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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Save game read and write. Any *.hl? files may be stored in memory, so use
// g_pSaveRestoreFileSystem when accessing them. The .sav file is always stored
// on disk, so use g_pFileSystem when accessing it.
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
// Save / Restore System
#include <ctype.h>
#ifdef _WIN32
#include "winerror.h"
#endif
#include "client.h"
#include "server.h"
#include "vengineserver_impl.h"
#include "host_cmd.h"
#include "sys.h"
#include "cdll_int.h"
#include "tmessage.h"
#include "screen.h"
#include "decal.h"
#include "zone.h"
#include "sv_main.h"
#include "host.h"
#include "r_local.h"
#include "filesystem.h"
#include "filesystem_engine.h"
#include "host_state.h"
#include "datamap.h"
#include "string_t.h"
#include "PlayerState.h"
#include "saverestoretypes.h"
#include "demo.h"
#include "icliententity.h"
#include "r_efx.h"
#include "icliententitylist.h"
#include "cdll_int.h"
#include "utldict.h"
#include "decal_private.h"
#include "engine/IEngineTrace.h"
#include "enginetrace.h"
#include "baseautocompletefilelist.h"
#include "sound.h"
#include "vgui_baseui_interface.h"
#include "gl_matsysiface.h"
#include "cl_main.h"
#include "pr_edict.h"
#include "tier0/vprof.h"
#include <vgui/ILocalize.h>
#include "vgui_controls/Controls.h"
#include "tier0/icommandline.h"
#include "testscriptmgr.h"
#include "vengineserver_impl.h"
#include "saverestore_filesystem.h"
#include "tier1/callqueue.h"
#include "vstdlib/jobthread.h"
#include "enginebugreporter.h"
#include "tier1/memstack.h"
#include "vstdlib/jobthread.h"
#include "tier1/fmtstr.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#else
#include "xbox/xbox_launch.h"
#endif
#if defined (_PS3)
#include "ps3_pathinfo.h"
#include "sys_dll.h"
#include "saverestore_filesystem_passthrough.h"
#endif
#if !defined( DEDICATED ) && !defined( NO_STEAM )
#include "cl_steamauth.h"
#endif
#include "ixboxsystem.h"
extern IXboxSystem *g_pXboxSystem;
extern IVEngineClient *engineClient;
#include "csaverestore.h"
#include "matchmaking/imatchframework.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IBaseClientDLL *g_ClientDLL;
extern ConVar deathmatch; extern ConVar skill; extern ConVar save_in_memory; extern CGlobalVars g_ServerGlobalVariables;
extern CNetworkStringTableContainer *networkStringTableContainerServer;
extern bool scr_drawloading;
// Keep the last 1 autosave / quick saves
ConVar save_history_count("save_history_count", "1", 0, "Keep this many old copies in history of autosaves and quicksaves." ); ConVar sv_autosave( "sv_autosave", "1", 0, "Set to 1 to autosave game on level transition. Does not affect autosave triggers." ); ConVar save_async( "save_async", "1" ); ConVar save_disable( "save_disable", "0" ); ConVar map_wants_save_disable( "map_wants_save_disable", "0" ); // Same as save_disable, but is cleared on disconnect
ConVar save_noxsave( "save_noxsave", "0" );
ConVar save_screenshot( "save_screenshot", "1", 0, "0 = none, 1 = non-autosave, 2 = always" );
ConVar save_spew( "save_spew", "0" );
// Enables saves in multiplayer games, for testing only
ConVar save_multiplayer_override( "save_multiplayer_override", "0", FCVAR_DEVELOPMENTONLY | FCVAR_HIDDEN );
static ConVar save_console( "save_console", "0", 0, "Autosave on the PC behaves like it does on the consoles." ); static ConVar save_huddelayframes( "save_huddelayframes", "1", 0, "Number of frames to defer for drawing the Saving message." );
#define SaveMsg if ( !save_spew.GetBool() ) ; else Msg
// HACK HACK: Some hacking to keep the .sav file backward compatible on the client!!!
#define SECTION_MAGIC_NUMBER 0x54541234
#define SECTION_VERSION_NUMBER 2
CCallQueue g_AsyncSaveCallQueue; static bool g_ConsoleInput = false;
static char g_szMapLoadOverride[32];
#define MOD_DIR "DEFAULT_WRITE_PATH"
//-----------------------------------------------------------------------------
// For the declaration of CSaveRestore,
// see csaverestore.h.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
IThreadPool *g_pSaveThread;
CInterlockedInt g_bSaveInProgress = false; CInterlockedInt g_bAutoSaveDangerousInProgress = false; CInterlockedInt g_bAutoSaveInProgress = false;
CSaveRestore g_SaveRestore; ISaveRestore *saverestore = (ISaveRestore *)&g_SaveRestore; CSaveRestore *g_pSaveRestore = &g_SaveRestore;
//-----------------------------------------------------------------------------
#ifdef _PS3
struct QueuedAutoSave_t { CUtlString m_Filename; CUtlString m_Comment; }; CTSQueue< QueuedAutoSave_t > g_QueuedAutoSavesToCommit; #endif
void FinishAsyncSave() { LOCAL_THREAD_LOCK();
SaveMsg( "FinishAsyncSave() (%d/%d)\n", ThreadInMainThread(), ThreadGetCurrentId() ); VPROF("FinishAsyncSave");
if ( g_AsyncSaveCallQueue.Count() ) { g_AsyncSaveCallQueue.CallQueued(); g_pFileSystem->AsyncFinishAllWrites();
#ifdef _PS3
const char *pLastSavePath; const char *pLastSaveComment; bool bValid = g_SaveRestore.GetMostRecentSaveInfo( &pLastSavePath, &pLastSaveComment, NULL ); if ( bValid && V_stristr( pLastSavePath, "autosave" ) && !V_stristr( pLastSavePath, "autosavedangerous" ) ) { // only queue autosaves for commit
// autosavedangerous are handled elsewhere when they are re-classified as safe to commit
QueuedAutoSave_t saveParams; saveParams.m_Filename = pLastSavePath; saveParams.m_Comment = pLastSaveComment; g_QueuedAutoSavesToCommit.PushItem( saveParams ); } #endif
}
g_SaveRestore.MarkMostRecentSaveInfoInvalid();
g_bAutoSaveInProgress = false; g_bAutoSaveDangerousInProgress = false; g_bSaveInProgress = false; }
void DispatchAsyncSave() { Assert( !g_bSaveInProgress ); g_bSaveInProgress = true;
const char *pLastSavePath; bool bValid = g_SaveRestore.GetMostRecentSaveInfo( &pLastSavePath, NULL, NULL ); g_bAutoSaveInProgress = bValid && ( V_stristr( pLastSavePath, "autosave" ) != NULL ); g_bAutoSaveDangerousInProgress = bValid && ( V_stristr( pLastSavePath, "autosavedangerous" ) != NULL );
if ( !IsGameConsole() && !g_bAutoSaveDangerousInProgress && !g_bAutoSaveInProgress ) { g_ClientDLL->Hud_SaveStarted(); }
if ( save_async.GetBool() ) { g_pSaveThread->QueueCall( saverestore, &ISaveRestore::FinishAsyncSave ); } else { saverestore->FinishAsyncSave(); } }
//-----------------------------------------------------------------------------
void GetServerSaveCommentEx( char *comment, int maxlength, float flMinutes, float flSeconds ) { serverGameDLL->GetSaveComment( comment, maxlength, flMinutes, flSeconds ); }
//-----------------------------------------------------------------------------
// Purpose: Alloc/free memory for save games
// Input : num -
// size -
//-----------------------------------------------------------------------------
class CSaveMemory : public CMemoryStack { public: CSaveMemory() { Init( "g_SaveMemory", 32*1024*1024, 64*1024 ); }
int m_nSaveAllocs; };
CSaveMemory &GetSaveMemory() { static CSaveMemory g_SaveMemory; return g_SaveMemory; }
void *SaveAllocMemory( size_t num, size_t size, bool bClear ) { MEM_ALLOC_CREDIT(); ++GetSaveMemory().m_nSaveAllocs; size_t nBytes = num * size; return GetSaveMemory().Alloc( nBytes, bClear ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSaveMem -
//-----------------------------------------------------------------------------
void SaveFreeMemory( void *pSaveMem ) { --GetSaveMemory().m_nSaveAllocs; if ( !GetSaveMemory().m_nSaveAllocs ) { GetSaveMemory().FreeAll( true ); } }
//-----------------------------------------------------------------------------
// Reset save memory stack, as some failed save/load paths will leak
//-----------------------------------------------------------------------------
void SaveResetMemory( void ) { if ( GetSaveMemory().GetCurrentAllocPoint() ) { // Everything should be freed in Finish(), so this message should never fire.
Msg( "\n\n !!!! SAVEGAME: !!!! %3.1fMB(%d) remain in SaveResetMemory\n\n\n" , GetSaveMemory().GetCurrentAllocPoint()/(1024.0f*1024.0f), GetSaveMemory().m_nSaveAllocs ); }
GetSaveMemory().m_nSaveAllocs = 0; GetSaveMemory().FreeAll( true ); }
//-----------------------------------------------------------------------------
// For the declaration of CSaveRestore,
// see csaverestore.h.
//-----------------------------------------------------------------------------
BEGIN_SIMPLE_DATADESC( GAME_HEADER )
DEFINE_FIELD( mapCount, FIELD_INTEGER ), DEFINE_ARRAY( mapName, FIELD_CHARACTER, 32 ), DEFINE_ARRAY( comment, FIELD_CHARACTER, 80 ), DEFINE_ARRAY( originMapName, FIELD_CHARACTER, 32 ), DEFINE_ARRAY( landmark, FIELD_CHARACTER, 256 ),
END_DATADESC()
// The proper way to extend the file format (add a new data chunk) is to add a field here, and use it to determine
// whether your new data chunk is in the file or not. If the file was not saved with your new field, the chunk
// won't be there either.
// Structure members can be added/deleted without any problems, new structures must be reflected in an existing struct
// and not read unless actually in the file. New structure members will be zeroed out when reading 'old' files.
BEGIN_SIMPLE_DATADESC( SAVE_HEADER )
// DEFINE_FIELD( saveId, FIELD_INTEGER ),
// DEFINE_FIELD( version, FIELD_INTEGER ),
DEFINE_FIELD( skillLevel, FIELD_INTEGER ), DEFINE_FIELD( connectionCount, FIELD_INTEGER ), DEFINE_FIELD( lightStyleCount, FIELD_INTEGER ), DEFINE_FIELD( mapVersion, FIELD_INTEGER ), DEFINE_FIELD( time, FIELD_TIME ), DEFINE_ARRAY( mapName, FIELD_CHARACTER, 32 ), DEFINE_ARRAY( skyName, FIELD_CHARACTER, 32 ), END_DATADESC()
BEGIN_SIMPLE_DATADESC( levellist_t ) DEFINE_ARRAY( mapName, FIELD_CHARACTER, 32 ), DEFINE_ARRAY( landmarkName, FIELD_CHARACTER, 32 ), DEFINE_FIELD( pentLandmark, FIELD_EDICT ), DEFINE_FIELD( vecLandmarkOrigin, FIELD_VECTOR ), END_DATADESC()
BEGIN_SIMPLE_DATADESC( SAVELIGHTSTYLE ) DEFINE_FIELD( index, FIELD_INTEGER ), DEFINE_ARRAY( style, FIELD_CHARACTER, 64 ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
char const *CSaveRestore::GetSaveGameMapName( char const *level ) { Assert( level );
static char mapname[ 256 ]; Q_FileBase( level, mapname, sizeof( mapname ) ); return mapname; }
//-----------------------------------------------------------------------------
// Purpose: returns the most recent save
//-----------------------------------------------------------------------------
const char *CSaveRestore::FindRecentSave( char *pNameBuf, int nameBufLen ) { Q_strncpy( pNameBuf, m_szMostRecentSaveLoadGame, nameBufLen );
if ( !m_szMostRecentSaveLoadGame[0] ) return NULL;
return pNameBuf; }
//-----------------------------------------------------------------------------
// Purpose: Forgets the most recent save game
// this is so the current level will just restart if the player dies
//-----------------------------------------------------------------------------
void CSaveRestore::ForgetRecentSave() { m_szMostRecentSaveLoadGame[0] = 0; }
//-----------------------------------------------------------------------------
// Purpose: Returns the save game directory for the current player profile
//-----------------------------------------------------------------------------
const char *CSaveRestore::GetSaveDir(void) { #ifdef _PS3
return g_pPS3PathInfo->SaveShadowPath(); #else
static char szDirectory[MAX_OSPATH] = {0}; if ( !szDirectory[0] ) { #if defined( _GAMECONSOLE ) || defined( DEDICATED ) || defined( NO_STEAM )
Q_strncpy( szDirectory, "SAVE/", sizeof( szDirectory ) ); #else
Q_snprintf( szDirectory, sizeof( szDirectory ), "SAVE/%llu/", Steam3Client().SteamUser() ? Steam3Client().SteamUser()->GetSteamID().ConvertToUint64() : 0ull ); g_pFileSystem->CreateDirHierarchy( szDirectory, MOD_DIR ); #endif
} return szDirectory; #endif
}
//-----------------------------------------------------------------------------
// Purpose: keeps the last few save files of the specified file around, renamed
//-----------------------------------------------------------------------------
void CSaveRestore::AgeSaveList( const char *pName, int count, bool bIsXSave ) { // age all the previous save files (including screenshots)
while ( count > 0 ) { AgeSaveFile( pName, "sav", count, bIsXSave ); if ( !IsGameConsole() ) { AgeSaveFile( pName, "tga", count, bIsXSave ); } count--; } }
//-----------------------------------------------------------------------------
// Purpose: ages a single sav file
//-----------------------------------------------------------------------------
void CSaveRestore::AgeSaveFile( const char *pName, const char *ext, int count, bool bIsXSave ) { char newName[MAX_OSPATH], oldName[MAX_OSPATH];
if ( !IsXSave() ) { if ( count == 1 ) { Q_snprintf( oldName, sizeof( oldName ), "//%s/%s%s" PLATFORM_EXT ".%s", MOD_DIR, GetSaveDir(), pName, ext );// quick.sav. DON'T FixSlashes on this, it needs to be //MOD
} else { Q_snprintf( oldName, sizeof( oldName ), "//%s/%s%s%02d" PLATFORM_EXT ".%s", MOD_DIR, GetSaveDir(), pName, count-1, ext ); // quick04.sav, etc. DON'T FixSlashes on this, it needs to be //MOD
}
Q_snprintf( newName, sizeof( newName ), "//%s/%s%s%02d" PLATFORM_EXT ".%s", MOD_DIR, GetSaveDir(), pName, count, ext ); // DON'T FixSlashes on this, it needs to be //MOD
} else { if ( count == 1 ) { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), oldName ) "%s" PLATFORM_EXT ".%s", pName, ext ); } else { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), oldName ) "%s%02d" PLATFORM_EXT ".%s", pName, count-1, ext ); }
PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), newName ) "%s%02d" PLATFORM_EXT ".%s", pName, count, ext ); }
// Scroll the name list down (rename quick04.sav to quick05.sav)
if ( g_pFileSystem->FileExists( oldName ) ) { if ( count == save_history_count.GetInt() ) { // there could be an old version, remove it
if ( g_pFileSystem->FileExists( newName ) ) { g_pFileSystem->RemoveFile( newName ); } }
g_pFileSystem->RenameFile( oldName, newName ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CSaveRestore::IsValidSave( void ) { // Don't parse autosave/transition save/restores during playback!
