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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #define SAVEGAME_PROFILE_FILENAME "profile.bin"
- idCVar profile_verbose( "profile_verbose", "0", CVAR_BOOL, "Turns on debug spam for profiles" );
- /*
- ================================================
- idProfileMgr
- ================================================
- */
- /*
- ========================
- idProfileMgr
- ========================
- */
- idProfileMgr::idProfileMgr() :
- profileSaveProcessor( new (TAG_SAVEGAMES) idSaveGameProcessorSaveProfile ),
- profileLoadProcessor( new (TAG_SAVEGAMES) idSaveGameProcessorLoadProfile ),
- profile( NULL ),
- handle( 0 ) {
- }
- /*
- ================================================
- ~idProfileMgr
- ================================================
- */
- idProfileMgr::~idProfileMgr() {
- }
- /*
- ========================
- idProfileMgr::Init
- ========================
- */
- void idProfileMgr::Init( idLocalUser * user_ ) {
- user = user_;
- handle = 0;
- }
- /*
- ========================
- idProfileMgr::Pump
- ========================
- */
- void idProfileMgr::Pump() {
- // profile can be NULL if we forced the user to register as in the case of map-ing into a level from the press start screen
- if ( profile == NULL ) {
- return;
- }
- // See if we are done with saving/loading the profile
- bool saving = profile->GetState() == idPlayerProfile::SAVING;
- bool loading = profile->GetState() == idPlayerProfile::LOADING;
- if ( ( saving || loading ) && session->IsSaveGameCompletedFromHandle( handle ) ) {
- profile->SetState( idPlayerProfile::IDLE );
- if ( saving ) {
- // Done saving
- } else if ( loading ) {
- // Done loading
- const idSaveLoadParms & parms = profileLoadProcessor->GetParms();
- if ( parms.GetError() == SAVEGAME_E_FOLDER_NOT_FOUND || parms.GetError() == SAVEGAME_E_FILE_NOT_FOUND ) {
- profile->SaveSettings( true );
- } else if ( parms.GetError() == SAVEGAME_E_CORRUPTED ) {
- idLib::Warning( "Profile corrupt, creating a new one..." );
- common->Dialog().AddDialog( GDM_CORRUPT_PROFILE, DIALOG_CONTINUE, NULL, NULL, false );
- profile->SetDefaults();
- profile->SaveSettings( true );
- } else if ( parms.GetError() != SAVEGAME_E_NONE ) {
- profile->SetState( idPlayerProfile::ERR );
- }
- session->OnLocalUserProfileLoaded( user );
- }
- } else if ( saving || loading ) {
- return;
- }
- // See if we need to save/load the profile
- if ( profile->GetRequestedState() == idPlayerProfile::SAVE_REQUESTED && profile->IsDirty() ) {
- profile->MarkDirty( false );
- SaveSettingsAsync();
- // Syncs the steam data
- //session->StoreStats();
- profile->SetRequestedState( idPlayerProfile::IDLE );
- } else if ( profile->GetRequestedState() == idPlayerProfile::LOAD_REQUESTED ) {
- LoadSettingsAsync();
- profile->SetRequestedState( idPlayerProfile::IDLE );
- }
- }
- /*
- ========================
- idProfileMgr::GetProfile
- ========================
- */
- idPlayerProfile * idProfileMgr::GetProfile() {
- assert( user != NULL );
- if ( profile == NULL ) {
- // Lazy instantiation
- // Create a new profile
- profile = idPlayerProfile::CreatePlayerProfile( user->GetInputDevice() );
- if ( profile == NULL ) {
- return NULL;
- }
- }
- bool loading = ( profile->GetState() == idPlayerProfile::LOADING ) || ( profile->GetRequestedState() == idPlayerProfile::LOAD_REQUESTED );
- if ( loading ) {
- return NULL;
- }
- return profile;
- }
- /*
- ========================
- idProfileMgr::SaveSettingsAsync
- ========================
- */
- void idProfileMgr::SaveSettingsAsync() {
- if ( !saveGame_enable.GetBool() ) {
- idLib::Warning( "Skipping profile save because saveGame_enable = 0" );
- }
- if ( GetProfile() != NULL ) {
- // Issue the async save...
