mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-21 02:23:47 +00:00
ee0d204bf6
JSAutoRequest is required before calling into most JSAPI methods, for GC reasons. Calling it is required and fragile as one must not forget. Further, SM52 and later make manipulating JSContext* dangerous as that can cross Compartment(Realm in SM68) barriers (and ScriptInterface now matches a Compartment). The solution to both problems is to avoid using JSContext* in 0 A.D. itself. To achieve this, a Request class is introduced, and must be used to access a JSContext* from a scriptInterface. Further, Request is passed to other ScriptInterface functions isntead of JSContext*, making it obvious that the caller has already called it, reducing errors and redundant JSAutoRequest calls. Only JSNative functions now get a naked JSContext* without protection, but the likelihood of forgetting a request is lower since many ScriptInterface functions now expect it. JSContext* is directly passed to JSAPI functions only. Part of the SM52 migration, stage: SM45 compatible Based on a patch by: Itms Tested By: Freagarach Refs #4893 Differential Revision: https://code.wildfiregames.com/D3088 This was SVN commit r24176.
301 lines
9.9 KiB
C++
301 lines
9.9 KiB
C++
/* Copyright (C) 2020 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/>.
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
|
|
#include "SavedGame.h"
|
|
|
|
#include "graphics/GameView.h"
|
|
#include "i18n/L10n.h"
|
|
#include "lib/allocators/shared_ptr.h"
|
|
#include "lib/file/archive/archive_zip.h"
|
|
#include "lib/utf8.h"
|
|
#include "maths/Vector3D.h"
|
|
#include "ps/CLogger.h"
|
|
#include "ps/Filesystem.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/Mod.h"
|
|
#include "ps/Pyrogenesis.h"
|
|
#include "scriptinterface/ScriptInterface.h"
|
|
#include "simulation2/Simulation2.h"
|
|
|
|
// TODO: we ought to check version numbers when loading files
|
|
|
|
Status SavedGames::SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const shared_ptr<ScriptInterface::StructuredClone>& guiMetadataClone)
|
|
{
|
|
// Determine the filename to save under
|
|
const VfsPath basenameFormat(L"saves/" + prefix + L"-%04d");
|
|
const VfsPath filenameFormat = basenameFormat.ChangeExtension(L".0adsave");
|
|
VfsPath filename;
|
|
|
|
// Don't make this a static global like NextNumberedFilename expects, because
|
|
// that wouldn't work when 'prefix' changes, and because it's not thread-safe
|
|
size_t nextSaveNumber = 0;
|
|
vfs::NextNumberedFilename(g_VFS, filenameFormat, nextSaveNumber, filename);
|
|
|
|
return Save(filename.Filename().string(), description, simulation, guiMetadataClone);
|
|
}
|
|
|
|
Status SavedGames::Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const shared_ptr<ScriptInterface::StructuredClone>& guiMetadataClone)
|
|
{
|
|
ScriptInterface::Request rq(simulation.GetScriptInterface());
|
|
|
|
// Determine the filename to save under
|
|
const VfsPath basenameFormat(L"saves/" + name);
|
|
const VfsPath filename = basenameFormat.ChangeExtension(L".0adsave");
|
|
|
|
// ArchiveWriter_Zip can only write to OsPaths, not VfsPaths,
|
|
// but we'd like to handle saved games via VFS.
|
|
// To avoid potential confusion from writing with non-VFS then
|
|
// reading the same file with VFS, we'll just write to a temporary
|
|
// non-VFS path and then load and save again via VFS,
|
|
// which is kind of a hack.