if ( demoplayer->IsPlayingBack() ) { return 0; }
if ( !sv.IsActive() ) { ConMsg ("Not playing a local game.\n"); return 0; }
if ( !GetBaseLocalClient().IsActive() ) { ConMsg ("Can't save if not active.\n"); return 0; }
if ( sv.IsMultiplayer() &&!save_multiplayer_override.GetBool() ) { ConMsg ("Can't save multiplayer games.\n"); return 0; }
if ( sv.GetClientCount() > 0 && sv.GetClient(0)->IsActive() ) { Assert( serverGameClients ); CGameClient *cl = sv.Client( 0 ); CPlayerState *pl = serverGameClients->GetPlayerState( cl->edict ); if ( !pl ) { ConMsg ("Can't savegame without a player!\n"); return 0; } // we can't save if we're dead... unless we're reporting a bug.
if ( pl->deadflag != false && !bugreporter->IsVisible() ) { ConMsg ("Can't savegame with a dead player\n"); return 0; } } // Passed all checks, it's ok to save
return 1; }
static ConVar save_asyncdelay( "save_asyncdelay", "0", 0, "For testing, adds this many milliseconds of delay to the save operation." );
//-----------------------------------------------------------------------------
// Purpose: save a game with the given name/comment
// note: Added S_ExtraUpdate calls to fix audio pops in autosaves
//-----------------------------------------------------------------------------
int CSaveRestore::SaveGameSlot( const char *pSaveName, const char *pSaveComment, bool onlyThisLevel, bool bSetMostRecent, const char *pszDestMap, const char *pszLandmark ) { int iX360controller = XBX_GetPrimaryUserId();
if ( save_disable.GetBool() ) { return 0; }
if ( save_asyncdelay.GetInt() > 0 ) { Sys_Sleep( clamp( save_asyncdelay.GetInt(), 0, 3000 ) ); }
bool bClearFile = true; bool bIsQuick = ( stricmp( pSaveName, "quick" ) == 0 ); bool bIsAutosave = ( !bIsQuick && stricmp( pSaveName,"autosave" ) == 0 ); bool bIsAutosaveDangerous = ( !bIsAutosave && stricmp( pSaveName,"autosavedangerous" ) == 0 );
if ( !( bIsAutosave || bIsAutosaveDangerous ) && map_wants_save_disable.GetBool() ) { Warning( "*** REJECTING: %s, due to map_wants_save_disable.\n", pSaveName ); return 0; }
SaveMsg( "Start save...\n" ); VPROF_BUDGET( "SaveGameSlot", "Save" ); char hlPath[256], *pTokenData; char name[ MAX_OSPATH ]; int tag, i, tokenSize; CSaveRestoreData *pSaveData; GAME_HEADER gameHeader;
#if defined( _MEMTEST )
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "mem_dump\n" ); #endif
{ VPROF( "SaveGameSlot finish previous save" ); g_pSaveRestoreFileSystem->AsyncFinishAllWrites();
S_ExtraUpdate(); FinishAsyncSave(); SaveResetMemory(); S_ExtraUpdate(); }
g_AsyncSaveCallQueue.DisableQueue( !save_async.GetBool() );
#if defined( _PS3 )
if ( ( bIsAutosave || bIsAutosaveDangerous ) && !m_PS3AutoSaveAsyncStatus.JobDone() ) { // we can't have more than 1 autosave in progress due to local renames that occurr to to aging logic
// the ps3saveapi expects the filenames to survive the duration of its operations
Warning( "*** REJECTING: %s, current autosave in progress.\n", pSaveName ); return 0; } #endif
// Figure out the name for this save game
CalcSaveGameName( pSaveName, name, sizeof( name ) );
ConDMsg( "Saving game to %s...\n", name );
Q_strncpy( m_szSaveGameName, name, sizeof( m_szSaveGameName )) ;
if ( m_bClearSaveDir ) { m_bClearSaveDir = false; g_AsyncSaveCallQueue.QueueCall( this, &CSaveRestore::DoClearSaveDir, IsXSave() ); }
if ( !IsXSave() ) { if ( onlyThisLevel ) { Q_snprintf( hlPath, sizeof( hlPath ), "%s%s*.HL?", GetSaveDir(), sv.GetMapName() ); } else { Q_snprintf( hlPath, sizeof( hlPath ), "%s*.HL?", GetSaveDir() ); } } else { if ( onlyThisLevel ) { PREPARE_XSAVE_FILENAME( iX360controller, hlPath ) "%s*.HL?", sv.GetMapName() ); } else { PREPARE_XSAVE_FILENAME( iX360controller, hlPath ) "*.HL?" ); } }
// Output to disk
if ( bIsQuick || bIsAutosave || bIsAutosaveDangerous ) { bClearFile = false; SaveMsg( "Queue AgeSaveList\n"); if ( StorageDeviceValid() ) { g_AsyncSaveCallQueue.QueueCall( this, &CSaveRestore::AgeSaveList, CUtlEnvelope<const char *>(pSaveName), save_history_count.GetInt(), IsXSave() ); } }
S_ExtraUpdate(); if (!SaveGameState( (pszDestMap != NULL ), NULL, false, ( bIsAutosave || bIsAutosaveDangerous ) ) ) { m_szSaveGameName[ 0 ] = 0; return 0; } S_ExtraUpdate();
//---------------------------------
pSaveData = serverGameDLL->SaveInit( 0 );
if ( !pSaveData ) { m_szSaveGameName[ 0 ] = 0; return 0; }
Q_FixSlashes( hlPath ); Q_strncpy( gameHeader.comment, pSaveComment, sizeof( gameHeader.comment ) );
if ( pszDestMap && pszLandmark && *pszDestMap && *pszLandmark ) { Q_strncpy( gameHeader.mapName, pszDestMap, sizeof( gameHeader.mapName ) ); Q_strncpy( gameHeader.originMapName, sv.GetMapName(), sizeof( gameHeader.originMapName ) ); Q_strncpy( gameHeader.landmark, pszLandmark, sizeof( gameHeader.landmark ) ); } else { Q_strncpy( gameHeader.mapName, sv.GetMapName(), sizeof( gameHeader.mapName ) ); gameHeader.originMapName[0] = 0; gameHeader.landmark[0] = 0; }
gameHeader.mapCount = 0; // No longer used. The map packer will place the map count at the head of the compound files (toml 7/18/2007)
serverGameDLL->SaveWriteFields( pSaveData, "GameHeader", &gameHeader, NULL, GAME_HEADER::m_DataMap.dataDesc, GAME_HEADER::m_DataMap.dataNumFields ); serverGameDLL->SaveGlobalState( pSaveData );
// Write entity string token table
pTokenData = pSaveData->AccessCurPos(); for( i = 0; i < pSaveData->SizeSymbolTable(); i++ ) { const char *pszToken = (pSaveData->StringFromSymbol( i )) ? pSaveData->StringFromSymbol( i ) : ""; if ( !pSaveData->Write( pszToken, strlen(pszToken) + 1 ) ) { ConMsg( "Token Table Save/Restore overflow!" ); break; } }
tokenSize = pSaveData->AccessCurPos() - pTokenData; pSaveData->Rewind( tokenSize );
// open the file to validate it exists, and to clear it
if ( bClearFile && !IsGameConsole() ) { FileHandle_t pSaveFile = g_pSaveRestoreFileSystem->Open( name, "wb" ); if (!pSaveFile) { Msg("Save failed: invalid file name '%s'\n", pSaveName); m_szSaveGameName[ 0 ] = 0; return 0; } g_pSaveRestoreFileSystem->Close( pSaveFile ); S_ExtraUpdate(); }
// If this isn't a dangerous auto save use it next
if ( bSetMostRecent ) { SetMostRecentSaveGame( pSaveName ); } m_bWaitingForSafeDangerousSave = bIsAutosaveDangerous;
int iHeaderBufferSize = 64 + tokenSize + pSaveData->GetCurPos(); void *pMem = malloc(iHeaderBufferSize); CUtlBuffer saveHeader( pMem, iHeaderBufferSize );
// Write the header -- THIS SHOULD NEVER CHANGE STRUCTURE, USE SAVE_HEADER FOR NEW HEADER INFORMATION
// THIS IS ONLY HERE TO IDENTIFY THE FILE AND GET IT'S SIZE.
tag = MAKEID('J','S','A','V'); saveHeader.Put( &tag, sizeof(int) ); tag = SAVEGAME_VERSION; saveHeader.Put( &tag, sizeof(int) ); tag = pSaveData->GetCurPos(); saveHeader.Put( &tag, sizeof(int) ); // Does not include token table
// Write out the tokens first so we can load them before we load the entities
tag = pSaveData->SizeSymbolTable(); saveHeader.Put( &tag, sizeof(int) ); saveHeader.Put( &tokenSize, sizeof(int) ); saveHeader.Put( pTokenData, tokenSize );
saveHeader.Put( pSaveData->GetBuffer(), pSaveData->GetCurPos() ); // Create the save game container before the directory copy
g_AsyncSaveCallQueue.QueueCall( g_pSaveRestoreFileSystem, &ISaveRestoreFileSystem::AsyncWrite, CUtlEnvelope<const char *>(name), saveHeader.Base(), saveHeader.TellPut(), true, false, (FSAsyncControl_t *) NULL ); g_AsyncSaveCallQueue.QueueCall( this, &CSaveRestore::DirectoryCopy, CUtlEnvelope<const char *>(hlPath), CUtlEnvelope<const char *>(name), m_bIsXSave );
// Finish all writes and close the save game container
// @TODO: this async finish all writes has to go away, very expensive and will make game hitchy. switch to a wait on the last async op
g_AsyncSaveCallQueue.QueueCall( g_pFileSystem, &IFileSystem::AsyncFinishAllWrites ); if ( IsXSave() && StorageDeviceValid() ) { // Finish all pending I/O to the storage devices
g_AsyncSaveCallQueue.QueueCall( g_pXboxSystem, &IXboxSystem::FinishContainerWrites, iX360controller ); }
S_ExtraUpdate(); Finish( pSaveData ); S_ExtraUpdate();
// queue up to save a matching screenshot
if ( save_screenshot.GetBool() && !( bIsAutosave || bIsAutosaveDangerous ) || save_screenshot.GetInt() == 2 ) { if ( IsXSave() ) { // xsaves have filenames of the form foo.360.sav
// want screenshots to be named foo.360.tga (other code expects this)
V_StripExtension( m_szSaveGameName, m_szSaveGameScreenshotFile, sizeof( m_szSaveGameScreenshotFile ) ); V_strncat( m_szSaveGameScreenshotFile, ".tga", sizeof( m_szSaveGameScreenshotFile ) ); } else { Q_snprintf( m_szSaveGameScreenshotFile, sizeof( m_szSaveGameScreenshotFile ), "%s%s%s.tga", GetSaveDir(), pSaveName, GetPlatformExt() ); } }
// save has been finalized
// set prior to possible dispatch
SetMostRecentSaveInfo( m_szSaveGameName, pSaveComment );
// game consoles need to delay the dispatch until after the screenshot
if ( !IsGameConsole() || !m_szSaveGameScreenshotFile[0] ) { DispatchAsyncSave(); }
m_szSaveGameName[ 0 ] = 0;
return 1; }
//-----------------------------------------------------------------------------
// Purpose: Saves a screenshot for save game if necessary
//-----------------------------------------------------------------------------
void CSaveRestore::UpdateSaveGameScreenshots() { if ( IsPC() && g_LostVideoMemory ) { m_szSaveGameScreenshotFile[0] = '\0'; return; }
#ifndef DEDICATED
if ( m_szSaveGameScreenshotFile[0] ) { host_framecount++; g_ClientGlobalVariables.framecount = host_framecount; g_ClientDLL->WriteSaveGameScreenshot( m_szSaveGameScreenshotFile ); m_szSaveGameScreenshotFile[0] = 0;
if ( IsGameConsole() ) { DispatchAsyncSave(); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CSaveRestore::SaveReadHeader( FileHandle_t pFile, GAME_HEADER *pHeader, int readGlobalState ) { int i, tag, size, tokenCount, tokenSize; char *pszTokenList; CSaveRestoreData *pSaveData = NULL;
if( g_pSaveRestoreFileSystem->Read( &tag, sizeof(int), pFile ) != sizeof(int) ) return 0;
if ( tag != MAKEID('J','S','A','V') ) { Warning( "Can't load saved game, incorrect FILEID\n" ); return 0; } if ( g_pSaveRestoreFileSystem->Read( &tag, sizeof(int), pFile ) != sizeof(int) ) return 0;
if ( tag != SAVEGAME_VERSION ) // Enforce version for now
{ Warning( "Can't load saved game, incorrect version (got %i expecting %i)\n", tag, SAVEGAME_VERSION ); return 0; }
if ( g_pSaveRestoreFileSystem->Read( &size, sizeof(int), pFile ) != sizeof(int) ) return 0;
if ( g_pSaveRestoreFileSystem->Read( &tokenCount, sizeof(int), pFile ) != sizeof(int) ) return 0;
if ( g_pSaveRestoreFileSystem->Read( &tokenSize, sizeof(int), pFile ) != sizeof(int) ) return 0;
// At this point we must clean this data up if we fail!