- if ( profileSaveProcessor->InitSaveProfile( profile, "" ) ) {
- profileSaveProcessor->AddCompletedCallback( MakeCallback( this, &idProfileMgr::OnSaveSettingsCompleted, &profileSaveProcessor->GetParmsNonConst() ) );
- handle = session->GetSaveGameManager().ExecuteProcessor( profileSaveProcessor.get() );
- profile->SetState( idPlayerProfile::SAVING );
- }
- } else {
- idLib::Warning( "Not saving profile, profile is NULL." );
- }
- }
- /*
- ========================
- idProfileMgr::LoadSettingsAsync
- ========================
- */
- void idProfileMgr::LoadSettingsAsync() {
- if ( profile != NULL && saveGame_enable.GetBool() ) {
- if ( profileLoadProcessor->InitLoadProfile( profile, "" ) ) {
- // Skip the not found error because this might be the first time to play the game!
- profileLoadProcessor->SetSkipSystemErrorDialogMask( SAVEGAME_E_FOLDER_NOT_FOUND | SAVEGAME_E_FILE_NOT_FOUND );
- profileLoadProcessor->AddCompletedCallback( MakeCallback( this, &idProfileMgr::OnLoadSettingsCompleted, &profileLoadProcessor->GetParmsNonConst() ) );
- handle = session->GetSaveGameManager().ExecuteProcessor( profileLoadProcessor.get() );
- profile->SetState( idPlayerProfile::LOADING );
- }
- } else {
- // If not able to save the profile, just change the state and leave
- if ( profile == NULL ) {
- idLib::Warning( "Not loading profile, profile is NULL." );
- }
- if ( !saveGame_enable.GetBool() ) {
- idLib::Warning( "Skipping profile load because saveGame_enable = 0" );
- }
- }
- }
- /*
- ========================
- idProfileMgr::OnLoadSettingsCompleted
- ========================
- */
- void idProfileMgr::OnLoadSettingsCompleted( idSaveLoadParms * parms ) {
- // Don't process if error already detected
- if ( parms->errorCode != SAVEGAME_E_NONE ) {
- return;
- }
- // Serialize the loaded profile
- idFile_SaveGame ** profileFileContainer = FindFromGenericPtr( parms->files, SAVEGAME_PROFILE_FILENAME );
- idFile_SaveGame * profileFile = profileFileContainer == NULL ? NULL : *profileFileContainer;
- bool foundProfile = profileFile != NULL && profileFile->Length() > 0;
- if ( foundProfile ) {
- idTempArray< byte > buffer( MAX_PROFILE_SIZE );
- // Serialize settings from this buffer
- profileFile->MakeReadOnly();
- unsigned int originalChecksum;
- profileFile->ReadBig( originalChecksum );
- int dataLength = profileFile->Length() - (int)sizeof( originalChecksum );
- profileFile->ReadBigArray( buffer.Ptr(), dataLength );
- // Validate the checksum before we let the game serialize the settings
- unsigned int checksum = MD5_BlockChecksum( buffer.Ptr(), dataLength );
- if ( originalChecksum != checksum ) {
- idLib::Warning( "Checksum: 0x%08x, originalChecksum: 0x%08x, size = %d", checksum, originalChecksum, dataLength );
- parms->errorCode = SAVEGAME_E_CORRUPTED;
- } else {
- idBitMsg msg;
- msg.InitRead( buffer.Ptr(), (int)buffer.Size() );
- idSerializer ser( msg, false );
- if ( !profile->Serialize( ser ) ) {
- parms->errorCode = SAVEGAME_E_CORRUPTED;
- }
- }
- } else {
- parms->errorCode = SAVEGAME_E_FILE_NOT_FOUND;
- }
- }
- /*
- ========================
- idProfileMgr::OnSaveSettingsCompleted
- ========================
- */
- void idProfileMgr::OnSaveSettingsCompleted( idSaveLoadParms * parms ) {
- common->Dialog().ShowSaveIndicator( false );
- if ( parms->GetError() != SAVEGAME_E_NONE ) {
- common->Dialog().AddDialog( GDM_PROFILE_SAVE_ERROR, DIALOG_CONTINUE, NULL, NULL, false );
- }
- if ( game ) {
- game->Shell_UpdateSavedGames();
- }
- }
- /*
- ================================================
- idSaveGameProcessorSaveProfile
- ================================================
- */
- /*
- ========================
- idSaveGameProcessorSaveProfile::idSaveGameProcessorSaveProfile
- ========================
- */
- idSaveGameProcessorSaveProfile::idSaveGameProcessorSaveProfile() {
- profileFile = NULL;
- profile = NULL;
- }
- /*
- ========================
