393 lines
15 KiB
C++
393 lines
15 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ISAVERESTORE_H
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#define ISAVERESTORE_H
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#include "string_t.h"
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#include "datamap.h"
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#include "mathlib/vmatrix.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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#ifndef CLIENT_DLL
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class SINGLE_INHERITANCE CBaseEntity;
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#endif
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class Vector;
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class VMatrix;
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struct edict_t;
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template< class T > class CHandle;
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typedef CHandle<CBaseEntity> EHANDLE;
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struct matrix3x4_t;
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class CSaveRestoreData;
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class CGameSaveRestoreInfo;
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class ISave;
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class IRestore;
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//-----------------------------------------------------------------------------
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#pragma pack(push,1)
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struct SaveRestoreRecordHeader_t
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{
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unsigned short size;
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unsigned short symbol;
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};
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#pragma pack(pop)
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//-----------------------------------------------------------------------------
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//
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// ISaveRestoreBlockHandler
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//
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//-----------------------------------------------------------------------------
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const int MAX_BLOCK_NAME_LEN = 31;
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const int SIZE_BLOCK_NAME_BUF = 31 + 1;
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//-------------------------------------
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abstract_class ISaveRestoreBlockHandler
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{
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public:
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virtual const char *GetBlockName() = 0;
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virtual void PreSave( CSaveRestoreData * ) = 0; // Called immediately prior to save, generally used to set up any necessary tables
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virtual void Save( ISave * ) = 0;
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virtual void WriteSaveHeaders( ISave * ) = 0; // Called after save to allow the writing out of any dictionaries/tables/indexes generated during save
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virtual void PostSave() = 0;
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virtual void PreRestore() = 0;
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virtual void ReadRestoreHeaders( IRestore * ) = 0; // Called prior to Restore()
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virtual void Restore( IRestore *, bool fCreatePlayers ) = 0;
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virtual void PostRestore() = 0;
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};
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//-------------------------------------
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abstract_class ISaveRestoreBlockSet : public ISaveRestoreBlockHandler
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{
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public:
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virtual void AddBlockHandler( ISaveRestoreBlockHandler *pHandler ) = 0;
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virtual void RemoveBlockHandler( ISaveRestoreBlockHandler *pHandler ) = 0;
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virtual void CallBlockHandlerRestore( ISaveRestoreBlockHandler *pHandler, int baseFilePos, IRestore *pRestore, bool fCreatePlayers ) = 0;
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};
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extern ISaveRestoreBlockSet *g_pGameSaveRestoreBlockSet;
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//-------------------------------------
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abstract_class CDefSaveRestoreBlockHandler : public ISaveRestoreBlockHandler
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{
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virtual const char *GetBlockName() = 0;
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virtual void PreSave( CSaveRestoreData * ) {}
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virtual void Save( ISave * ) {}
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virtual void WriteSaveHeaders( ISave * ) {}
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virtual void PostSave() {}
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virtual void PreRestore() {}
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virtual void ReadRestoreHeaders( IRestore * ) {}
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virtual void Restore( IRestore *, bool fCreatePlayers ) {}
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virtual void PostRestore() {}
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};
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//-----------------------------------------------------------------------------
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//
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// ISave
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//
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//-----------------------------------------------------------------------------
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abstract_class ISave
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{
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public:
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//---------------------------------
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// Logging
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virtual void StartLogging( const char *pszLogName ) = 0;
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virtual void EndLogging( void ) = 0;
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//---------------------------------
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virtual bool IsAsync() = 0;
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//---------------------------------
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virtual int GetWritePos() const = 0;
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virtual void SetWritePos(int pos) = 0;
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//---------------------------------
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// Datamap based writing
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//
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virtual int WriteAll( const void *pLeafObject, datamap_t *pLeafMap ) = 0;
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virtual int WriteFields( const char *pname, const void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ) = 0;
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template <typename T>
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int WriteAll( const T *pLeafObject )
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{
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return WriteAll( pLeafObject, &pLeafObject->m_DataMap );
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}
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//---------------------------------
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// Block support
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//
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// Using these, one doesn't have to worry about queuing up the read pointer on restore if only
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// a subset of the data is read
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//
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virtual void StartBlock( const char *pszBlockName ) = 0;
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virtual void StartBlock() = 0;
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virtual void EndBlock() = 0;
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//---------------------------------
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// Primitive types
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//
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virtual void WriteShort( const short *value, int count = 1 ) = 0;
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virtual void WriteInt( const int *value, int count = 1 ) = 0; // Save an int
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inline void WriteInt( const unsigned *value, int count = 1 ) { WriteInt( (int *)value, count ); }
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virtual void WriteBool( const bool *value, int count = 1 ) = 0; // Save a bool
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virtual void WriteFloat( const float *value, int count = 1 ) = 0; // Save a float
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virtual void WriteData( const char *pdata, int size ) = 0; // Save a binary data block
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virtual void WriteString( const char *pstring ) = 0; // Save a null-terminated string
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virtual void WriteString( const string_t *stringId, int count = 1 ) = 0; // Save a null-terminated string (engine string)