void *pSaveMemory = SaveAllocMemory( sizeof(CSaveRestoreData) + tokenSize + size, sizeof(char) ); if ( !pSaveMemory ) { return 0; }
pSaveData = MakeSaveRestoreData( pSaveMemory );
pSaveData->levelInfo.connectionCount = 0;
pszTokenList = (char *)(pSaveData + 1);
if ( tokenSize > 0 ) { if ( g_pSaveRestoreFileSystem->Read( pszTokenList, tokenSize, pFile ) != tokenSize ) { Finish( pSaveData ); return 0; }
pSaveMemory = SaveAllocMemory( tokenCount, sizeof(char *), true ); if ( !pSaveMemory ) { Finish( pSaveData ); return 0; }
pSaveData->InitSymbolTable( (char**)pSaveMemory, tokenCount );
// Make sure the token strings pointed to by the pToken hashtable.
for( i=0; i<tokenCount; i++ ) { if ( *pszTokenList ) { Verify( pSaveData->DefineSymbol( pszTokenList, i ) ); } while( *pszTokenList++ ); // Find next token (after next null)
} } else { pSaveData->InitSymbolTable( NULL, 0 ); }
pSaveData->levelInfo.fUseLandmark = false; pSaveData->levelInfo.time = 0;
// pszTokenList now points after token data
pSaveData->Init( pszTokenList, size ); if ( g_pSaveRestoreFileSystem->Read( pSaveData->GetBuffer(), size, pFile ) != size ) { Finish( pSaveData ); return 0; } serverGameDLL->SaveReadFields( pSaveData, "GameHeader", pHeader, NULL, GAME_HEADER::m_DataMap.dataDesc, GAME_HEADER::m_DataMap.dataNumFields ); if ( g_szMapLoadOverride[0] ) { V_strncpy( pHeader->mapName, g_szMapLoadOverride, sizeof( pHeader->mapName ) ); g_szMapLoadOverride[0] = 0; }
if ( readGlobalState ) { serverGameDLL->RestoreGlobalState( pSaveData ); }
Finish( pSaveData );
if ( pHeader->mapCount == 0 ) { if ( g_pSaveRestoreFileSystem->Read( &pHeader->mapCount, sizeof(pHeader->mapCount), pFile ) != sizeof(pHeader->mapCount) ) return 0; }
return 1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pName -
// *output -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSaveRestore::CalcSaveGameName( const char *pName, char *output, int outputStringLength ) { if (!pName || !pName[0]) return false;
if ( IsXSave() ) { PREPARE_XSAVE_FILENAME_EX( XBX_GetPrimaryUserId(), output, outputStringLength ) "%s", pName ); } else if ( IsPS3() && pName[0] == '/' ) // on the ps3, check to see if it's an absolute path already
{ V_strncpy( output, pName, outputStringLength ); } else { Q_snprintf( output, outputStringLength, "%s%s", GetSaveDir(), pName ); } Q_DefaultExtension( output, PLATFORM_EXT ".sav", outputStringLength ); Q_FixSlashes( output );
return true; }
//-----------------------------------------------------------------------------
// Does this save file exist?
//-----------------------------------------------------------------------------
bool CSaveRestore::SaveFileExists( const char *pName ) { FinishAsyncSave(); char name[256]; if ( !CalcSaveGameName( pName, name, sizeof( name ) ) ) return false;
bool bExists = false;
if ( IsXSave() ) { if ( StorageDeviceValid() ) { bExists = g_pFileSystem->FileExists( name ); } else { bExists = g_pSaveRestoreFileSystem->FileExists( name ); } } else { bExists = g_pFileSystem->FileExists( name ); }
return bExists; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pName -
// Output : int
//-----------------------------------------------------------------------------
bool CL_HL2Demo_MapCheck( const char *name ); // in host_cmd.cpp
bool CL_PortalDemo_MapCheck( const char *name ); // in host_cmd.cpp
bool CSaveRestore::LoadGame( const char *pName, bool bLetToolsOverrideLoadGameEnts ) { FileHandle_t pFile; GAME_HEADER gameHeader; char name[ MAX_PATH ]; bool validload = false;
FinishAsyncSave(); SaveResetMemory();
if ( !CalcSaveGameName( pName, name, sizeof( name ) ) ) { DevWarning("Loaded bad game %s\n", pName); Assert(0); return false; }
// store off the most recent save
SetMostRecentSaveGame( pName );
ConMsg( "Loading game from %s...\n", name );
m_bClearSaveDir = false; DoClearSaveDir( IsXSave() );
bool bLoadedToMemory = false; if ( IsX360() ) { bool bValidStorageDevice = StorageDeviceValid(); if ( bValidStorageDevice ) { // Load the file into memory, whole hog
bLoadedToMemory = g_pSaveRestoreFileSystem->LoadFileFromDisk( name ); if ( bLoadedToMemory == false ) return false; } } int iElapsedMinutes = 0; int iElapsedSeconds = 0;
pFile = g_pSaveRestoreFileSystem->Open( name, "rb", MOD_DIR ); if ( pFile ) { char szDummyName[ MAX_PATH ]; char szComment[ MAX_PATH ]; char szElapsedTime[ MAX_PATH ];
if ( SaveReadNameAndComment( pFile, szDummyName, szComment ) ) { // Elapsed time is the last 6 characters in comment. (mmm:ss)
int i; i = strlen( szComment ); Q_strncpy( szElapsedTime, "??", sizeof( szElapsedTime ) ); if (i >= 6) { Q_strncpy( szElapsedTime, (char *)&szComment[i - 6], 7 ); szElapsedTime[6] = '\0';
// parse out
iElapsedMinutes = atoi( szElapsedTime ); iElapsedSeconds = atoi( szElapsedTime + 4); } } else { g_pSaveRestoreFileSystem->Close( pFile ); if ( bLoadedToMemory ) { g_pSaveRestoreFileSystem->RemoveFile( name ); } return NULL; }
// Reset the file pointer to the start of the file
g_pSaveRestoreFileSystem->Seek( pFile, 0, FILESYSTEM_SEEK_HEAD );
if ( SaveReadHeader( pFile, &gameHeader, 1 ) ) { validload = DirectoryExtract( pFile, gameHeader.mapCount ); }
if ( !g_pVEngineServer->IsMapValid( gameHeader.mapName ) ) { Msg( "Map '%s' missing or invalid\n", gameHeader.mapName ); validload = false; }
g_pSaveRestoreFileSystem->Close( pFile ); if ( bLoadedToMemory ) { g_pSaveRestoreFileSystem->RemoveFile( name ); } } else { ConMsg( "File not found or failed to open.\n" ); return false; }
if ( !validload ) { Msg("Save file %s is not valid\n", name ); return false; }
// stop demo loop in case this fails
GetBaseLocalClient().demonum = -1;
deathmatch.SetValue( 0 ); coop.SetValue( 0 );
if ( !CL_HL2Demo_MapCheck( gameHeader.mapName ) ) { Warning( "Save file %s is not valid\n", name ); return false; } if ( !CL_PortalDemo_MapCheck( gameHeader.mapName ) ) { Warning( "Save file %s is not valid\n", name ); return false; }
bool bIsTransitionSave = ( gameHeader.originMapName[0] != 0 );
m_bOverrideLoadGameEntsOn = bLetToolsOverrideLoadGameEnts;
bool retval = Host_NewGame( gameHeader.mapName, NULL, true, false, false, ( bIsTransitionSave ) ? gameHeader.originMapName : NULL, ( bIsTransitionSave ) ? gameHeader.landmark : NULL );
m_bOverrideLoadGameEntsOn = false;
SetMostRecentElapsedMinutes( iElapsedMinutes ); SetMostRecentElapsedSeconds( iElapsedSeconds );
return retval; }
bool CSaveRestore::IsOverrideLoadGameEntsOn() { return m_bOverrideLoadGameEntsOn; }
//-----------------------------------------------------------------------------
// Purpose: Remebers the most recent save game
//-----------------------------------------------------------------------------
void CSaveRestore::SetMostRecentSaveGame( const char *pSaveName ) { // Only remember xsaves in the 360 case when signed in
if ( IsX360() && ( IsXSave() == false && XBX_GetPrimaryUserId() != -1 ) ) return;
if ( pSaveName ) { Q_strncpy( m_szMostRecentSaveLoadGame, pSaveName, sizeof(m_szMostRecentSaveLoadGame) ); } else { m_szMostRecentSaveLoadGame[0] = 0; } if ( !m_szMostRecentSaveLoadGame[0] ) { DevWarning("Cleared most recent save!\n"); Assert(0); } }
//-----------------------------------------------------------------------------
// Purpose: Returns the last recored elapsed minutes
//-----------------------------------------------------------------------------
int CSaveRestore::GetMostRecentElapsedMinutes( void ) { return m_MostRecentElapsedMinutes; }
//-----------------------------------------------------------------------------
// Purpose: Returns the last recored elapsed seconds
//-----------------------------------------------------------------------------
int CSaveRestore::GetMostRecentElapsedSeconds( void ) { return m_MostRecentElapsedSeconds; }
int CSaveRestore::GetMostRecentElapsedTimeSet( void ) { return m_MostRecentElapsedTimeSet; }
//-----------------------------------------------------------------------------
// Purpose: Sets the last recored elapsed minutes
//-----------------------------------------------------------------------------
void CSaveRestore::SetMostRecentElapsedMinutes( const int min ) { m_MostRecentElapsedMinutes = min; m_MostRecentElapsedTimeSet = g_ServerGlobalVariables.curtime; }
//-----------------------------------------------------------------------------
// Purpose: Sets the last recored elapsed seconds
//-----------------------------------------------------------------------------
void CSaveRestore::SetMostRecentElapsedSeconds( const int sec ) { m_MostRecentElapsedSeconds = sec; m_MostRecentElapsedTimeSet = g_ServerGlobalVariables.curtime; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : CSaveRestoreData
//-----------------------------------------------------------------------------
struct SaveFileHeaderTag_t { int id; int version; bool operator==(const SaveFileHeaderTag_t &rhs) const { return ( memcmp( this, &rhs, sizeof(SaveFileHeaderTag_t) ) == 0 ); } bool operator!=(const SaveFileHeaderTag_t &rhs) const { return ( memcmp( this, &rhs, sizeof(SaveFileHeaderTag_t) ) != 0 ); } };
#define MAKEID(d,c,b,a) ( ((int)(a) << 24) | ((int)(b) << 16) | ((int)(c) << 8) | ((int)(d)) )
const struct SaveFileHeaderTag_t CURRENT_SAVEFILE_HEADER_TAG = { MAKEID('V','A','L','V'), SAVEGAME_VERSION };
struct SaveFileSectionsInfo_t { int nBytesSymbols; int nSymbols; int nBytesDataHeaders; int nBytesData; int SumBytes() const { return ( nBytesSymbols + nBytesDataHeaders + nBytesData ); } };
struct SaveFileSections_t { char *pSymbols; char *pDataHeaders; char *pData; };
void CSaveRestore::SaveGameStateGlobals( CSaveRestoreData *pSaveData ) { VPROF("CSaveRestore::SaveGameStateGlobals"); SAVE_HEADER header;
INetworkStringTable * table = sv.GetLightStyleTable();
Assert( table ); // Write global data
header.version = build_number( ); header.skillLevel = skill.GetInt(); // This is created from an int even though it's a float
header.connectionCount = pSaveData->levelInfo.connectionCount; header.time = sv.GetTime(); ConVarRef skyname( "sv_skyname" ); if ( skyname.IsValid() ) { Q_strncpy( header.skyName, skyname.GetString(), sizeof( header.skyName ) ); } else { Q_strncpy( header.skyName, "unknown", sizeof( header.skyName ) ); }
Q_strncpy( header.mapName, sv.GetMapName(), sizeof( header.mapName ) ); header.lightStyleCount = 0; header.mapVersion = g_ServerGlobalVariables.mapversion;
int i; for ( i = 0; i < MAX_LIGHTSTYLES; i++ ) { const char * ligthStyle = (const char*) table->GetStringUserData( i, NULL ); if ( ligthStyle && ligthStyle[0] ) header.lightStyleCount++; }
pSaveData->levelInfo.time = 0; // prohibits rebase of header.time (why not just save time as a field_float and ditch this hack?)