- idSaveGameProcessorSaveProfile::InitSaveProfile
- ========================
- */
- bool idSaveGameProcessorSaveProfile::InitSaveProfile( idPlayerProfile * profile_, const char * folder ) {
- // Serialize the profile and pass a file to the processor
- profileFile = new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_PROFILE_FILENAME, SAVEGAMEFILE_BINARY | SAVEGAMEFILE_AUTO_DELETE );
- profileFile->MakeWritable();
- profileFile->SetMaxLength( MAX_PROFILE_SIZE );
- // Create a serialization object and let the game serialize the settings into the buffer
- const int serializeSize = MAX_PROFILE_SIZE - 8; // -8 for checksum (all platforms) and length (on 360)
- idTempArray< byte > buffer( serializeSize );
- idBitMsg msg;
- msg.InitWrite( buffer.Ptr(), serializeSize );
- idSerializer ser( msg, true );
- profile_->Serialize( ser );
- // Get and write the checksum & length first
- unsigned int checksum = MD5_BlockChecksum( msg.GetReadData(), msg.GetSize() );
- profileFile->WriteBig( checksum );
- idLib::PrintfIf( profile_verbose.GetBool(), "checksum: 0x%08x, length: %d\n", checksum, msg.GetSize() );
- // Add data to the file and prepare for save
- profileFile->Write( msg.GetReadData(), msg.GetSize() );
- profileFile->MakeReadOnly();
- saveFileEntryList_t files;
- files.Append( profileFile );
- idSaveGameDetails description;
- if ( !idSaveGameProcessorSaveFiles::InitSave( folder, files, description, idSaveGameManager::PACKAGE_PROFILE ) ) {
- return false;
- }
- profile = profile_;
- return true;
- }
- /*
- ========================
- idSaveGameProcessorSaveProfile::Process
- ========================
- */
- bool idSaveGameProcessorSaveProfile::Process() {
- // Files already setup for save, just execute as normal files
- return idSaveGameProcessorSaveFiles::Process();
- }
- /*
- ================================================
- idSaveGameProcessorLoadProfile
- ================================================
- */
- /*
- ========================
- idSaveGameProcessorLoadProfile::idSaveGameProcessorLoadProfile
- ========================
- */
- idSaveGameProcessorLoadProfile::idSaveGameProcessorLoadProfile() {
- profileFile = NULL;
- profile = NULL;
- }
- /*
- ========================
- idSaveGameProcessorLoadProfile::~idSaveGameProcessorLoadProfile
- ========================
- */
- idSaveGameProcessorLoadProfile::~idSaveGameProcessorLoadProfile() {
- }
- /*
- ========================
- idSaveGameProcessorLoadProfile::InitLoadFiles
- ========================
- */
- bool idSaveGameProcessorLoadProfile::InitLoadProfile( idPlayerProfile * profile_, const char * folder_ ) {
- if ( !idSaveGameProcessor::Init() ) {
- return false;
- }
-
- parms.directory = AddSaveFolderPrefix( folder_, idSaveGameManager::PACKAGE_PROFILE );
- parms.description.slotName = folder_;
- parms.mode = SAVEGAME_MBF_LOAD;
- profileFile = new (TAG_SAVEGAMES) idFile_SaveGame( SAVEGAME_PROFILE_FILENAME, SAVEGAMEFILE_BINARY | SAVEGAMEFILE_AUTO_DELETE );
- parms.files.Append( profileFile );
- profile = profile_;
- return true;
- }
- /*
- ========================
- idSaveGameProcessorLoadProfile::Process
- ========================
- */
- bool idSaveGameProcessorLoadProfile::Process() {
- return idSaveGameProcessorLoadFiles::Process();
- }
- /*
- ========================
- Sys_SaveGameProfileCheck
- ========================
- */
- bool Sys_SaveGameProfileCheck() {
- bool exists = false;
- const char * saveFolder = "savegame";
- if ( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES ) {
- idFileList * files = fileSystem->ListFiles( saveFolder, SAVEGAME_PROFILE_FILENAME );
- const idStrList & fileList = files->GetList();
- for ( int i = 0; i < fileList.Num(); i++ ) {
- idStr filename = fileList[i];
- if ( filename == SAVEGAME_PROFILE_FILENAME ) {
- exists = true;
- break;
- }
- }
- fileSystem->FreeFileList( files );
- }
- return exists;
- }
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