Counter Strike : Global Offensive Source Code
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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