serverGameDLL->SaveWriteFields( pSaveData, "Save Header", &header, NULL, SAVE_HEADER::m_DataMap.dataDesc, SAVE_HEADER::m_DataMap.dataNumFields ); pSaveData->levelInfo.time = header.time;
// Write adjacency list
for ( i = 0; i < pSaveData->levelInfo.connectionCount; i++ ) serverGameDLL->SaveWriteFields( pSaveData, "ADJACENCY", pSaveData->levelInfo.levelList + i, NULL, levellist_t::m_DataMap.dataDesc, levellist_t::m_DataMap.dataNumFields );
// Write the lightstyles
SAVELIGHTSTYLE light; for ( i = 0; i < MAX_LIGHTSTYLES; i++ ) { const char * ligthStyle = (const char*) table->GetStringUserData( i, NULL );
if ( ligthStyle && ligthStyle[0] ) { light.index = i; Q_strncpy( light.style, ligthStyle, sizeof( light.style ) ); serverGameDLL->SaveWriteFields( pSaveData, "LIGHTSTYLE", &light, NULL, SAVELIGHTSTYLE::m_DataMap.dataDesc, SAVELIGHTSTYLE::m_DataMap.dataNumFields ); } } }
CSaveRestoreData *CSaveRestore::SaveGameStateInit( void ) { CSaveRestoreData *pSaveData = serverGameDLL->SaveInit( 0 ); return pSaveData; }
bool CSaveRestore::SaveGameState( bool bTransition, ISaveRestoreDataCallback *pCallback, bool bOpenContainer, bool bIsAutosaveOrDangerous ) { VPROF("SaveGameState"); MDLCACHE_COARSE_LOCK_(g_pMDLCache); SaveMsg( "SaveGameState...\n" ); int i; SaveFileSectionsInfo_t sectionsInfo; SaveFileSections_t sections;
if ( bTransition ) { if ( m_bClearSaveDir ) { m_bClearSaveDir = false; DoClearSaveDir( IsXSave() ); } }
S_ExtraUpdate(); CSaveRestoreData *pSaveData = SaveGameStateInit(); if ( !pSaveData ) { return false; }
pSaveData->bAsync = bIsAutosaveOrDangerous;
//---------------------------------
// Save the data
sections.pData = pSaveData->AccessCurPos(); { VPROF("SaveGameState pre-save"); //---------------------------------
// Pre-save
serverGameDLL->PreSave( pSaveData ); // Build the adjacent map list (after entity table build by game in presave)
if ( bTransition ) { serverGameDLL->BuildAdjacentMapList(); } else { pSaveData->levelInfo.connectionCount = 0; } S_ExtraUpdate(); } //---------------------------------
SaveGameStateGlobals( pSaveData );
S_ExtraUpdate(); serverGameDLL->Save( pSaveData ); S_ExtraUpdate();
sectionsInfo.nBytesData = pSaveData->AccessCurPos() - sections.pData;
{ VPROF("SaveGameState WriteSaveHeaders");
//---------------------------------
// Save necessary tables/dictionaries/directories
sections.pDataHeaders = pSaveData->AccessCurPos();
serverGameDLL->WriteSaveHeaders( pSaveData );
sectionsInfo.nBytesDataHeaders = pSaveData->AccessCurPos() - sections.pDataHeaders; }
{ VPROF( "SaveGameState Write the save file symbol table"); //---------------------------------
// Write the save file symbol table
sections.pSymbols = pSaveData->AccessCurPos();
for( i = 0; i < pSaveData->SizeSymbolTable(); i++ ) { const char *pszToken = ( pSaveData->StringFromSymbol( i ) ) ? pSaveData->StringFromSymbol( i ) : ""; if ( !pSaveData->Write( pszToken, strlen(pszToken) + 1 ) ) { break; } }
sectionsInfo.nBytesSymbols = pSaveData->AccessCurPos() - sections.pSymbols; sectionsInfo.nSymbols = pSaveData->SizeSymbolTable(); }
#if VPROF_LEVEL >= 1
// another scope inside the first (without having to indent everything below)
CVProfScope VProfInner("SaveGameState write to disk", 1, VPROF_BUDGETGROUP_OTHER_UNACCOUNTED, false, 0); #endif
//---------------------------------
// Output to disk
char name[256]; int nBytesStateFile = sizeof(CURRENT_SAVEFILE_HEADER_TAG) + sizeof(sectionsInfo) + sectionsInfo.nBytesSymbols + sectionsInfo.nBytesDataHeaders + sectionsInfo.nBytesData;
void *pBuffer = new byte[nBytesStateFile]; CUtlBuffer buffer( pBuffer, nBytesStateFile );
// Write the header -- THIS SHOULD NEVER CHANGE STRUCTURE, USE SAVE_HEADER FOR NEW HEADER INFORMATION
// THIS IS ONLY HERE TO IDENTIFY THE FILE AND GET IT'S SIZE.
buffer.Put( &CURRENT_SAVEFILE_HEADER_TAG, sizeof(CURRENT_SAVEFILE_HEADER_TAG) );
// Write out the tokens and table FIRST so they are loaded in the right order, then write out the rest of the data in the file.
buffer.Put( §ionsInfo, sizeof(sectionsInfo) ); buffer.Put( sections.pSymbols, sectionsInfo.nBytesSymbols ); buffer.Put( sections.pDataHeaders, sectionsInfo.nBytesDataHeaders ); buffer.Put( sections.pData, sectionsInfo.nBytesData );
if ( !IsXSave() ) { Q_snprintf( name, 256, "//%s/%s%s.HL1", MOD_DIR, GetSaveDir(), GetSaveGameMapName( sv.GetMapName() ) ); // DON'T FixSlashes on this, it needs to be //MOD
SaveMsg( "Queue COM_CreatePath\n" ); g_AsyncSaveCallQueue.QueueCall( &COM_CreatePath, CUtlEnvelope<const char *>(name) ); } else { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), name ) "%s.HL1", GetSaveGameMapName( sv.GetMapName() ) ); // DON'T FixSlashes on this, it needs to be //MOD
}
S_ExtraUpdate();
SaveMsg( "Queue AsyncWrite (%s)\n", name ); g_AsyncSaveCallQueue.QueueCall( g_pSaveRestoreFileSystem, &ISaveRestoreFileSystem::AsyncWrite, CUtlEnvelope<const char *>(name), pBuffer, nBytesStateFile, true, false, (FSAsyncControl_t *)NULL ); pBuffer = NULL; //---------------------------------
EntityPatchWrite( pSaveData, GetSaveGameMapName( sv.GetMapName() ), true );
if ( pCallback ) { pCallback->Execute( pSaveData ); }
Finish( pSaveData );
if ( !IsXSave() ) { Q_snprintf(name, sizeof( name ), "//%s/%s%s.HL2", MOD_DIR, GetSaveDir(), GetSaveGameMapName( sv.GetMapName() ) );// DON'T FixSlashes on this, it needs to be //MOD
} else { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), name ) "%s.HL2", GetSaveGameMapName( sv.GetMapName() ) );// DON'T FixSlashes on this, it needs to be //MOD
} // Let the client see the server entity to id lookup tables, etc.
S_ExtraUpdate(); bool bSuccess = SaveClientState( name ); S_ExtraUpdate();
//---------------------------------
if ( bTransition ) { FinishAsyncSave(); } S_ExtraUpdate();
return bSuccess; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *save -
//-----------------------------------------------------------------------------
void CSaveRestore::Finish( CSaveRestoreData *save ) { // TODO: use this spew to find maps with egregious numbers of entities (and thus large savegame files) before we ship:
Msg( "SAVEGAME: %6.1fkb, %6.1fkb used by %3d entities (%s)\n", ( save->GetCurPos() / 1024.0f ), ( save->m_nEntityDataSize / 1024.0f ), save->NumEntities(), sv.GetMapName() );
char **pTokens = save->DetachSymbolTable(); if ( pTokens ) SaveFreeMemory( pTokens );
entitytable_t *pEntityTable = save->DetachEntityTable(); if ( pEntityTable ) SaveFreeMemory( pEntityTable );
save->PurgeEntityHash(); DevMsg( "Freeing %d bytes of save data\n", save->GetCurPos() ); SaveFreeMemory( save );
g_ServerGlobalVariables.pSaveData = NULL; }
BEGIN_SIMPLE_DATADESC( musicsave_t )
DEFINE_ARRAY( songname, FIELD_CHARACTER, 128 ), DEFINE_FIELD( sampleposition, FIELD_INTEGER ), DEFINE_FIELD( master_volume, FIELD_SHORT ),
END_DATADESC()
BEGIN_SIMPLE_DATADESC( channelsave )
DEFINE_ARRAY( soundName, FIELD_CHARACTER, 64 ), DEFINE_FIELD( origin, FIELD_VECTOR ), DEFINE_FIELD( soundLevel, FIELD_INTEGER ), DEFINE_FIELD( soundSource, FIELD_INTEGER ), DEFINE_FIELD( entChannel, FIELD_INTEGER ), DEFINE_FIELD( pitch, FIELD_INTEGER ), DEFINE_FIELD( opStackElapsedTime, FIELD_FLOAT ), DEFINE_FIELD( opStackElapsedStopTime, FIELD_FLOAT ), DEFINE_FIELD( masterVolume, FIELD_SHORT ) END_DATADESC()
BEGIN_SIMPLE_DATADESC( decallist_t )
DEFINE_FIELD( position, FIELD_POSITION_VECTOR ), DEFINE_ARRAY( name, FIELD_CHARACTER, 128 ), DEFINE_FIELD( entityIndex, FIELD_SHORT ), // DEFINE_FIELD( depth, FIELD_CHARACTER ),
DEFINE_FIELD( flags, FIELD_CHARACTER ), DEFINE_FIELD( impactPlaneNormal, FIELD_VECTOR ),
END_DATADESC()
struct baseclientsectionsold_t { int entitysize; int headersize; int decalsize; int symbolsize;
int decalcount; int symbolcount;
int SumBytes() { return entitysize + headersize + decalsize + symbolsize; } };
struct clientsectionsold_t : public baseclientsectionsold_t { char *symboldata; char *entitydata; char *headerdata; char *decaldata; };
// FIXME: Remove the above and replace with this once we update the save format!!
struct baseclientsections_t { int entitysize; int headersize; int decalsize; int channelsize; int symbolsize;
int decalcount; int channelcount; int symbolcount;
int SumBytes() { return entitysize + headersize + decalsize + symbolsize + channelsize; } };
struct clientsections_t : public baseclientsections_t { char *symboldata; char *entitydata; char *headerdata; char *decaldata; char *channeldata; };
int CSaveRestore::LookupRestoreSpotSaveIndex( RestoreLookupTable *table, int save ) { int c = table->lookup.Count(); for ( int i = 0; i < c; i++ ) { SaveRestoreTranslate *slot = &table->lookup[ i ]; if ( slot->savedindex == save ) return slot->restoredindex; } return -1; }
void CSaveRestore::ReapplyDecal( bool adjacent, RestoreLookupTable *table, decallist_t *entry ) { int flags = entry->flags; if ( adjacent ) { flags |= FDECAL_DONTSAVE; }
// unlock sting tables to allow changes, helps to find unwanted changes (bebug build only)
bool oldlock = networkStringTableContainerServer->Lock( false );
if ( adjacent ) { // These entities might not exist over transitions, so we'll use the saved plane and do a traceline instead
Vector testspot = entry->position; VectorMA( testspot, 5.0f, entry->impactPlaneNormal, testspot );
Vector testend = entry->position; VectorMA( testend, -5.0f, entry->impactPlaneNormal, testend );
CTraceFilterHitAll traceFilter; trace_t tr; Ray_t ray; ray.Init( testspot, testend ); g_pEngineTraceServer->TraceRay( ray, MASK_OPAQUE, &traceFilter, &tr );
if ( tr.fraction != 1.0f && !tr.allsolid ) { // Check impact plane normal
float dot = entry->impactPlaneNormal.Dot( tr.plane.normal ); if ( dot >= 0.99 ) { // Hack, have to use server traceline stuff to get at an actuall index here
edict_t *hit = tr.GetEdict(); if ( hit != NULL ) { // Looks like a good match for original splat plane, reapply the decal
int entityToHit = NUM_FOR_EDICT( hit ); if ( entityToHit >= 0 ) { IClientEntity *clientEntity = entitylist->GetClientEntity( entityToHit ); if ( !clientEntity ) return; bool found = false; int decalIndex = Draw_DecalIndexFromName( entry->name, &found ); if ( !found ) { // This is a serious HACK because we're grabbing the index that the server hasn't networked down to us and forcing
// the decal name directly. However, the message should eventually arrive and set the decal back to the same
// name on the server's index...we can live with that I suppose.
decalIndex = sv.PrecacheDecal( entry->name, RES_FATALIFMISSING ); Draw_DecalSetName( decalIndex, entry->name ); }
g_pEfx->DecalShoot( decalIndex, entityToHit, clientEntity->GetModel(), clientEntity->GetAbsOrigin(), clientEntity->GetAbsAngles(), entry->position, 0, flags, &tr.plane.normal ); } } } }
} else { int entityToHit = entry->entityIndex != 0 ? LookupRestoreSpotSaveIndex( table, entry->entityIndex ) : entry->entityIndex; if ( entityToHit >= 0 ) { // NOTE: I re-initialized the origin and angles as the decals pos/angle are saved in local space (ie. relative to
// the entity they are attached to.
Vector vecOrigin( 0.0f, 0.0f, 0.0f ); QAngle vecAngle( 0.0f, 0.0f, 0.0f );
const model_t *pModel = NULL; IClientEntity *clientEntity = entitylist->GetClientEntity( entityToHit ); if ( clientEntity ) { pModel = clientEntity->GetModel(); } else { // This breaks client/server. However, non-world entities are not in your PVS potentially.
edict_t *pEdict = EDICT_NUM( entityToHit ); if ( pEdict ) { IServerEntity *pServerEntity = pEdict->GetIServerEntity(); if ( pServerEntity ) { pModel = sv.GetModel( pServerEntity->GetModelIndex() ); } } }
if ( pModel ) { bool found = false; int decalIndex = Draw_DecalIndexFromName( entry->name, &found ); if ( !found ) { // This is a serious HACK because we're grabbing the index that the server hasn't networked down to us and forcing
// the decal name directly. However, the message should eventually arrive and set the decal back to the same
// name on the server's index...we can live with that I suppose.
decalIndex = sv.PrecacheDecal( entry->name, RES_FATALIFMISSING ); Draw_DecalSetName( decalIndex, entry->name ); } g_pEfx->DecalShoot( decalIndex, entityToHit, pModel, vecOrigin, vecAngle, entry->position, 0, flags ); } } }
// unlock sting tables to allow changes, helps to find unwanted changes (bebug build only)
networkStringTableContainerServer->Lock( oldlock ); }
void CSaveRestore::RestoreClientState( char const *fileName, bool adjacent ) { FinishAsyncSave();
FileHandle_t pFile;
pFile = g_pSaveRestoreFileSystem->Open( fileName, "rb" ); if ( !pFile ) { DevMsg( "Failed to open client state file %s\n", fileName ); return; }
SaveFileHeaderTag_t tag; g_pSaveRestoreFileSystem->Read( &tag, sizeof(tag), pFile ); if ( tag != CURRENT_SAVEFILE_HEADER_TAG ) { g_pSaveRestoreFileSystem->Close( pFile ); return; }
// Check for magic number
int savePos = g_pSaveRestoreFileSystem->Tell( pFile );
int sectionheaderversion = 1; int magicnumber = 0; baseclientsections_t sections;
g_pSaveRestoreFileSystem->Read( &magicnumber, sizeof( magicnumber ), pFile );
if ( magicnumber == SECTION_MAGIC_NUMBER ) { g_pSaveRestoreFileSystem->Read( §ionheaderversion, sizeof( sectionheaderversion ), pFile );
if ( sectionheaderversion != SECTION_VERSION_NUMBER ) { g_pSaveRestoreFileSystem->Close( pFile ); return; } g_pSaveRestoreFileSystem->Read( §ions, sizeof(baseclientsections_t), pFile ); } else { // Rewind
g_pSaveRestoreFileSystem->Seek( pFile, savePos, FILESYSTEM_SEEK_HEAD ); baseclientsectionsold_t oldsections;
g_pSaveRestoreFileSystem->Read( &oldsections, sizeof(baseclientsectionsold_t), pFile );
Q_memset( §ions, 0, sizeof( sections ) ); sections.entitysize = oldsections.entitysize; sections.headersize = oldsections.headersize; sections.decalsize = oldsections.decalsize; sections.symbolsize = oldsections.symbolsize;
sections.decalcount = oldsections.decalcount; sections.symbolcount = oldsections.symbolcount; }
void *pSaveMemory = SaveAllocMemory( sizeof(CSaveRestoreData) + sections.SumBytes(), sizeof(char) ); if ( !pSaveMemory ) { return; }
CSaveRestoreData *pSaveData = MakeSaveRestoreData( pSaveMemory ); // Needed?
