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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Helper classes and functions for the save/restore system. These
// classes are internally structured to distinguish simple from
// complex types.
//
// $NoKeywords: $
//=============================================================================//
#ifndef SAVERESTORE_H
#define SAVERESTORE_H
#include "isaverestore.h"
#include "utlvector.h"
#include "filesystem.h"
#ifdef _WIN32
#pragma once
#endif
//-------------------------------------
class CSaveRestoreData; class CSaveRestoreSegment; class CGameSaveRestoreInfo; struct typedescription_t; struct edict_t; struct datamap_t; class CBaseEntity; struct interval_t;
//-----------------------------------------------------------------------------
//
// CSave
//
//-----------------------------------------------------------------------------
class CSave : public ISave { public: CSave( CSaveRestoreData *pdata ); //---------------------------------
// Logging
void StartLogging( const char *pszLogName ); void EndLogging( void );
//---------------------------------
bool IsAsync();
//---------------------------------
int GetWritePos() const; void SetWritePos(int pos);
//---------------------------------
// Datamap based writing
//
int WriteAll( const void *pLeafObject, datamap_t *pLeafMap ) { return DoWriteAll( pLeafObject, pLeafMap, pLeafMap ); } int WriteFields( const char *pname, const void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount );
//---------------------------------
// Block support
//
virtual void StartBlock( const char *pszBlockName ); virtual void StartBlock(); virtual void EndBlock(); //---------------------------------
// Primitive types
//
void WriteShort( const short *value, int count = 1 ); void WriteInt( const int *value, int count = 1 ); // Save an int
void WriteBool( const bool *value, int count = 1 ); // Save a bool
void WriteFloat( const float *value, int count = 1 ); // Save a float
void WriteData( const char *pdata, int size ); // Save a binary data block
void WriteString( const char *pstring ); // Save a null-terminated string
void WriteString( const string_t *stringId, int count = 1 ); // Save a null-terminated string (engine string)
void WriteVector( const Vector &value ); // Save a vector
void WriteVector( const Vector *value, int count = 1 ); // Save a vector array
void WriteQuaternion( const Quaternion &value ); // Save a Quaternion
void WriteQuaternion( const Quaternion *value, int count = 1 ); // Save a Quaternion array
void WriteVMatrix( const VMatrix *value, int count = 1 ); // Save a vmatrix array
// Note: All of the following will write out both a header and the data. On restore,
// this needs to be cracked
void WriteShort( const char *pname, const short *value, int count = 1 ); void WriteInt( const char *pname, const int *value, int count = 1 ); // Save an int
void WriteBool( const char *pname, const bool *value, int count = 1 ); // Save a bool
void WriteFloat( const char *pname, const float *value, int count = 1 ); // Save a float
void WriteData( const char *pname, int size, const char *pdata ); // Save a binary data block
void WriteString( const char *pname, const char *pstring ); // Save a null-terminated string
void WriteString( const char *pname, const string_t *stringId, int count = 1 ); // Save a null-terminated string (engine string)
void WriteVector( const char *pname, const Vector &value ); // Save a vector
void WriteVector( const char *pname, const Vector *value, int count = 1 ); // Save a vector array
void WriteQuaternion( const char *pname, const Quaternion &value ); // Save a Quaternion
void WriteQuaternion( const char *pname, const Quaternion *value, int count = 1 ); // Save a Quaternion array
void WriteVMatrix( const char *pname, const VMatrix *value, int count = 1 ); //---------------------------------
// Game types
//
void WriteTime( const char *pname, const float *value, int count = 1 ); // Save a float (timevalue)
void WriteTick( const char *pname, const int *value, int count = 1 ); // Save a int (timevalue)
void WritePositionVector( const char *pname, const Vector &value ); // Offset for landmark if necessary
void WritePositionVector( const char *pname, const Vector *value, int count = 1 ); // array of pos vectors
void WriteFunction( datamap_t *pMap, const char *pname, inputfunc_t const *value, int count = 1 ); // Save a function pointer