|
|
|
|
OsPath tempSaveFileRealPath;
|
|
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetDirectoryRealPath("cache/", tempSaveFileRealPath));
|
|
tempSaveFileRealPath = tempSaveFileRealPath / "temp.0adsave";
|
|
|
|
time_t now = time(NULL);
|
|
|
|
// Construct the serialized state to be saved
|
|
|
|
std::stringstream simStateStream;
|
|
if (!simulation.SerializeState(simStateStream))
|
|
WARN_RETURN(ERR::FAIL);
|
|
|
|
JS::RootedValue initAttributes(rq.cx, simulation.GetInitAttributes());
|
|
JS::RootedValue mods(rq.cx, Mod::GetLoadedModsWithVersions(simulation.GetScriptInterface()));
|
|
|
|
JS::RootedValue metadata(rq.cx);
|
|
|
|
ScriptInterface::CreateObject(
|
|
rq,
|
|
&metadata,
|
|
"engine_version", engine_version,
|
|
"time", static_cast<double>(now),
|
|
"playerID", g_Game->GetPlayerID(),
|
|
"mods", mods,
|
|
"initAttributes", initAttributes);
|
|
|
|
JS::RootedValue guiMetadata(rq.cx);
|
|
simulation.GetScriptInterface().ReadStructuredClone(guiMetadataClone, &guiMetadata);
|
|
|
|
// get some camera data
|
|
const CVector3D cameraPosition = g_Game->GetView()->GetCameraPosition();
|
|
const CVector3D cameraRotation = g_Game->GetView()->GetCameraRotation();
|
|
|
|
JS::RootedValue cameraMetadata(rq.cx);
|
|
|
|
ScriptInterface::CreateObject(
|
|
rq,
|
|
&cameraMetadata,
|
|
"PosX", cameraPosition.X,
|
|
"PosY", cameraPosition.Y,
|
|
"PosZ", cameraPosition.Z,
|
|
"RotX", cameraRotation.X,
|
|
"RotY", cameraRotation.Y,
|
|
"Zoom", g_Game->GetView()->GetCameraZoom());
|
|
|
|
simulation.GetScriptInterface().SetProperty(guiMetadata, "camera", cameraMetadata);
|
|
|
|
simulation.GetScriptInterface().SetProperty(metadata, "gui", guiMetadata);
|
|
simulation.GetScriptInterface().SetProperty(metadata, "description", description);
|
|
|
|
std::string metadataString = simulation.GetScriptInterface().StringifyJSON(&metadata, true);
|
|
|
|
// Write the saved game as zip file containing the various components
|
|
PIArchiveWriter archiveWriter = CreateArchiveWriter_Zip(tempSaveFileRealPath, false);
|
|
if (!archiveWriter)
|
|
WARN_RETURN(ERR::FAIL);
|
|
|
|
WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)metadataString.c_str(), metadataString.length(), now, "metadata.json"));
|
|
WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)simStateStream.str().c_str(), simStateStream.str().length(), now, "simulation.dat"));
|
|
archiveWriter.reset(); // close the file
|
|
|
|
WriteBuffer buffer;
|
|
CFileInfo tempSaveFile;
|
|
WARN_RETURN_STATUS_IF_ERR(GetFileInfo(tempSaveFileRealPath, &tempSaveFile));
|
|
buffer.Reserve(tempSaveFile.Size());
|
|
WARN_RETURN_STATUS_IF_ERR(io::Load(tempSaveFileRealPath, buffer.Data().get(), buffer.Size()));
|
|
WARN_RETURN_STATUS_IF_ERR(g_VFS->CreateFile(filename, buffer.Data(), buffer.Size()));
|
|
|
|
OsPath realPath;
|
|
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath));
|
|
LOGMESSAGERENDER(g_L10n.Translate("Saved game to '%s'"), realPath.string8());
|
|
debug_printf("Saved game to '%s'\n", realPath.string8().c_str());
|
|
|
|
return INFO::OK;
|
|
}
|
|
|
|
/**
|
|
* Helper class for retrieving data from saved game archives
|
|
*/
|
|
class CGameLoader
|
|
{
|
|
NONCOPYABLE(CGameLoader);
|
|
public:
|
|
|
|
/**
|
|
* @param scriptInterface the ScriptInterface used for loading metadata.
|
|
* @param[out] savedState serialized simulation state stored as string of bytes,
|
|
* loaded from simulation.dat inside the archive.
|
|
*
|
|
* Note: We use a different approach for returning the string and the metadata JS::Value.
|
|
* We use a pointer for the string to avoid copies (efficiency). We don't use this approach
|
|
* for the metadata because it would be error prone with rooting and the stack-based rooting
|
|
* types and confusing (a chain of pointers pointing to other pointers).