Q_strncpy( pSaveData->levelInfo.szCurrentMapName, fileName, sizeof( pSaveData->levelInfo.szCurrentMapName ) );
g_pSaveRestoreFileSystem->Read( (char *)(pSaveData + 1), sections.SumBytes(), pFile ); g_pSaveRestoreFileSystem->Close( pFile );
char *pszTokenList = (char *)(pSaveData + 1);
if ( sections.symbolsize > 0 ) { void *pSaveMemory = SaveAllocMemory( sections.symbolcount, sizeof(char *), true ); if ( !pSaveMemory ) { SaveFreeMemory( pSaveData ); return; }
pSaveData->InitSymbolTable( (char**)pSaveMemory, sections.symbolcount );
// Make sure the token strings pointed to by the pToken hashtable.
for( int i=0; i<sections.symbolcount; i++ ) { if ( *pszTokenList ) { Verify( pSaveData->DefineSymbol( pszTokenList, i ) ); } while( *pszTokenList++ ); // Find next token (after next null)
} } else { pSaveData->InitSymbolTable( NULL, 0 ); }
Assert( pszTokenList - (char *)(pSaveData + 1) == sections.symbolsize );
//---------------------------------
// Set up the restore basis
int size = sections.SumBytes() - sections.symbolsize;
pSaveData->Init( (char *)(pszTokenList), size ); // The point pszTokenList was incremented to the end of the tokens
g_ClientDLL->ReadRestoreHeaders( pSaveData ); pSaveData->Rebase();
//HACKHACK
pSaveData->levelInfo.time = m_flClientSaveRestoreTime;
char name[256]; Q_FileBase( fileName, name, sizeof( name ) ); Q_strlower( name );
RestoreLookupTable *table = FindOrAddRestoreLookupTable( name );
pSaveData->levelInfo.fUseLandmark = adjacent; if ( adjacent ) { pSaveData->levelInfo.vecLandmarkOffset = table->m_vecLandMarkOffset; }
bool bFixTable = false;
// Fixup restore indices based on what server re-created for us
int c = pSaveData->NumEntities(); for ( int i = 0 ; i < c; i++ ) { entitytable_t *entry = pSaveData->GetEntityInfo( i ); entry->restoreentityindex = LookupRestoreSpotSaveIndex( table, entry->saveentityindex );
//Adrian: This means we are a client entity with no index to restore and we need our model precached.
if ( entry->restoreentityindex == -1 && entry->classname != NULL_STRING && entry->modelname != NULL_STRING ) { sv.PrecacheModel( STRING( entry->modelname ), RES_FATALIFMISSING | RES_PRELOAD ); bFixTable = true; } }
//Adrian: Fix up model string tables to make sure they match on both sides.
if ( bFixTable == true ) { int iCount = GetBaseLocalClient().m_pModelPrecacheTable->GetNumStrings();
while ( iCount < sv.GetModelPrecacheTable()->GetNumStrings() ) { string_t szString = MAKE_STRING( sv.GetModelPrecacheTable()->GetString( iCount ) ); GetBaseLocalClient().m_pModelPrecacheTable->AddString( true, STRING( szString ) ); iCount++; } }
g_ClientDLL->Restore( pSaveData, false );
if ( r_decals.GetInt() ) { for ( int i = 0; i < sections.decalcount; i++ ) { decallist_t entry; g_ClientDLL->SaveReadFields( pSaveData, "DECALLIST", &entry, NULL, decallist_t::m_DataMap.dataDesc, decallist_t::m_DataMap.dataNumFields );
ReapplyDecal( adjacent, table, &entry ); } }
for( int i = 0; i < sections.channelcount; ++i ) { // Read the saved fields
channelsave channel; g_ClientDLL->SaveReadFields( pSaveData, "CHANNELLIST", &channel, NULL, channelsave::m_DataMap.dataDesc, channelsave::m_DataMap.dataNumFields );
// Translate entity index
channel.soundSource = LookupRestoreSpotSaveIndex( table, channel.soundSource );
S_RestartChannel( channel ); }
Finish( pSaveData ); }
void CSaveRestore::RestoreAdjacenClientState( char const *map ) { char name[256]; if ( !IsXSave() ) { Q_snprintf( name, sizeof( name ), "//%s/%s%s.HL2", MOD_DIR, GetSaveDir(), GetSaveGameMapName( map ) );// DON'T FixSlashes on this, it needs to be //MOD
} else { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), name ) "%s.HL2", GetSaveGameMapName( map ) );// DON'T FixSlashes on this, it needs to be //MOD
} COM_CreatePath( name );
RestoreClientState( name, true ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
bool CSaveRestore::SaveClientState( const char *name ) { #ifndef DEDICATED
decallist_t *decalList; int i;
clientsections_t sections;
CSaveRestoreData *pSaveData = g_ClientDLL->SaveInit( 0 ); if ( !pSaveData ) { return false; } sections.entitydata = pSaveData->AccessCurPos();
// Now write out the client .dll entities to the save file, too
g_ClientDLL->PreSave( pSaveData ); g_ClientDLL->Save( pSaveData );
sections.entitysize = pSaveData->AccessCurPos() - sections.entitydata;
sections.headerdata = pSaveData->AccessCurPos();
g_ClientDLL->WriteSaveHeaders( pSaveData );
sections.headersize = pSaveData->AccessCurPos() - sections.headerdata;
sections.decaldata = pSaveData->AccessCurPos();
decalList = (decallist_t*)malloc( sizeof(decallist_t) * Draw_DecalMax() ); sections.decalcount = DecalListCreate( decalList );
for ( i = 0; i < sections.decalcount; i++ ) { decallist_t *entry = &decalList[ i ];
g_ClientDLL->SaveWriteFields( pSaveData, "DECALLIST", entry, NULL, decallist_t::m_DataMap.dataDesc, decallist_t::m_DataMap.dataNumFields ); }
sections.decalsize = pSaveData->AccessCurPos() - sections.decaldata;
// Ask sound system for channels with save/restore enabled
ChannelSaveVector channels; S_GetActiveSaveRestoreChannels( channels ); sections.channelcount = channels.Count();
sections.channeldata = pSaveData->AccessCurPos(); for( i = 0; i < sections.channelcount; ++i ) { channelsave* channel = &channels[i];
g_ClientDLL->SaveWriteFields( pSaveData, "CHANNELLIST", channel, NULL, channelsave::m_DataMap.dataDesc, channelsave::m_DataMap.dataNumFields ); } sections.channelsize = pSaveData->AccessCurPos() - sections.channeldata;
// Write string token table
sections.symboldata = pSaveData->AccessCurPos();
for( i = 0; i < pSaveData->SizeSymbolTable(); ++i ) { const char *pszToken = (pSaveData->StringFromSymbol( i )) ? pSaveData->StringFromSymbol( i ) : ""; if ( !pSaveData->Write( pszToken, strlen(pszToken) + 1 ) ) { ConMsg( "Token Table Save/Restore overflow!" ); break; } }
sections.symbolcount = pSaveData->SizeSymbolTable(); sections.symbolsize = pSaveData->AccessCurPos() - sections.symboldata;
int magicnumber = SECTION_MAGIC_NUMBER; int sectionheaderversion = SECTION_VERSION_NUMBER;
unsigned nBytes = sizeof(CURRENT_SAVEFILE_HEADER_TAG) + sizeof( magicnumber ) + sizeof( sectionheaderversion ) + sizeof( baseclientsections_t ) + sections.symbolsize + sections.headersize + sections.entitysize + sections.decalsize + sections.channelsize;
void *pBuffer = new byte[nBytes]; CUtlBuffer buffer( pBuffer, nBytes ); buffer.Put( &CURRENT_SAVEFILE_HEADER_TAG, sizeof(CURRENT_SAVEFILE_HEADER_TAG) ); buffer.Put( &magicnumber, sizeof( magicnumber ) ); buffer.Put( §ionheaderversion, sizeof( sectionheaderversion ) ); buffer.Put( (baseclientsections_t * )§ions, sizeof( baseclientsections_t ) ); buffer.Put( sections.symboldata, sections.symbolsize ); buffer.Put( sections.headerdata, sections.headersize ); buffer.Put( sections.entitydata, sections.entitysize ); buffer.Put( sections.decaldata, sections.decalsize ); buffer.Put( sections.channeldata, sections.channelsize );
SaveMsg( "Queue AsyncWrite (%s)\n", name ); g_AsyncSaveCallQueue.QueueCall( g_pSaveRestoreFileSystem, &ISaveRestoreFileSystem::AsyncWrite, CUtlEnvelope<const char *>(name), pBuffer, nBytes, true, false, (FSAsyncControl_t *)NULL );
Finish( pSaveData );
free( decalList ); return true; #endif
}
//-----------------------------------------------------------------------------
// Purpose: Parses and confirms save information. Pulled from PC UI
//-----------------------------------------------------------------------------
int CSaveRestore::SaveReadNameAndComment( FileHandle_t f, char *name, char *comment ) { int i, tag, size, tokenSize, tokenCount; char *pSaveData = NULL; char *pFieldName = NULL; char **pTokenList = NULL;
// Make sure we can at least read in the first five fields
unsigned int tagsize = sizeof(int) * 5; if ( g_pSaveRestoreFileSystem->Size( f ) < tagsize ) return 0;
int nRead = g_pSaveRestoreFileSystem->Read( &tag, sizeof(int), f ); if ( ( nRead != sizeof(int) ) || tag != MAKEID('J','S','A','V') ) return 0;
name[0] = '\0'; comment[0] = '\0'; if ( g_pSaveRestoreFileSystem->Read( &tag, sizeof(int), f ) != sizeof(int) ) return 0;
if ( g_pSaveRestoreFileSystem->Read( &size, sizeof(int), f ) != sizeof(int) ) return 0;
if ( g_pSaveRestoreFileSystem->Read( &tokenCount, sizeof(int), f ) != sizeof(int) ) // These two ints are the token list
return 0;
if ( g_pSaveRestoreFileSystem->Read( &tokenSize, sizeof(int), f ) != sizeof(int) ) return 0;
size += tokenSize;
// Sanity Check.
if ( tokenCount < 0 || tokenCount > 1024 * 1024 * 32 ) { return 0; }
if ( tokenSize < 0 || tokenSize > 1024*1024*10 ) { return 0; }
pSaveData = (char *)new char[size]; if ( g_pSaveRestoreFileSystem->Read(pSaveData, size, f) != size ) { delete[] pSaveData; return 0; }
int nNumberOfFields;
char *pData; int nFieldSize; pData = pSaveData;
// Allocate a table for the strings, and parse the table
if ( tokenSize > 0 ) { pTokenList = new char *[tokenCount];
// Make sure the token strings pointed to by the pToken hashtable.
for( i=0; i<tokenCount; i++ ) { pTokenList[i] = *pData ? pData : NULL; // Point to each string in the pToken table
while( *pData++ ); // Find next token (after next null)
} } else pTokenList = NULL;
// short, short (size, index of field name)
nFieldSize = *(short *)pData; pData += sizeof(short); pFieldName = pTokenList[ *(short *)pData ];
if ( !pFieldName || Q_stricmp( pFieldName, "GameHeader" ) ) { delete[] pSaveData; delete[] pTokenList; return 0; };
// int (fieldcount)
pData += sizeof(short); nNumberOfFields = *(int*)pData; pData += nFieldSize;
// Each field is a short (size), short (index of name), binary string of "size" bytes (data)
for ( i = 0; i < nNumberOfFields; ++i ) { // Data order is:
// Size
// szName
// Actual Data
nFieldSize = *(short *)pData; pData += sizeof(short);
pFieldName = pTokenList[ *(short *)pData ]; pData += sizeof(short);
if ( !Q_stricmp( pFieldName, "comment" ) ) { Q_strncpy(comment, pData, nFieldSize); } else if ( !Q_stricmp( pFieldName, "mapName" ) ) { Q_strncpy( name, pData, nFieldSize ); };
// Move to Start of next field.
pData += nFieldSize; }
// Delete the string table we allocated
delete[] pTokenList; delete[] pSaveData; if ( strlen( name ) > 0 && strlen( comment ) > 0 ) return 1; return 0; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *level -
// Output : CSaveRestoreData
//-----------------------------------------------------------------------------
CSaveRestoreData *CSaveRestore::LoadSaveData( const char *level ) { char name[MAX_OSPATH]; FileHandle_t pFile;
if ( !IsXSave() ) { Q_snprintf( name, sizeof( name ), "//%s/%s%s.HL1", MOD_DIR, GetSaveDir(), level);// DON'T FixSlashes on this, it needs to be //MOD
} else { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), name ) "%s.HL1", level);// DON'T FixSlashes on this, it needs to be //MOD
} ConMsg ("Loading game from %s...\n", name);
pFile = g_pSaveRestoreFileSystem->Open( name, "rb" ); if (!pFile) { ConMsg ("ERROR: couldn't open.\n"); return NULL; }
//---------------------------------
// Read the header
SaveFileHeaderTag_t tag; if ( g_pSaveRestoreFileSystem->Read( &tag, sizeof(tag), pFile ) != sizeof(tag) ) return NULL;
// Is this a valid save?
