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Save.cs
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using System;
using System.IO;
using System.Text;
using Godot;
using ICSharpCode.SharpZipLib.GZip;
using ICSharpCode.SharpZipLib.Tar;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Directory = Godot.Directory;
using File = Godot.File;
/// <summary>
/// A class representing a single saved game
/// </summary>
public class Save
{
public const string SAVE_SAVE_JSON = "save.json";
public const string SAVE_INFO_JSON = "info.json";
public const string SAVE_SCREENSHOT = "screenshot.png";
/// <summary>
/// Name of this save on disk
/// </summary>
public string Name { get; set; } = "invalid";
/// <summary>
/// General information about this save
/// </summary>
public SaveInformation Info { get; set; } = new();
/// <summary>
/// The state the game was in when it was saved
/// </summary>
public MainGameState GameState { get; set; } = MainGameState.Invalid;
/// <summary>
/// The game properties of the saved game
/// </summary>
public GameProperties? SavedProperties { get; set; }
/// <summary>
/// Microbe stage data for the save, if currently in the microbe stage
/// </summary>
public MicrobeStage? MicrobeStage { get; set; }
/// <summary>
/// Microbe editor data for the save, if GameStateName == MicrobeEditor
/// </summary>
public MicrobeEditor? MicrobeEditor { get; set; }
/// <summary>
/// Screenshot for this save
/// </summary>
[JsonIgnore]
public Image? Screenshot { get; set; }
/// <summary>
/// The scene object to switch to once this save is loaded
/// </summary>
[JsonIgnore]
public ILoadableGameState? TargetScene
{
get
{
switch (GameState)
{
case MainGameState.MicrobeStage:
return MicrobeStage;
case MainGameState.MicrobeEditor:
return MicrobeEditor;
default:
throw new InvalidOperationException("specified game state has no associated scene");
}
}
}
/// <summary>
/// Loads a save from a file or throws an exception
/// </summary>
/// <param name="saveName">The name of the save. This is not the full path.</param>
/// <param name="readFinished">
/// A callback that is called when reading data has finished and creating objects start.
/// </param>
/// <returns>The loaded save</returns>
public static Save LoadFromFile(string saveName, Action? readFinished = null)
{
var target = SaveFileInfo.SaveNameToPath(saveName);
var (_, save, screenshot) = LoadFromFile(target, false, true, true, readFinished);
// Info is already contained in save so it doesn't need to be loaded and assigned here
save!.Screenshot = screenshot;
return save;
}
public static SaveInformation LoadJustInfoFromSave(string saveName)
{
var target = SaveFileInfo.SaveNameToPath(saveName);
try
{
var (info, _, _) = LoadFromFile(target, true, false, false, null);
return info!;
}
catch (Exception e)
{
GD.PrintErr($"Failed to load save info from ${saveName}, error: ${e}");
return SaveInformation.CreateInvalid();
}
}
public static Save LoadInfoAndScreenshotFromSave(string saveName)
{
var target = SaveFileInfo.SaveNameToPath(saveName);
var save = new Save { Name = saveName };
try
{
var (info, _, screenshot) = LoadFromFile(target, true, false, true, null);
save.Info = info!;
save.Screenshot = screenshot;
}
catch (Exception e)
{
GD.PrintErr($"Failed to load save info and screenshot from ${saveName}, error: ${e}");
save.Info = SaveInformation.CreateInvalid();
save.Screenshot = null;
}
return save;
}
public static (SaveInformation Info, byte[]? ScreenshotData) LoadInfoAndRawScreenshotFromSave(string saveName)
{
var target = SaveFileInfo.SaveNameToPath(saveName);
try
{
var (info, _, screenshot) = LoadDataFromFile(target, true, false, true);
return (ParseSaveInfo(info), screenshot);
}
catch (Exception e)
{
GD.PrintErr($"Failed to load save info and screenshot buffer from ${saveName}, error: ${e}");
return (SaveInformation.CreateInvalid(), null);
}
}
public static Save ConstructSaveFromInfoAndScreenshotBuffer(string saveName, SaveInformation info,
byte[]? screenshotData)
{
var save = new Save { Name = saveName, Info = info };
if (screenshotData != null)
{
save.Screenshot = TarHelper.ImageFromBuffer(screenshotData);
}
return save;
}
public static (SaveInformation Info, JObject SaveObject, Image? Screenshot) LoadJSONStructureFromFile(
string saveName)
{
var target = SaveFileInfo.SaveNameToPath(saveName);
var (infoStr, saveStr, screenshotData) = LoadDataFromFile(target, true, true, true);
if (string.IsNullOrEmpty(infoStr))
throw new IOException("couldn't find info content in save");
if (string.IsNullOrEmpty(saveStr))
throw new IOException("couldn't find save content in save file");
var infoResult = ThriveJsonConverter.Instance.DeserializeObject<SaveInformation>(infoStr!) ??
throw new JsonException("SaveInformation object was deserialized as null");
// Don't use the normal deserialization as we don't want to actually create the game state, instead we want
// a JSON structure
var saveResult = JObject.Parse(saveStr!);
var imageResult = new Image();
if (screenshotData?.Length > 0)
{
imageResult.LoadPngFromBuffer(screenshotData);
}
return (infoResult, saveResult, imageResult);
}
public static void WriteSaveJSONToFile(SaveInformation saveInfo, JObject saveStructure, Image? screenshot,
string saveName)
{
var serialized = saveStructure.ToString(Formatting.None);
WriteRawSaveDataToFile(saveInfo, serialized, screenshot, saveName);
}
/// <summary>
/// Writes this save to disk.