|
|
*/
|
|
CGameLoader(const ScriptInterface& scriptInterface, std::string* savedState) :
|
|
m_ScriptInterface(scriptInterface),
|
|
m_Metadata(scriptInterface.GetJSRuntime()),
|
|
m_SavedState(savedState)
|
|
{
|
|
}
|
|
|
|
static void ReadEntryCallback(const VfsPath& pathname, const CFileInfo& fileInfo, PIArchiveFile archiveFile, uintptr_t cbData)
|
|
{
|
|
((CGameLoader*)cbData)->ReadEntry(pathname, fileInfo, archiveFile);
|
|
}
|
|
|
|
void ReadEntry(const VfsPath& pathname, const CFileInfo& fileInfo, PIArchiveFile archiveFile)
|
|
{
|
|
if (pathname == L"metadata.json")
|
|
{
|
|
std::string buffer;
|
|
buffer.resize(fileInfo.Size());
|
|
WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)buffer.data()), buffer.size()));
|
|
m_ScriptInterface.ParseJSON(buffer, &m_Metadata);
|
|
}
|
|
else if (pathname == L"simulation.dat" && m_SavedState)
|
|
{
|
|
m_SavedState->resize(fileInfo.Size());
|
|
WARN_IF_ERR(archiveFile->Load("", DummySharedPtr((u8*)m_SavedState->data()), m_SavedState->size()));
|
|
}
|
|
}
|
|
|
|
JS::Value GetMetadata()
|
|
{
|
|
return m_Metadata.get();
|
|
}
|
|
|
|
private:
|
|
|
|
const ScriptInterface& m_ScriptInterface;
|
|
JS::PersistentRooted<JS::Value> m_Metadata;
|
|
std::string* m_SavedState;
|
|
};
|
|
|
|
Status SavedGames::Load(const std::wstring& name, const ScriptInterface& scriptInterface, JS::MutableHandleValue metadata, std::string& savedState)
|
|
{
|
|
// Determine the filename to load
|
|
const VfsPath basename(L"saves/" + name);
|
|
const VfsPath filename = basename.ChangeExtension(L".0adsave");
|
|
|
|
// Don't crash just because file isn't found, this can happen if the file is deleted from the OS
|
|
if (!VfsFileExists(filename))
|
|
return ERR::FILE_NOT_FOUND;
|
|
|
|
OsPath realPath;
|
|
WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath));
|
|
|
|
PIArchiveReader archiveReader = CreateArchiveReader_Zip(realPath);
|
|
if (!archiveReader)
|
|
WARN_RETURN(ERR::FAIL);
|
|
|
|
CGameLoader loader(scriptInterface, &savedState);
|
|
WARN_RETURN_STATUS_IF_ERR(archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader));
|
|
metadata.set(loader.GetMetadata());
|
|
|
|
return INFO::OK;
|
|
}
|
|
|
|
JS::Value SavedGames::GetSavedGames(const ScriptInterface& scriptInterface)
|
|
{
|
|
TIMER(L"GetSavedGames");
|
|
ScriptInterface::Request rq(scriptInterface);
|
|
|
|
JS::RootedValue games(rq.cx);
|
|
ScriptInterface::CreateArray(rq, &games);
|
|
|
|
Status err;
|
|
|
|
VfsPaths pathnames;
|
|
err = vfs::GetPathnames(g_VFS, "saves/", L"*.0adsave", pathnames);
|
|
WARN_IF_ERR(err);
|
|
|
|
for (size_t i = 0; i < pathnames.size(); ++i)
|
|
{
|
|
OsPath realPath;
|
|
err = g_VFS->GetRealPath(pathnames[i], realPath);
|
|
if (err < 0)
|
|
{
|
|
DEBUG_WARN_ERR(err);
|
|
continue; // skip this file
|
|
}
|
|
|
|
PIArchiveReader archiveReader = CreateArchiveReader_Zip(realPath);
|
|
if (!archiveReader)
|
|
{
|
|
// Triggered by e.g. the file being open in another program
|
|
LOGWARNING("Failed to read saved game '%s'", realPath.string8());
|
|
continue; // skip this file
|
|
}
|
|
|
|
CGameLoader loader(scriptInterface, NULL);
|
|
err = archiveReader->ReadEntries(CGameLoader::ReadEntryCallback, (uintptr_t)&loader);
|
|
if (err < 0)
|
|
{
|
|
DEBUG_WARN_ERR(err);
|
|
continue; // skip this file
|
|
}
|
|
JS::RootedValue metadata(rq.cx, loader.GetMetadata());
|
|
|
|
JS::RootedValue game(rq.cx);
|
|
ScriptInterface::CreateObject(
|
|
rq,
|
|
&game,
|
|
"id", pathnames[i].Basename(),
|
|
"metadata", metadata);
|
|
|
|
scriptInterface.SetPropertyInt(games, i, game);
|
|
}
|
|
|
|
return games;
|
|
}
|
|
|
|
bool SavedGames::DeleteSavedGame(const std::wstring& name)
|
|
{
|
|
const VfsPath basename(L"saves/" + name);
|
|
const VfsPath filename = basename.ChangeExtension(L".0adsave");
|
|
OsPath realpath;
|
|
|
|
// Make sure it exists in VFS and find its real path
|
|
if (!VfsFileExists(filename) || g_VFS->GetRealPath(filename, realpath) != INFO::OK)
|
|
return false; // Error
|
|
|
|
// Remove from VFS
|
|
if (g_VFS->RemoveFile(filename) != INFO::OK)
|
|
return false; // Error
|
|
|
|
// Delete actual file
|
|
if (wunlink(realpath) != 0)
|
|
return false; // Error
|
|
|
|
// Successfully deleted file
|
|
return true;
|
|
}
|