if ( tag != CURRENT_SAVEFILE_HEADER_TAG ) return NULL;
//---------------------------------
// Read the sections info and the data
//
SaveFileSectionsInfo_t sectionsInfo; if ( g_pSaveRestoreFileSystem->Read( §ionsInfo, sizeof(sectionsInfo), pFile ) != sizeof(sectionsInfo) ) return NULL;
void *pSaveMemory = SaveAllocMemory( sizeof(CSaveRestoreData) + sectionsInfo.SumBytes(), sizeof(char) ); if ( !pSaveMemory ) { return 0; }
CSaveRestoreData *pSaveData = MakeSaveRestoreData( pSaveMemory ); Q_strncpy( pSaveData->levelInfo.szCurrentMapName, level, sizeof( pSaveData->levelInfo.szCurrentMapName ) ); if ( g_pSaveRestoreFileSystem->Read( (char *)(pSaveData + 1), sectionsInfo.SumBytes(), pFile ) != sectionsInfo.SumBytes() ) { // Free the memory and give up
Finish( pSaveData ); return NULL; }
g_pSaveRestoreFileSystem->Close( pFile ); //---------------------------------
// Parse the symbol table
char *pszTokenList = (char *)(pSaveData + 1);// Skip past the CSaveRestoreData structure
if ( sectionsInfo.nBytesSymbols > 0 ) { pSaveMemory = SaveAllocMemory( sectionsInfo.nSymbols, sizeof(char *), true ); if ( !pSaveMemory ) { SaveFreeMemory( pSaveData ); return 0; }
pSaveData->InitSymbolTable( (char**)pSaveMemory, sectionsInfo.nSymbols );
// Make sure the token strings pointed to by the pToken hashtable.
for( int i = 0; i<sectionsInfo.nSymbols; i++ ) { if ( *pszTokenList ) { Verify( pSaveData->DefineSymbol( pszTokenList, i ) ); } while( *pszTokenList++ ); // Find next token (after next null)
} } else { pSaveData->InitSymbolTable( NULL, 0 ); }
Assert( pszTokenList - (char *)(pSaveData + 1) == sectionsInfo.nBytesSymbols );
//---------------------------------
// Set up the restore basis
int size = sectionsInfo.SumBytes() - sectionsInfo.nBytesSymbols;
pSaveData->levelInfo.connectionCount = 0; pSaveData->Init( (char *)(pszTokenList), size ); // The point pszTokenList was incremented to the end of the tokens
pSaveData->levelInfo.fUseLandmark = true; pSaveData->levelInfo.time = 0; VectorCopy( vec3_origin, pSaveData->levelInfo.vecLandmarkOffset ); g_ServerGlobalVariables.pSaveData = (CSaveRestoreData*)pSaveData;
return pSaveData; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSaveData -
// *pHeader -
// updateGlobals -
//-----------------------------------------------------------------------------
void CSaveRestore::ParseSaveTables( CSaveRestoreData *pSaveData, SAVE_HEADER *pHeader, int updateGlobals ) { int i; SAVELIGHTSTYLE light; INetworkStringTable * table = sv.GetLightStyleTable(); // Re-base the savedata since we re-ordered the entity/table / restore fields
pSaveData->Rebase(); // Process SAVE_HEADER
serverGameDLL->SaveReadFields( pSaveData, "Save Header", pHeader, NULL, SAVE_HEADER::m_DataMap.dataDesc, SAVE_HEADER::m_DataMap.dataNumFields ); // header.version = ENGINE_VERSION;
pSaveData->levelInfo.mapVersion = pHeader->mapVersion; pSaveData->levelInfo.connectionCount = pHeader->connectionCount; pSaveData->levelInfo.time = pHeader->time; pSaveData->levelInfo.fUseLandmark = true; VectorCopy( vec3_origin, pSaveData->levelInfo.vecLandmarkOffset );
// Read adjacency list
for ( i = 0; i < pSaveData->levelInfo.connectionCount; i++ ) serverGameDLL->SaveReadFields( pSaveData, "ADJACENCY", pSaveData->levelInfo.levelList + i, NULL, levellist_t::m_DataMap.dataDesc, levellist_t::m_DataMap.dataNumFields ); if ( updateGlobals ) { for ( i = 0; i < MAX_LIGHTSTYLES; i++ ) table->SetStringUserData( i, 1, "" ); }
for ( i = 0; i < pHeader->lightStyleCount; i++ ) { serverGameDLL->SaveReadFields( pSaveData, "LIGHTSTYLE", &light, NULL, SAVELIGHTSTYLE::m_DataMap.dataDesc, SAVELIGHTSTYLE::m_DataMap.dataNumFields ); if ( updateGlobals ) { table->SetStringUserData( light.index, Q_strlen(light.style)+1, light.style ); } } }
//-----------------------------------------------------------------------------
// Purpose: Write out the list of entities that are no longer in the save file for this level
// (they've been moved to another level)
// Input : *pSaveData -
// *level -
//-----------------------------------------------------------------------------
void CSaveRestore::EntityPatchWrite( CSaveRestoreData *pSaveData, const char *level, bool bAsync ) { char name[MAX_OSPATH]; int i, size;
if ( !IsXSave() ) { Q_snprintf( name, sizeof( name ), "//%s/%s%s.HL3", MOD_DIR, GetSaveDir(), level);// DON'T FixSlashes on this, it needs to be //MOD
} else { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), name ) "%s.HL3", level );// DON'T FixSlashes on this, it needs to be //MOD
}
size = 0; for ( i = 0; i < pSaveData->NumEntities(); i++ ) { if ( pSaveData->GetEntityInfo(i)->flags & FENTTABLE_REMOVED ) size++; }
int nBytesEntityPatch = sizeof(int) + size * sizeof(int); void *pBuffer = new byte[nBytesEntityPatch]; CUtlBuffer buffer( pBuffer, nBytesEntityPatch );
// Patch count
buffer.Put( &size, sizeof(int) ); for ( i = 0; i < pSaveData->NumEntities(); i++ ) { if ( pSaveData->GetEntityInfo(i)->flags & FENTTABLE_REMOVED ) buffer.Put( &i, sizeof(int) ); }
if ( !bAsync ) { g_pSaveRestoreFileSystem->AsyncWrite( name, pBuffer, nBytesEntityPatch, true, false ); g_pSaveRestoreFileSystem->AsyncFinishAllWrites(); } else { SaveMsg( "Queue AsyncWrite (%s)\n", name ); g_AsyncSaveCallQueue.QueueCall( g_pSaveRestoreFileSystem, &ISaveRestoreFileSystem::AsyncWrite, CUtlEnvelope<const char *>(name), pBuffer, nBytesEntityPatch, true, false, (FSAsyncControl_t *)NULL ); } }
//-----------------------------------------------------------------------------
// Purpose: Read the list of entities that are no longer in the save file for this level (they've been moved to another level)
// and correct the table
// Input : *pSaveData -
// *level -
//-----------------------------------------------------------------------------
void CSaveRestore::EntityPatchRead( CSaveRestoreData *pSaveData, const char *level ) { char name[MAX_OSPATH]; FileHandle_t pFile; int i, size, entityId;
if ( !IsXSave() ) { Q_snprintf(name, sizeof( name ), "//%s/%s%s.HL3", MOD_DIR, GetSaveDir(), GetSaveGameMapName( level ) );// DON'T FixSlashes on this, it needs to be //MOD
} else { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), name ) "%s.HL3", GetSaveGameMapName( level ) );// DON'T FixSlashes on this, it needs to be //MOD
}
pFile = g_pSaveRestoreFileSystem->Open( name, "rb" ); if ( pFile ) { // Patch count
g_pSaveRestoreFileSystem->Read( &size, sizeof(int), pFile ); for ( i = 0; i < size; i++ ) { g_pSaveRestoreFileSystem->Read( &entityId, sizeof(int), pFile ); pSaveData->GetEntityInfo(entityId)->flags = FENTTABLE_REMOVED; } g_pSaveRestoreFileSystem->Close( pFile ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *level -
// createPlayers -
// Output : int
//-----------------------------------------------------------------------------
int CSaveRestore::LoadGameState( char const *level, bool createPlayers ) { VPROF("CSaveRestore::LoadGameState");
SAVE_HEADER header; CSaveRestoreData *pSaveData; pSaveData = LoadSaveData( GetSaveGameMapName( level ) ); if ( !pSaveData ) // Couldn't load the file
return 0;
serverGameDLL->ReadRestoreHeaders( pSaveData );
ParseSaveTables( pSaveData, &header, 1 ); EntityPatchRead( pSaveData, level ); if ( !IsGameConsole() ) { skill.SetValue( header.skillLevel ); }
Q_strncpy( sv.m_szMapname, header.mapName, sizeof( sv.m_szMapname ) ); ConVarRef skyname( "sv_skyname" ); if ( skyname.IsValid() ) { skyname.SetValue( header.skyName ); } // Create entity list
serverGameDLL->Restore( pSaveData, createPlayers );
BuildRestoredIndexTranslationTable( level, pSaveData, false );
m_flClientSaveRestoreTime = pSaveData->levelInfo.time;
Finish( pSaveData );
sv.m_nTickCount = (int)( header.time / host_state.interval_per_tick ); // SUCCESS!
return 1; }
CSaveRestore::RestoreLookupTable *CSaveRestore::FindOrAddRestoreLookupTable( char const *mapname ) { int idx = m_RestoreLookup.Find( mapname ); if ( idx == m_RestoreLookup.InvalidIndex() ) { idx = m_RestoreLookup.Insert( mapname ); } return &m_RestoreLookup[ idx ]; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSaveData -
// Output : int
//-----------------------------------------------------------------------------
void CSaveRestore::BuildRestoredIndexTranslationTable( char const *mapname, CSaveRestoreData *pSaveData, bool verbose ) { char name[ 256 ]; Q_FileBase( mapname, name, sizeof( name ) ); Q_strlower( name );
// Build Translation Lookup
RestoreLookupTable *table = FindOrAddRestoreLookupTable( name ); table->Clear();
int c = pSaveData->NumEntities(); for ( int i = 0; i < c; i++ ) { entitytable_t *entry = pSaveData->GetEntityInfo( i ); SaveRestoreTranslate slot;
slot.classname = entry->classname; slot.savedindex = entry->saveentityindex; slot.restoredindex = entry->restoreentityindex;
table->lookup.AddToTail( slot ); }
table->m_vecLandMarkOffset = pSaveData->levelInfo.vecLandmarkOffset; }
void CSaveRestore::ClearRestoredIndexTranslationTables() { m_RestoreLookup.RemoveAll(); }
//-----------------------------------------------------------------------------
// Purpose: Find all occurances of the map in the adjacency table
// Input : *pSaveData -
// *pMapName -
// index -
// Output : int
//-----------------------------------------------------------------------------
int EntryInTable( CSaveRestoreData *pSaveData, const char *pMapName, int index ) { int i;
index++; for ( i = index; i < pSaveData->levelInfo.connectionCount; i++ ) { if ( !stricmp( pSaveData->levelInfo.levelList[i].mapName, pMapName ) ) return i; }
return -1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSaveData -
// output -
// *pLandmarkName -
//-----------------------------------------------------------------------------
void LandmarkOrigin( CSaveRestoreData *pSaveData, Vector& output, const char *pLandmarkName ) { int i;
for ( i = 0; i < pSaveData->levelInfo.connectionCount; i++ ) { if ( !stricmp( pSaveData->levelInfo.levelList[i].landmarkName, pLandmarkName ) ) { VectorCopy( pSaveData->levelInfo.levelList[i].vecLandmarkOrigin, output ); return; } }
VectorCopy( vec3_origin, output ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOldLevel -
// *pLandmarkName -
//-----------------------------------------------------------------------------
void CSaveRestore::LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) { FinishAsyncSave();
CSaveRestoreData currentLevelData, *pSaveData; int i, test, flags, index, movedCount = 0; SAVE_HEADER header; Vector landmarkOrigin;
memset( ¤tLevelData, 0, sizeof(CSaveRestoreData) ); g_ServerGlobalVariables.pSaveData = ¤tLevelData; // Build the adjacent map list
serverGameDLL->BuildAdjacentMapList(); bool foundprevious = false;
for ( i = 0; i < currentLevelData.levelInfo.connectionCount; i++ ) { // make sure the previous level is in the connection list so we can
// bring over the player.