void WriteEntityPtr( const char *pname, CBaseEntity **ppEntity, int count = 1 ); void WriteEdictPtr( const char *pname, edict_t **ppEdict, int count = 1 ); void WriteEHandle( const char *pname, const EHANDLE *pEHandle, int count = 1 );
virtual void WriteTime( const float *value, int count = 1 ); // Save a float (timevalue)
virtual void WriteTick( const int *value, int count = 1 ); // Save a int (timevalue)
virtual void WritePositionVector( const Vector &value ); // Offset for landmark if necessary
virtual void WritePositionVector( const Vector *value, int count = 1 ); // array of pos vectors
virtual void WriteEntityPtr( CBaseEntity **ppEntity, int count = 1 ); virtual void WriteEdictPtr( edict_t **ppEdict, int count = 1 ); virtual void WriteEHandle( const EHANDLE *pEHandle, int count = 1 ); void WriteVMatrixWorldspace( const char *pname, const VMatrix *value, int count = 1 ); // Save a vmatrix array
void WriteVMatrixWorldspace( const VMatrix *value, int count = 1 ); // Save a vmatrix array
void WriteMatrix3x4Worldspace( const matrix3x4_t *value, int count ); void WriteMatrix3x4Worldspace( const char *pname, const matrix3x4_t *value, int count );
void WriteInterval( const interval_t *value, int count = 1 ); // Save an interval
void WriteInterval( const char *pname, const interval_t *value, int count = 1 );
//---------------------------------
int EntityIndex( const CBaseEntity *pEntity ); int EntityFlagsSet( int entityIndex, int flags );
CGameSaveRestoreInfo *GetGameSaveRestoreInfo() { return m_pGameInfo; }
private:
//---------------------------------
bool IsLogging( void ); void Log( const char *pName, fieldtype_t fieldType, void *value, int count );
//---------------------------------
void BufferField( const char *pname, int size, const char *pdata ); void BufferData( const char *pdata, int size ); void WriteHeader( const char *pname, int size );
int DoWriteAll( const void *pLeafObject, datamap_t *pLeafMap, datamap_t *pCurMap ); bool WriteField( const char *pname, void *pData, datamap_t *pRootMap, typedescription_t *pField ); bool WriteBasicField( const char *pname, void *pData, datamap_t *pRootMap, typedescription_t *pField ); int DataEmpty( const char *pdata, int size ); void BufferString( char *pdata, int len );
int CountFieldsToSave( const void *pBaseData, typedescription_t *pFields, int fieldCount ); bool ShouldSaveField( const void *pData, typedescription_t *pField );
//---------------------------------
// Game info methods
//
bool WriteGameField( const char *pname, void *pData, datamap_t *pRootMap, typedescription_t *pField ); int EntityIndex( const edict_t *pentLookup ); //---------------------------------
CUtlVector<int> m_BlockStartStack; // Stream data
CSaveRestoreSegment *m_pData; // Game data
CGameSaveRestoreInfo *m_pGameInfo;
FileHandle_t m_hLogFile; bool m_bAsync; };
//-----------------------------------------------------------------------------
//
// CRestore
//
//-----------------------------------------------------------------------------
class CRestore : public IRestore { public: CRestore( CSaveRestoreData *pdata ); int GetReadPos() const; void SetReadPos( int pos );
//---------------------------------
// Datamap based reading
//
int ReadAll( void *pLeafObject, datamap_t *pLeafMap ) { return DoReadAll( pLeafObject, pLeafMap, pLeafMap ); } int ReadFields( const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ); void EmptyFields( void *pBaseData, typedescription_t *pFields, int fieldCount );
//---------------------------------
// Block support
//
virtual void StartBlock( SaveRestoreRecordHeader_t *pHeader ); virtual void StartBlock( char szBlockName[SIZE_BLOCK_NAME_BUF] ); virtual void StartBlock(); virtual void EndBlock(); //---------------------------------
// Field header cracking
//
void ReadHeader( SaveRestoreRecordHeader_t *pheader ); int SkipHeader() { SaveRestoreRecordHeader_t header; ReadHeader( &header ); return header.size; } const char * StringFromHeaderSymbol( int symbol );
//---------------------------------
// Primitive types
//
short ReadShort( void ); int ReadShort( short *pValue, int count = 1, int nBytesAvailable = 0); int ReadInt( int *pValue, int count = 1, int nBytesAvailable = 0); int ReadInt( void ); int ReadBool( bool *pValue, int count = 1, int nBytesAvailable = 0); int ReadFloat( float *pValue, int count = 1, int nBytesAvailable = 0); int ReadData( char *pData, int size, int nBytesAvailable ); void ReadString( char *pDest, int nSizeDest, int nBytesAvailable ); // A null-terminated string