/// </summary>
/// <remarks>
/// <para>
/// In order to save the screenshot as png this needs to save it to a temporary file on disk.
/// </para>
/// </remarks>
public void SaveToFile()
{
WriteRawSaveDataToFile(Info, ThriveJsonConverter.Instance.SerializeObject(this), Screenshot, Name);
}
/// <summary>
/// Destroys the save game states. Use if not attaching the loaded save to the scene tree
/// </summary>
public void DestroyGameStates()
{
GameState = MainGameState.Invalid;
MicrobeStage?.QueueFree();
MicrobeStage = null;
MicrobeEditor?.QueueFree();
MicrobeEditor = null;
}
private static void WriteRawSaveDataToFile(SaveInformation saveInfo, string saveContent, Image? screenshot,
string saveName)
{
FileHelpers.MakeSureDirectoryExists(Constants.SAVE_FOLDER);
var target = SaveFileInfo.SaveNameToPath(saveName);
var justInfo = ThriveJsonConverter.Instance.SerializeObject(saveInfo);
WriteDataToSaveFile(target, justInfo, saveContent, screenshot);
}
private static void WriteDataToSaveFile(string target, string justInfo, string serialized, Image? screenshot)
{
using var file = new File();
if (file.Open(target, File.ModeFlags.Write) != Error.Ok)
{
GD.PrintErr("Cannot open file for writing: ", target);
throw new IOException("Cannot open: " + target);
}
using var fileStream = new GodotFileStream(file);
using Stream gzoStream = new GZipOutputStream(fileStream);
using var tar = new TarOutputStream(gzoStream, Encoding.UTF8);
TarHelper.OutputEntry(tar, SAVE_INFO_JSON, Encoding.UTF8.GetBytes(justInfo));
if (screenshot != null)
{
byte[] data = screenshot.SavePngToBuffer();
if (data.Length > 0)
TarHelper.OutputEntry(tar, SAVE_SCREENSHOT, data);
}
TarHelper.OutputEntry(tar, SAVE_SAVE_JSON, Encoding.UTF8.GetBytes(serialized));
// TODO: queue a task to start a background operation next frame to check that reading the file as compressed
// tar file works correctly
// https://github.com/Revolutionary-Games/Thrive/issues/3865
}
private static (SaveInformation? Info, Save? Save, Image? Screenshot) LoadFromFile(string file, bool info,
bool save, bool screenshot, Action? readFinished)
{
using (var directory = new Directory())
{
if (!directory.FileExists(file))
throw new ArgumentException("save with the given name doesn't exist");
}
var (infoStr, saveStr, screenshotData) = LoadDataFromFile(file, info, save, screenshot);
readFinished?.Invoke();
SaveInformation? infoResult = null;
Save? saveResult = null;
Image? imageResult = null;
if (info)
{
infoResult = ParseSaveInfo(infoStr);
}
if (save)
{
if (string.IsNullOrEmpty(saveStr))
{
throw new IOException("couldn't find save content in save file");
}
// This deserializes a huge tree of objects
saveResult = ThriveJsonConverter.Instance.DeserializeObject<Save>(saveStr!) ??
throw new JsonException("Save data is null");
}
if (screenshot)
{
if (screenshotData != null)
imageResult = TarHelper.ImageFromBuffer(screenshotData);
// Not a critical error that screenshot is missing even if it was requested
}
return (infoResult, saveResult, imageResult);
}
private static SaveInformation ParseSaveInfo(string? infoStr)
{
if (string.IsNullOrEmpty(infoStr))
{
throw new IOException("couldn't find info content in save");
}
return ThriveJsonConverter.Instance.DeserializeObject<SaveInformation>(infoStr!) ??
throw new JsonException("SaveInformation is null");
}
private static (string? InfoStr, string? SaveStr, byte[]? Screenshot) LoadDataFromFile(string file, bool info,
bool save, bool screenshot)
{
string? infoStr = null;
string? saveStr = null;
byte[]? screenshotData = null;
// Used for early stop in reading
int itemsToRead = 0;
if (info)
++itemsToRead;
if (save)
++itemsToRead;
if (screenshot)
++itemsToRead;
if (itemsToRead < 1)
{
throw new ArgumentException("no things to load specified from save");
}
using var reader = new File();
reader.Open(file, File.ModeFlags.Read);
if (!reader.IsOpen())
throw new ArgumentException("couldn't open the file for reading");
using var stream = new GodotFileStream(reader);
using Stream gzoStream = new GZipInputStream(stream);
using var tar = new TarInputStream(gzoStream, Encoding.UTF8);
TarEntry tarEntry;
while ((tarEntry = tar.GetNextEntry()) != null)
{
if (tarEntry.IsDirectory)
continue;
if (tarEntry.Name == SAVE_INFO_JSON)
{
if (!info)
continue;
infoStr = TarHelper.ReadStringEntry(tar, (int)tarEntry.Size);
--itemsToRead;
}
else if (tarEntry.Name == SAVE_SAVE_JSON)
{
if (!save)
continue;
saveStr = TarHelper.ReadStringEntry(tar, (int)tarEntry.Size);
--itemsToRead;
}
else if (tarEntry.Name == SAVE_SCREENSHOT)
{
if (!screenshot)
continue;
screenshotData = TarHelper.ReadBytesEntry(tar, (int)tarEntry.Size);
--itemsToRead;
}
else
{
GD.PrintErr("Unknown file in save: ", tarEntry.Name);
}
// Early quit if we already got as many things as we want
if (itemsToRead <= 0)
break;
}
return (infoStr, saveStr, screenshotData);
}
}