if ( !strcmpi( currentLevelData.levelInfo.levelList[i].mapName, pOldLevel ) ) { foundprevious = true; }
for ( test = 0; test < i; test++ ) { // Only do maps once
if ( !stricmp( currentLevelData.levelInfo.levelList[i].mapName, currentLevelData.levelInfo.levelList[test].mapName ) ) break; } // Map was already in the list
if ( test < i ) continue;
// ConMsg("Merging entities from %s ( at %s )\n", currentLevelData.levelInfo.levelList[i].mapName, currentLevelData.levelInfo.levelList[i].landmarkName );
pSaveData = LoadSaveData( GetSaveGameMapName( currentLevelData.levelInfo.levelList[i].mapName ) );
if ( pSaveData ) { serverGameDLL->ReadRestoreHeaders( pSaveData );
ParseSaveTables( pSaveData, &header, 0 ); EntityPatchRead( pSaveData, currentLevelData.levelInfo.levelList[i].mapName ); pSaveData->levelInfo.time = sv.GetTime();// - header.time;
pSaveData->levelInfo.fUseLandmark = true; flags = 0; LandmarkOrigin( ¤tLevelData, landmarkOrigin, pLandmarkName ); LandmarkOrigin( pSaveData, pSaveData->levelInfo.vecLandmarkOffset, pLandmarkName ); VectorSubtract( landmarkOrigin, pSaveData->levelInfo.vecLandmarkOffset, pSaveData->levelInfo.vecLandmarkOffset ); if ( !stricmp( currentLevelData.levelInfo.levelList[i].mapName, pOldLevel ) ) flags |= FENTTABLE_PLAYER;
index = -1; while ( 1 ) { index = EntryInTable( pSaveData, sv.GetMapName(), index ); if ( index < 0 ) break; flags |= 1<<index; } if ( flags ) movedCount = serverGameDLL->CreateEntityTransitionList( pSaveData, flags );
// If ents were moved, rewrite entity table to save file
if ( movedCount ) EntityPatchWrite( pSaveData, GetSaveGameMapName( currentLevelData.levelInfo.levelList[i].mapName ) );
BuildRestoredIndexTranslationTable( currentLevelData.levelInfo.levelList[i].mapName, pSaveData, true );
Finish( pSaveData ); } } g_ServerGlobalVariables.pSaveData = NULL; if ( !foundprevious ) { // Host_Error( "Level transition ERROR\nCan't find connection to %s from %s\n", pOldLevel, sv.GetMapName() );
Warning( "\nLevel transition ERROR\nCan't find connection to %s from %s\nFalling back to 'map' command...\n\n", pOldLevel, sv.GetMapName() ); // Disconnect and 'map' to the destination map directly, since we can't do a proper transition:
Cbuf_AddText( Cbuf_GetCurrentPlayer(), CFmtStr( "disconnect; map %s\n", sv.GetMapName() ) ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFile -
// Output : int
//-----------------------------------------------------------------------------
int CSaveRestore::FileSize( FileHandle_t pFile ) { if ( !pFile ) return 0;
return g_pSaveRestoreFileSystem->Size(pFile); }
//-----------------------------------------------------------------------------
// Purpose: Copies the contents of the save directory into a single file
//-----------------------------------------------------------------------------
void CSaveRestore::DirectoryCopy( const char *pPath, const char *pDestFileName, bool bIsXSave ) { SaveMsg( "Directory copy (%s)\n", pPath ); VPROF("CSaveRestore::DirectoryCopy");
g_pSaveRestoreFileSystem->AsyncFinishAllWrites(); int nMaps = g_pSaveRestoreFileSystem->DirectoryCount( pPath ); FileHandle_t hFile = g_pSaveRestoreFileSystem->Open( pDestFileName, "ab+" ); if ( hFile ) { g_pSaveRestoreFileSystem->Write( &nMaps, sizeof(nMaps), hFile ); g_pSaveRestoreFileSystem->Close( hFile ); g_pSaveRestoreFileSystem->DirectoryCopy( pPath, pDestFileName, bIsXSave ); } else { Warning( "Invalid save, failed to open file\n" ); } }
//-----------------------------------------------------------------------------
// Purpose: Extracts all the files contained within pFile
//-----------------------------------------------------------------------------
bool CSaveRestore::DirectoryExtract( FileHandle_t pFile, int fileCount ) { return g_pSaveRestoreFileSystem->DirectoryExtract( pFile, fileCount, IsXSave() ); }
//-----------------------------------------------------------------------------
// Purpose: returns the number of save files in the specified filter
//-----------------------------------------------------------------------------
void CSaveRestore::DirectoryCount( const char *pPath, int *pResult ) { LOCAL_THREAD_LOCK(); if ( *pResult == -1 ) *pResult = g_pSaveRestoreFileSystem->DirectoryCount( pPath ); // else already set by worker thread
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPath -
//-----------------------------------------------------------------------------
void CSaveRestore::DirectoryClear( const char *pPath ) { g_pSaveRestoreFileSystem->DirectoryClear( pPath, IsXSave() ); }
//-----------------------------------------------------------------------------
// Purpose: deletes all the partial save files from the save game directory
//-----------------------------------------------------------------------------
void CSaveRestore::ClearSaveDir( void ) { m_bClearSaveDir = true; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CSaveRestore::DoClearSaveDir( bool bIsXSave ) { // before we clear the save dir, we need to make sure that
// any async-written save games have finished writing,
// since we still may need these temp files to write the save game
char szName[MAX_OSPATH];
if ( !bIsXSave ) { Q_snprintf(szName, sizeof( szName ), "%s", GetSaveDir() ); Q_FixSlashes( szName ); // Create save directory if it doesn't exist
Sys_mkdir( szName, MOD_DIR ); } else { PREPARE_XSAVE_FILENAME( XBX_GetPrimaryUserId(), szName ) ); }
Q_strncat( szName, "*.HL?", sizeof( szName ), COPY_ALL_CHARACTERS ); DirectoryClear( szName ); }
void CSaveRestore::RequestClearSaveDir( void ) { m_bClearSaveDir = true; }
void CSaveRestore::OnFinishedClientRestore() { g_ClientDLL->DispatchOnRestore();
ClearRestoredIndexTranslationTables();
if ( m_bClearSaveDir ) { m_bClearSaveDir = false; FinishAsyncSave(); DoClearSaveDir( IsXSave() ); } }
void CSaveRestore::AutoSaveDangerousIsSafe() { int iX360controller = XBX_GetPrimaryUserId();
if ( save_async.GetBool() && ThreadInMainThread() && g_pSaveThread ) { g_pSaveThread->QueueCall( this, &CSaveRestore::FinishAsyncSave );
g_pSaveThread->QueueCall( this, &CSaveRestore::AutoSaveDangerousIsSafe );
return; }
if ( !m_bWaitingForSafeDangerousSave ) { DevMsg( "No AutoSaveDangerous Outstanding...Nothing to do.\n" ); return; }
m_bWaitingForSafeDangerousSave = false; ConDMsg( "Committing AutoSaveDangerous...\n" );
char szOldName[MAX_PATH] = {0}; char szNewName[MAX_PATH] = {0};
// Back up the old autosaves
if ( StorageDeviceValid() ) { AgeSaveList( "autosave", save_history_count.GetInt(), IsXSave() ); }
// Rename the screenshot
if ( !IsGameConsole() ) { Q_snprintf( szOldName, sizeof( szOldName ), "//%s/%sautosavedangerous%s.tga", MOD_DIR, GetSaveDir(), GetPlatformExt() ); Q_snprintf( szNewName, sizeof( szNewName ), "//%s/%sautosave%s.tga", MOD_DIR, GetSaveDir(), GetPlatformExt() );
// there could be an old version, remove it
if ( g_pFileSystem->FileExists( szNewName ) ) { g_pFileSystem->RemoveFile( szNewName ); }
if ( g_pFileSystem->FileExists( szOldName ) ) { if ( !g_pFileSystem->RenameFile( szOldName, szNewName ) ) { SetMostRecentSaveGame( "autosavedangerous" ); return; } } }
// Rename the dangerous auto save as a normal auto save
if ( !IsXSave() ) { Q_snprintf( szOldName, sizeof( szOldName ), "//%s/%sautosavedangerous%s.sav", MOD_DIR, GetSaveDir(), GetPlatformExt() ); Q_snprintf( szNewName, sizeof( szNewName ), "//%s/%sautosave%s.sav", MOD_DIR, GetSaveDir(), GetPlatformExt() ); } else { PREPARE_XSAVE_FILENAME( iX360controller, szOldName ) "autosavedangerous%s.sav", GetPlatformExt() ); PREPARE_XSAVE_FILENAME( iX360controller, szNewName ) "autosave%s.sav", GetPlatformExt() ); }
// there could be an old version, remove it
if ( g_pFileSystem->FileExists( szNewName ) ) { g_pFileSystem->RemoveFile( szNewName ); }
if ( !g_pFileSystem->RenameFile( szOldName, szNewName ) ) { SetMostRecentSaveGame( "autosavedangerous" ); return; }
// Use this as the most recent now that it's safe
SetMostRecentSaveGame( "autosave" );
#ifdef _PS3
char fixedFilename[MAX_PATH]; Q_snprintf( fixedFilename, sizeof( fixedFilename ), "%s%s", GetSaveDir(), V_GetFileName( szNewName ) );
const char *pLastAutosaveDangerousComment; GetMostRecentSaveInfo( NULL, NULL, &pLastAutosaveDangerousComment );
// only queue autosaves for commit
QueuedAutoSave_t saveParams; saveParams.m_Filename = fixedFilename; saveParams.m_Comment = pLastAutosaveDangerousComment; g_QueuedAutoSavesToCommit.PushItem( saveParams ); #endif
// Finish off all writes
if ( IsXSave() ) { g_pXboxSystem->FinishContainerWrites( iX360controller ); } }
static void SaveGame( const CCommand &args ) { bool bFinishAsync = false; bool bSetMostRecent = true; bool bRenameMap = false; if ( args.ArgC() > 2 ) { for ( int i = 2; i < args.ArgC(); i++ ) { if ( !Q_stricmp( args[i], "wait" ) ) { bFinishAsync = true; } else if ( !Q_stricmp(args[i], "notmostrecent")) { bSetMostRecent = false; } else if ( !Q_stricmp( args[i], "copymap" ) ) { bRenameMap = true; } } }
char szMapName[MAX_PATH]; if ( bRenameMap ) { // HACK: The bug is going to make a copy of this map, so replace the global state to
// fool the system
Q_strncpy( szMapName, sv.m_szMapname, sizeof(szMapName) ); Q_strncpy( sv.m_szMapname, args[1], sizeof(sv.m_szMapname) ); }
int iAdditionalSeconds = g_ServerGlobalVariables.curtime - saverestore->GetMostRecentElapsedTimeSet(); int iAdditionalMinutes = iAdditionalSeconds / 60; iAdditionalSeconds -= iAdditionalMinutes * 60;
char comment[80]; GetServerSaveCommentEx( comment, sizeof( comment ), saverestore->GetMostRecentElapsedMinutes() + iAdditionalMinutes, saverestore->GetMostRecentElapsedSeconds() + iAdditionalSeconds );
saverestore->SaveGameSlot( args[1], comment, false, bSetMostRecent );
if ( bFinishAsync ) { FinishAsyncSave(); }
if ( bRenameMap ) { // HACK: Put the original name back
Q_strncpy( sv.m_szMapname, szMapName, sizeof(sv.m_szMapname) ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : void Host_Savegame_f
//-----------------------------------------------------------------------------
CON_COMMAND_F( save, "Saves current game.", FCVAR_DONTRECORD ) { // Can we save at this point?
if ( !saverestore->IsValidSave() ) return;
if ( !serverGameDLL->SupportsSaveRestore() ) { ConMsg ("This game doesn't support save/restore."); return; }
if ( args.ArgC() < 2 ) { ConDMsg("save <savename> [wait]: save a game\n"); return; }
if ( strstr(args[1], ".." ) ) { ConDMsg ("Relative pathnames are not allowed.\n"); return; }
if ( strstr(sv.m_szMapname, "background" ) ) { ConDMsg ("\"background\" is a reserved map name and cannot be saved or loaded.\n"); return; }
if ( ( engineClient->IsInCommentaryMode() || ( scr_drawloading && EngineVGui()->IsGameUIVisible() ) ) && V_stristr( args[1], "quick" ) ) { return; }
saverestore->SetIsXSave( false ); SaveGame( args ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : void Host_Savegame_f
//-----------------------------------------------------------------------------
CON_COMMAND_F( xsave, "Saves current game to a console storage device.", FCVAR_DONTRECORD ) { // Can we save at this point?
if ( !saverestore->IsValidSave() ) return;
if ( !serverGameDLL->SupportsSaveRestore() ) { ConMsg ("This game doesn't support save/restore."); return; }
if ( args.ArgC() < 2 ) { ConDMsg("save <savename> [wait]: save a game\n"); return; }
if ( strstr(args[1], ".." ) ) { ConDMsg ("Relative pathnames are not allowed.\n"); return; }
if ( strstr(sv.m_szMapname, "background" ) ) { ConDMsg ("\"background\" is a reserved map name and cannot be saved or loaded.\n"); return; }
saverestore->SetIsXSave( IsGameConsole() ); // deliberately for both consoles here so you can force an xsave on the PS3 if you need to (whatever that means)
SaveGame( args ); }
//-----------------------------------------------------------------------------
// Purpose: saves the game, but only includes the state for the current level
// useful for bug reporting.
// Output :
//-----------------------------------------------------------------------------
CON_COMMAND_F( minisave, "Saves game (for current level only!)", FCVAR_DONTRECORD ) { // Can we save at this point?
if ( !saverestore->IsValidSave() ) return;
if ( !serverGameDLL->SupportsSaveRestore() ) { ConMsg ("This game doesn't support save/restore."); return; }
if (args.ArgC() != 2 || strstr(args[1], "..")) return;
int iAdditionalSeconds = g_ServerGlobalVariables.curtime - saverestore->GetMostRecentElapsedTimeSet(); int iAdditionalMinutes = iAdditionalSeconds / 60; iAdditionalSeconds -= iAdditionalMinutes * 60;
char comment[80]; GetServerSaveCommentEx( comment, sizeof( comment ), saverestore->GetMostRecentElapsedMinutes() + iAdditionalMinutes, saverestore->GetMostRecentElapsedSeconds() + iAdditionalSeconds );
bool bIsXSave = saverestore->IsXSave(); saverestore->SetIsXSave( false ); saverestore->SaveGameSlot( args[1], comment, true, false ); saverestore->SetIsXSave( bIsXSave ); }
static void AutoSave_Silent( bool bDangerous ) { if ( g_bInCommentaryMode ) return;
// Can we save at this point?
if ( !saverestore->IsValidSave() ) return;
if ( !serverGameDLL->SupportsSaveRestore() ) return;
int iAdditionalSeconds = g_ServerGlobalVariables.curtime - saverestore->GetMostRecentElapsedTimeSet(); int iAdditionalMinutes = iAdditionalSeconds / 60; iAdditionalSeconds -= iAdditionalMinutes * 60;
char comment[80]; GetServerSaveCommentEx( comment, sizeof( comment ), saverestore->GetMostRecentElapsedMinutes() + iAdditionalMinutes, saverestore->GetMostRecentElapsedSeconds() + iAdditionalSeconds );
saverestore->SetIsXSave( IsX360() ); if ( !bDangerous ) { saverestore->SaveGameSlot( "autosave", comment, false, true ); } else { saverestore->SaveGameSlot( "autosavedangerous", comment, false, false ); } }
CON_COMMAND( _autosave, "Autosave" ) { AutoSave_Silent( false ); }
CON_COMMAND( _autosavedangerous, "AutoSaveDangerous" ) { // Don't even bother if we've got an invalid save
if ( saverestore->StorageDeviceValid() == false ) return;
AutoSave_Silent( true ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : void Host_AutoSave_f
//-----------------------------------------------------------------------------
CON_COMMAND( autosave, "Autosave" ) { // Can we save at this point?