int ReadString( string_t *pString, int count = 1, int nBytesAvailable = 0); int ReadVector( Vector *pValue ); int ReadVector( Vector *pValue, int count = 1, int nBytesAvailable = 0); int ReadQuaternion( Quaternion *pValue ); int ReadQuaternion( Quaternion *pValue, int count = 1, int nBytesAvailable = 0); int ReadVMatrix( VMatrix *pValue, int count = 1, int nBytesAvailable = 0); //---------------------------------
// Game types
//
int ReadTime( float *pValue, int count = 1, int nBytesAvailable = 0); int ReadTick( int *pValue, int count = 1, int nBytesAvailable = 0); int ReadPositionVector( Vector *pValue ); int ReadPositionVector( Vector *pValue, int count = 1, int nBytesAvailable = 0); int ReadFunction( datamap_t *pMap, inputfunc_t *pValue, int count = 1, int nBytesAvailable = 0); int ReadEntityPtr( CBaseEntity **ppEntity, int count = 1, int nBytesAvailable = 0 ); int ReadEdictPtr( edict_t **ppEdict, int count = 1, int nBytesAvailable = 0 ); int ReadEHandle( EHANDLE *pEHandle, int count = 1, int nBytesAvailable = 0 ); int ReadVMatrixWorldspace( VMatrix *pValue, int count = 1, int nBytesAvailable = 0); int ReadMatrix3x4Worldspace( matrix3x4_t *pValue, int nElems = 1, int nBytesAvailable = 0 ); int ReadInterval( interval_t *interval, int count = 1, int nBytesAvailable = 0 ); //---------------------------------
void SetGlobalMode( int global ) { m_global = global; } void PrecacheMode( bool mode ) { m_precache = mode; } virtual int ScanAheadForHammerID(); virtual void SkipEntityData(); bool GetPrecacheMode( void ) { return m_precache; }
CGameSaveRestoreInfo *GetGameSaveRestoreInfo() { return m_pGameInfo; }
private: //---------------------------------
// Read primitives
//
char * BufferPointer( void ); void BufferSkipBytes( int bytes ); int DoReadAll( void *pLeafObject, datamap_t *pLeafMap, datamap_t *pCurMap ); typedescription_t *FindField( const char *pszFieldName, typedescription_t *pFields, int fieldCount, int *pIterator ); void ReadField( const SaveRestoreRecordHeader_t &header, void *pDest, datamap_t *pRootMap, typedescription_t *pField ); void ReadBasicField( const SaveRestoreRecordHeader_t &header, void *pDest, datamap_t *pRootMap, typedescription_t *pField ); void BufferReadBytes( char *pOutput, int size );
template <typename T> int ReadSimple( T *pValue, int nElems, int nBytesAvailable ) // must be inline in class to keep MSVS happy
{ int desired = nElems * sizeof(T); int actual; if ( nBytesAvailable == 0 ) actual = desired; else { Assert( nBytesAvailable % sizeof(T) == 0 ); actual = MIN( desired, nBytesAvailable ); }
BufferReadBytes( (char *)pValue, actual ); if ( actual < nBytesAvailable ) BufferSkipBytes( nBytesAvailable - actual ); return ( actual / sizeof(T) ); }
bool ShouldReadField( typedescription_t *pField ); bool ShouldEmptyField( typedescription_t *pField );
//---------------------------------
// Game info methods
//
CBaseEntity * EntityFromIndex( int entityIndex ); void ReadGameField( const SaveRestoreRecordHeader_t &header, void *pDest, datamap_t *pRootMap, typedescription_t *pField ); //---------------------------------
CUtlVector<int> m_BlockEndStack; // Stream data
CSaveRestoreSegment *m_pData;
// Game data
CGameSaveRestoreInfo * m_pGameInfo; int m_global; // Restoring a global entity?
bool m_precache; };
//-----------------------------------------------------------------------------
// An interface passed into the OnSave method of all entities
//-----------------------------------------------------------------------------
abstract_class IEntitySaveUtils { public: // Adds a level transition save dependency
virtual void AddLevelTransitionSaveDependency( CBaseEntity *pEntity1, CBaseEntity *pEntity2 ) = 0;
// Gets the # of dependencies for a particular entity
virtual int GetEntityDependencyCount( CBaseEntity *pEntity ) = 0;
// Gets all dependencies for a particular entity
virtual int GetEntityDependencies( CBaseEntity *pEntity, int nCount, CBaseEntity **ppEntList ) = 0; };
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
IEntitySaveUtils *GetEntitySaveUtils();
//=============================================================================
#endif // SAVERESTORE_H
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