Files
0ad/source/ps/SavedGame.h
T
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00

105 lines
3.4 KiB
C++

/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SAVEDGAME
#define INCLUDED_SAVEDGAME
#include "lib/status.h"
#include "scriptinterface/StructuredClone.h"
#include <js/Value.h>
#include <optional>
#include <string>
class CSimulation2;
class CStrW;
namespace Script { class Interface; }
/**
* @file
* Contains functions for managing saved game archives.
*
* A saved game is simply a zip archive with the extension '0adsave'
* and containing two files:
* <ul>
* <li>metadata.json - JSON data file containing the game metadata</li>
* <li>simulation.dat - the serialized simulation state data</li>
* </ul>
*/
namespace SavedGames
{
/**
* Create new saved game archive with given name and simulation data
*
* @param name Name to save the game with
* @param description A user-given description of the save
* @param simulation
* @param guiMetadataClone if not NULL, store some UI-related data with the saved game
* @return INFO::OK if successfully saved, else an error Status
*/
Status Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone);
/**
* Create new saved game archive with given prefix and simulation data
*
* @param prefix Create new numbered file starting with this prefix
* @param description A user-given description of the save
* @param simulation
* @param guiMetadataClone if not NULL, store some UI-related data with the saved game
* @return INFO::OK if successfully saved, else an error Status
*/
Status SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone);
struct LoadResult
{
// Object containing metadata associated with saved game,
// parsed from metadata.json inside the archive.
JS::Value metadata;
// Serialized simulation state stored as string of bytes,
// loaded from simulation.dat inside the archive.
std::string savedState;
};
/**
* Load saved game archive with the given name
*
* @param name filename of saved game (without path or extension)
* @param scriptInterface
* @return An empty `std::optional` if an error ocoured.
*/
std::optional<LoadResult> Load(const Script::Interface& scriptInterface, const std::wstring& name);
/**
* Get list of saved games for GUI script usage
*
* @param scriptInterface the Script::Interface in which to create the return data.
* @return array of objects containing saved game data
*/
JS::Value GetSavedGames(const Script::Interface& scriptInterface);
/**
* Permanently deletes the saved game archive with the given name
*
* @param name filename of saved game (without path or extension)
* @return true if deletion was successful, or false on error
*/
bool DeleteSavedGame(const std::wstring& name);
}
#endif // INCLUDED_SAVEDGAME