csgo-2018-source/engine/host_saverestore.cpp
2021-07-24 21:11:47 -07:00

3539 lines
101 KiB
C++

//========= 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( &sectionsInfo, 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( &sectionheaderversion, sizeof( sectionheaderversion ), pFile );
if ( sectionheaderversion != SECTION_VERSION_NUMBER )
{
g_pSaveRestoreFileSystem->Close( pFile );
return;
}
g_pSaveRestoreFileSystem->Read( &sections, 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( &sections, 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( &sectionheaderversion, sizeof( sectionheaderversion ) );
buffer.Put( (baseclientsections_t * )&sections, 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( &sectionsInfo, 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( &currentLevelData, 0, sizeof(CSaveRestoreData) );
g_ServerGlobalVariables.pSaveData = &currentLevelData;
// 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( &currentLevelData, 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;
}