if ( !saverestore->IsValidSave() || !sv_autosave.GetBool() ) return;
if ( !serverGameDLL->SupportsSaveRestore() ) return;
if ( g_bInCommentaryMode ) return;
bool bConsole = IsGameConsole() || save_console.GetBool(); if ( bConsole ) { g_pSaveRestore->AddDeferredCommand( "_autosave" ); } else { AutoSave_Silent( false ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : void Host_AutoSaveDangerous_f
//-----------------------------------------------------------------------------
CON_COMMAND( autosavedangerous, "AutoSaveDangerous" ) { // Can we save at this point?
if ( !saverestore->IsValidSave() || !sv_autosave.GetBool() ) return;
// Don't even bother if we've got an invalid save
if ( saverestore->StorageDeviceValid() == false ) return;
if ( !serverGameDLL->SupportsSaveRestore() ) return;
if ( g_bInCommentaryMode ) return;
bool bConsole = IsGameConsole() || save_console.GetBool(); if ( bConsole ) { g_pSaveRestore->AddDeferredCommand( "_autosavedangerous" ); } else { AutoSave_Silent( true ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : void Host_AutoSaveSafe_f
//-----------------------------------------------------------------------------
CON_COMMAND( autosavedangerousissafe, "" ) { saverestore->AutoSaveDangerousIsSafe(); }
//-----------------------------------------------------------------------------
// Purpose: Load a save game in response to a console command (load or xload)
//-----------------------------------------------------------------------------
static void LoadSaveGame( const char *savename, bool bLetToolsOverrideLoadGameEnts ) { // Make sure the freaking save file exists....
if ( !saverestore->SaveFileExists( savename ) ) { Warning( "Can't load '%s', file missing!\n", savename ); return; }
GetTestScriptMgr()->SetWaitCheckPoint( "load_game" );
// if we're not currently in a game, show progress
if ( !sv.IsActive() || sv.IsLevelMainMenuBackground() ) { EngineVGui()->EnabledProgressBarForNextLoad(); }
// Put up loading plaque
SCR_BeginLoadingPlaque();
{ // Prepare the offline session for server reload
KeyValues *pEvent = new KeyValues( "OnEngineClientSignonStatePrepareChange" ); pEvent->SetString( "reason", "load" ); g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( pEvent ); }
Host_Disconnect( false ); // stop old game
HostState_LoadGame( savename, false, bLetToolsOverrideLoadGameEnts ); }
void SetLoadLaunchOptions() { if ( g_pLaunchOptions ) { g_pLaunchOptions->deleteThis(); } g_pLaunchOptions = new KeyValues( "LaunchOptions" ); g_pLaunchOptions->SetString( "Arg0", "load" ); g_pLaunchOptions->SetString( "Arg1", "reserved" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : void Host_Loadgame_f
//-----------------------------------------------------------------------------
void Host_Loadgame_f( const CCommand &args ) { if ( sv.IsMultiplayer() && !save_multiplayer_override.GetBool() ) { ConMsg ("Can't load in multiplayer games.\n"); return; }
#ifdef PORTAL2
if ( g_pMatchFramework->GetMatchSession() && V_stricmp( g_pMatchFramework->GetMatchSession()->GetSessionSettings()->GetString( "game/mode" ), "sp" ) ) { ConMsg( "Loading is only allowed in single-player game.\n" ); return; } #endif
if ( !serverGameDLL->SupportsSaveRestore() ) { ConMsg ("This game doesn't support save/restore."); return; }
if (args.ArgC() < 2) { ConMsg( "load <savename>: load a game\n" ); return; }
if ( ( engineClient->IsInCommentaryMode() || ( scr_drawloading && EngineVGui()->IsGameUIVisible() ) ) && V_stristr( args[1], "quick" ) ) { return; }
g_szMapLoadOverride[0] = 0; bool bLetToolsOverrideLoadGameEnts = false;
if ( args.ArgC() > 2) { V_strncpy( g_szMapLoadOverride, args[2], sizeof( g_szMapLoadOverride ) ); if ( g_szMapLoadOverride[0] == '*' && args.ArgC() > 3 && V_stricmp( args[3], "LetToolsOverrideLoadGameEnts" ) == 0 ) { g_szMapLoadOverride[0] = 0; bLetToolsOverrideLoadGameEnts = true; } }
saverestore->SetIsXSave( false ); SetLoadLaunchOptions(); LoadSaveGame( args[1], bLetToolsOverrideLoadGameEnts ); }
// Always loads saves from DEFAULT_WRITE_PATH, regardless of platform
CON_COMMAND_AUTOCOMPLETEFILE( load, Host_Loadgame_f, "Load a saved game.", saverestore->GetSaveDir(), sav );
// Loads saves from the console storage device
CON_COMMAND( xload, "Load a saved game from a console storage device." ) { if ( sv.IsMultiplayer() && !save_multiplayer_override.GetBool() ) { ConMsg ("Can't load in multiplayer games.\n"); return; } if ( !serverGameDLL->SupportsSaveRestore() ) { ConMsg ("This game doesn't support save/restore."); return; }
if (args.ArgC() != 2) { ConMsg ("xload <savename>\n"); return; }
saverestore->SetIsXSave( IsGameConsole() ); // deliberately for both consoles here so you can force an xsave on the PS3 if you need to (whatever that means)
SetLoadLaunchOptions(); LoadSaveGame( args[1], false ); }
CON_COMMAND( save_finish_async, "" ) { FinishAsyncSave(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveRestore::Init( void ) { int minplayers = 1; // serverGameClients should have been initialized by the CModAppSystemGroup Create method (so it's before the Host_Init stuff which calls this)
Assert( serverGameClients ); if ( serverGameClients ) { int dummy = 1; int dummy2 = 1; serverGameClients->GetPlayerLimits( minplayers, dummy, dummy2 ); }
if ( !serverGameClients || ( minplayers == 1 ) ) { // Don't prealloc save memory, since CS:GO doesn't actually save and it's a waste of
// precious address space.
//GetSaveMemory();
Assert( !g_pSaveThread );
ThreadPoolStartParams_t threadPoolStartParams; threadPoolStartParams.nThreads = 1; if ( !IsX360() ) { threadPoolStartParams.fDistribute = TRS_FALSE; } else { threadPoolStartParams.iAffinityTable[0] = XBOX_PROCESSOR_1; threadPoolStartParams.bUseAffinityTable = true; }
g_pSaveThread = CreateNewThreadPool(); g_pSaveThread->Start( threadPoolStartParams, "SaveJob" ); }
m_nDeferredCommandFrames = 0; m_szSaveGameScreenshotFile[0] = 0; if ( !IsX360() && !CommandLine()->FindParm( "-noclearsave" ) ) { ClearSaveDir(); } }
void CSaveRestore::SetIsXSave( bool bIsXSave ) { AssertMsg( !IsPS3() || !bIsXSave, "XSave is not meaningful on PS3.\n" ); m_bIsXSave = bIsXSave; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveRestore::Shutdown( void ) { FinishAsyncSave(); #ifdef _PS3
extern void SaveUtilV2_Shutdown(); SaveUtilV2_Shutdown(); #endif
if ( g_pSaveThread ) { g_pSaveThread->Stop(); g_pSaveThread->Release(); g_pSaveThread = NULL; } m_szSaveGameScreenshotFile[0] = 0; }
char const *CSaveRestore::GetMostRecentlyLoadedFileName() { return m_szMostRecentSaveLoadGame; }
char const *CSaveRestore::GetSaveFileName() { return m_szSaveGameName; }
void CSaveRestore::AddDeferredCommand( char const *pchCommand ) { m_nDeferredCommandFrames = clamp( save_huddelayframes.GetInt(), 0, 10 ); CUtlSymbol sym; sym = pchCommand; m_sDeferredCommands.AddToTail( sym ); }
void CSaveRestore::OnFrameRendered() { if ( m_nDeferredCommandFrames > 0 ) { --m_nDeferredCommandFrames; if ( m_nDeferredCommandFrames == 0 ) { // Dispatch deferred command
for ( int i = 0; i < m_sDeferredCommands.Count(); ++i ) { Cbuf_AddText( Cbuf_GetCurrentPlayer(), m_sDeferredCommands[ i ].String() ); } m_sDeferredCommands.Purge(); } }
#ifdef _PS3
if ( !ps3saveuiapi->IsSaveUtilBusy() && g_QueuedAutoSavesToCommit.Count() ) { QueuedAutoSave_t queuedSave; if ( g_QueuedAutoSavesToCommit.PopItem( &queuedSave ) ) { DevMsg( "Committing AutoSave: %s\n", queuedSave.m_Filename.Get() );
m_PS3AutoSaveAsyncStatus.m_nCurrentOperationTag = kSAVE_TAG_WRITE_AUTOSAVE;
ps3saveuiapi->WriteAutosave( &m_PS3AutoSaveAsyncStatus, queuedSave.m_Filename.Get(), queuedSave.m_Comment.Get(), save_history_count.GetInt() ); } } #endif
}
bool CSaveRestore::StorageDeviceValid( void ) { // PC is always valid
if ( !IsGameConsole() ) return true;
// Non-XSaves are always valid
if ( !IsXSave() ) return true;
#ifdef _GAMECONSOLE
if ( IsPS3() ) // PS3 always has a hard drive
{ return true; } else { // Savegames storage device is mounted only for single-player modes
if ( XBX_GetNumGameUsers() != 1 ) return false;
// Otherwise, we must have a real storage device
int iSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); int iController = XBX_GetUserId( iSlot ); if ( iController < 0 || XBX_GetUserIsGuest( iSlot ) ) return false;
DWORD nStorageDevice = XBX_GetStorageDeviceId( iController ); if ( !XBX_DescribeStorageDevice( nStorageDevice ) ) return false; } #endif
return true; }
bool CSaveRestore::IsSaveInProgress() { bool bSaveInProgress = !!(int)g_bSaveInProgress;
#ifdef _PS3
// Save In Progress, needs to mean exactly that, a game save in progress/
// The container state could still be busy, that state needs has to be resolved elsewhere
bSaveInProgress |= g_QueuedAutoSavesToCommit.Count(); if ( ps3saveuiapi->IsSaveUtilBusy() ) { uint32 nOpTag = ps3saveuiapi->GetCurrentOpTag(); if ( nOpTag == kSAVE_TAG_WRITE_AUTOSAVE || nOpTag == kSAVE_TAG_WRITE_SAVE ) { bSaveInProgress = true; } } #endif
return bSaveInProgress; }
bool CSaveRestore::IsAutoSaveDangerousInProgress() { return !!(int)g_bAutoSaveDangerousInProgress; }
bool CSaveRestore::IsAutoSaveInProgress() { return !!(int)g_bAutoSaveInProgress; }
bool CSaveRestore::SaveGame( const char *pSaveFilename, bool bIsXSave, char *pOutName, int nOutNameSize, char *pOutComment, int nOutCommentSize ) { if ( !saverestore->IsValidSave() ) return false;
if ( !serverGameDLL->SupportsSaveRestore() ) return false;
saverestore->SetIsXSave( bIsXSave );
int iAdditionalSeconds = g_ServerGlobalVariables.curtime - saverestore->GetMostRecentElapsedTimeSet(); int iAdditionalMinutes = iAdditionalSeconds / 60; iAdditionalSeconds -= iAdditionalMinutes * 60;
char comment[80]; GetServerSaveCommentEx( comment, sizeof( comment ), saverestore->GetMostRecentElapsedMinutes() + iAdditionalMinutes, saverestore->GetMostRecentElapsedSeconds() + iAdditionalSeconds );
// caller needs decorated filename
CalcSaveGameName( pSaveFilename, pOutName, nOutNameSize ); V_strncpy( pOutComment, comment, nOutCommentSize );
// start async operation, caller will monitor
bool bStarted = saverestore->SaveGameSlot( pSaveFilename, comment, false, !IsPS3() ) ? true : false; return bStarted; }
void CSaveRestore::SetMostRecentSaveInfo( const char *pMostRecentSavePath, const char *pMostRecentSaveComment ) { V_strncpy( m_MostRecentSaveInfo.m_MostRecentSavePath, pMostRecentSavePath, sizeof( m_MostRecentSaveInfo.m_MostRecentSavePath ) ); V_strncpy( m_MostRecentSaveInfo.m_MostRecentSaveComment, pMostRecentSaveComment, sizeof( m_MostRecentSaveInfo.m_MostRecentSaveComment ) );
bool bIsAutoSaveDangerous = ( V_stristr( pMostRecentSavePath, "autosavedangerous" ) != NULL ); if ( bIsAutoSaveDangerous ) { V_strncpy( m_MostRecentSaveInfo.m_LastAutosaveDangerousComment, pMostRecentSaveComment, sizeof( m_MostRecentSaveInfo.m_LastAutosaveDangerousComment ) ); }
m_MostRecentSaveInfo.m_bValid = true; }
bool CSaveRestore::GetMostRecentSaveInfo( const char **ppMostRecentSavePath, const char **ppMostRecentSaveComment, const char **ppLastAutosaveDangerousComment ) { if ( ppMostRecentSavePath ) { *ppMostRecentSavePath = m_MostRecentSaveInfo.m_MostRecentSavePath; }
if ( ppMostRecentSaveComment ) { *ppMostRecentSaveComment = m_MostRecentSaveInfo.m_MostRecentSaveComment; }
if ( ppLastAutosaveDangerousComment ) { *ppLastAutosaveDangerousComment = m_MostRecentSaveInfo.m_LastAutosaveDangerousComment; }
return m_MostRecentSaveInfo.m_bValid; }
void CSaveRestore::MarkMostRecentSaveInfoInvalid() { // caller's can still get the info
// but the contents could be stale
m_MostRecentSaveInfo.m_bValid = false; }
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