NAME_BUF] ) = 0; virtual void StartBlock() = 0; virtual void EndBlock() = 0; //---------------------------------
// Field header cracking
//
virtual void ReadHeader( SaveRestoreRecordHeader_t *pheader ) = 0; virtual int SkipHeader() = 0; // skips the header, but returns the size of the field
virtual const char *StringFromHeaderSymbol( int symbol ) = 0;
//---------------------------------
// Primitive types
//
virtual short ReadShort( void ) = 0; virtual int ReadShort( short *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadInt( int *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; inline int ReadInt( unsigned *pValue, int count = 1, int nBytesAvailable = 0 ) { return ReadInt( (int *)pValue, count, nBytesAvailable ); } virtual int ReadInt( void ) = 0; virtual int ReadBool( bool *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadFloat( float *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadData( char *pData, int size, int nBytesAvailable ) = 0; virtual void ReadString( char *pDest, int nSizeDest, int nBytesAvailable ) = 0; // A null-terminated string
virtual int ReadString( string_t *pString, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadVector( Vector *pValue ) = 0; virtual int ReadVector( Vector *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadQuaternion( Quaternion *pValue ) = 0; virtual int ReadQuaternion( Quaternion *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; //---------------------------------
// Game types
//
virtual int ReadTime( float *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadTick( int *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadPositionVector( Vector *pValue ) = 0; virtual int ReadPositionVector( Vector *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadFunction( datamap_t *pMap, inputfunc_t *pValue, int count = 1, int nBytesAvailable = 0) = 0; virtual int ReadEntityPtr( CBaseEntity **ppEntity, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadEdictPtr( edict_t **ppEdict, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadEHandle( EHANDLE *pEHandle, int count = 1, int nBytesAvailable = 0 ) = 0; virtual int ReadVMatrix( VMatrix *pValue, int count = 1, int nBytesAvailable = 0) = 0; virtual int ReadVMatrixWorldspace( VMatrix *pValue, int count = 1, int nBytesAvailable = 0) = 0; virtual int ReadMatrix3x4Worldspace( matrix3x4_t *pValue, int nElems = 1, int nBytesAvailable = 0 ) = 0;
// Used by Foundry to restore a certain entity's data (with Foundry data) while loading a savegame.
// Returns -1 if not found.
virtual int ScanAheadForHammerID() = 0; virtual void SkipEntityData() = 0; // This skips the current entity's data.
//---------------------------------
virtual bool GetPrecacheMode( void ) = 0;
//---------------------------------
// Back door to support somewhat awkward ownership of game save/restore data
virtual CGameSaveRestoreInfo *GetGameSaveRestoreInfo() = 0;
protected: virtual ~IRestore() {}; };
//-----------------------------------------------------------------------------
// Purpose: The operations necessary to save and restore custom types (FIELD_CUSTOM)
//
//
struct SaveRestoreFieldInfo_t { void * pField;
// Note that it is legal for the following two fields to be NULL,
// though it may be disallowed by implementors of ISaveRestoreOps
void * pOwner; typedescription_t *pTypeDesc; };
abstract_class ISaveRestoreOps { public: // save data type interface
virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) = 0; virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) = 0;
virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) = 0; virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) = 0; virtual bool Parse( const SaveRestoreFieldInfo_t &fieldInfo, char const* szValue ) = 0;
//---------------------------------
void Save( void *pField, ISave *pSave ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; Save( fieldInfo, pSave ); } void Restore( void *pField, IRestore *pRestore ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; Restore( fieldInfo, pRestore ); }
bool IsEmpty( void *pField) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; return IsEmpty( fieldInfo ); } void MakeEmpty( void *pField) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; MakeEmpty( fieldInfo ); } bool Parse( void *pField, char const *pszValue ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; return Parse( fieldInfo, pszValue ); } };
//-------------------------------------
class CDefSaveRestoreOps : public ISaveRestoreOps { public: // save data type interface
virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) {} virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) {}
virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) { return false; } virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) {} virtual bool Parse( const SaveRestoreFieldInfo_t &fieldInfo, char const* szValue ) { return false; } };
//-----------------------------------------------------------------------------
// Used by ops that deal with pointers
//-----------------------------------------------------------------------------
class CClassPtrSaveRestoreOps : public CDefSaveRestoreOps { public: virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) { void **ppClassPtr = (void **)fieldInfo.pField; int nObjects = fieldInfo.pTypeDesc->fieldSize; for ( int i = 0; i < nObjects; i++ ) { if ( ppClassPtr[i] != NULL ) return false; } return true; }
virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) { memset( fieldInfo.pField, 0, fieldInfo.pTypeDesc->fieldSize * sizeof( void * ) ); } };
//=============================================================================
#endif // ISAVERESTORE_H
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