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virtual void WriteVector( const Vector &value ) = 0; // Save a vector
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virtual void WriteVector( const Vector *value, int count = 1 ) = 0; // Save a vector array
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virtual void WriteQuaternion( const Quaternion &value ) = 0; // Save a Quaternion
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virtual void WriteQuaternion( const Quaternion *value, int count = 1 ) = 0; // Save a Quaternion array
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// Note: All of the following will write out both a header and the data. On restore,
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// this needs to be cracked
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virtual void WriteShort( const char *pname, const short *value, int count = 1 ) = 0;
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virtual void WriteInt( const char *pname, const int *value, int count = 1 ) = 0; // Save an int
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virtual void WriteBool( const char *pname, const bool *value, int count = 1 ) = 0; // Save a bool
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virtual void WriteFloat( const char *pname, const float *value, int count = 1 ) = 0; // Save a float
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virtual void WriteData( const char *pname, int size, const char *pdata ) = 0; // Save a binary data block
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virtual void WriteString( const char *pname, const char *pstring ) = 0; // Save a null-terminated string
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virtual void WriteString( const char *pname, const string_t *stringId, int count = 1 ) = 0; // Save a null-terminated string (engine string)
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virtual void WriteVector( const char *pname, const Vector &value ) = 0; // Save a vector
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virtual void WriteVector( const char *pname, const Vector *value, int count = 1 ) = 0; // Save a vector array
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virtual void WriteQuaternion( const char *pname, const Quaternion &value ) = 0; // Save a Quaternion
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virtual void WriteQuaternion( const char *pname, const Quaternion *value, int count = 1 ) = 0; // Save a Quaternion array
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//---------------------------------
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// Game types
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//
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virtual void WriteTime( const char *pname, const float *value, int count = 1 ) = 0; // Save a float (timevalue)
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virtual void WriteTick( const char *pname, const int *value, int count = 1 ) = 0; // Save a tick (timevalue)
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virtual void WritePositionVector( const char *pname, const Vector &value ) = 0; // Offset for landmark if necessary
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virtual void WritePositionVector( const char *pname, const Vector *value, int count = 1 ) = 0; // array of pos vectors
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virtual void WriteFunction( datamap_t *pMap, const char *pname, const int *value, int count = 1 ) = 0; // Save a function pointer
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virtual void WriteTime( const float *value, int count = 1 ) = 0; // Save a float (timevalue)
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virtual void WriteTick( const int *value, int count = 1 ) = 0; // Save a tick (timevalue)
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virtual void WritePositionVector( const Vector &value ) = 0; // Offset for landmark if necessary
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virtual void WritePositionVector( const Vector *value, int count = 1 ) = 0; // array of pos vectors
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virtual void WriteEntityPtr( const char *pname, CBaseEntity **ppEntity, int count = 1 ) = 0;
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virtual void WriteEdictPtr( const char *pname, edict_t **ppEdict, int count = 1 ) = 0;
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virtual void WriteEHandle( const char *pname, const EHANDLE *pEHandle, int count = 1 ) = 0;
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virtual void WriteEntityPtr( CBaseEntity **ppEntity, int count = 1 ) = 0;
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virtual void WriteEdictPtr( edict_t **ppEdict, int count = 1 ) = 0;
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virtual void WriteEHandle( const EHANDLE *pEHandle, int count = 1 ) = 0;
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//---------------------------------
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// Back door to support somewhat awkward ownership of game save/restore data
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virtual CGameSaveRestoreInfo *GetGameSaveRestoreInfo() = 0;
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protected:
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virtual ~ISave() {};
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};
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//-----------------------------------------------------------------------------
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//
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// IRestore
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//
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//-----------------------------------------------------------------------------
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abstract_class IRestore
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{
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public:
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//---------------------------------
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virtual int GetReadPos() const = 0;
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virtual void SetReadPos( int pos ) = 0;
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//---------------------------------
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// Datamap based reading
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//
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virtual int ReadAll( void *pLeafObject, datamap_t *pLeafMap ) = 0;
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virtual int ReadFields( const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldcount = 1 ) = 0;
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virtual void EmptyFields( void *pBaseData, typedescription_t *pFields, int fieldcount = 1 ) = 0;
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template <typename T>
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int ReadAll( T *pLeafObject )
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{
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return ReadAll( pLeafObject, &pLeafObject->m_DataMap );
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}
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//---------------------------------
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// Block support
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//
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virtual void StartBlock( SaveRestoreRecordHeader_t *pHeader ) = 0;
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virtual void StartBlock( char szBlockName[SIZE_BLOCK_NAME_BUF] ) = 0;
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virtual void StartBlock() = 0;
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virtual void EndBlock() = 0;
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//---------------------------------
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// Field header cracking
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//
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virtual void ReadHeader( SaveRestoreRecordHeader_t *pheader ) = 0;
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virtual int SkipHeader() = 0; // skips the header, but returns the size of the field
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virtual const char *StringFromHeaderSymbol( int symbol ) = 0;
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//---------------------------------
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// Primitive types
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//
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virtual short ReadShort( void ) = 0;
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virtual int ReadShort( short *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadInt( int *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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inline int ReadInt( unsigned *pValue, int count = 1, int nBytesAvailable = 0 ) { return ReadInt( (int *)pValue, count, nBytesAvailable ); }
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virtual int ReadInt( void ) = 0;
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virtual int ReadBool( bool *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadFloat( float *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadData( char *pData, int size, int nBytesAvailable ) = 0;
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virtual void ReadString( char *pDest, int nSizeDest, int nBytesAvailable ) = 0; // A null-terminated string
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virtual int ReadString( string_t *pString, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadVector( Vector *pValue ) = 0;
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virtual int ReadVector( Vector *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadQuaternion( Quaternion *pValue ) = 0;
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virtual int ReadQuaternion( Quaternion *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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//---------------------------------
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// Game types
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//
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virtual int ReadTime( float *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadTick( int *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadPositionVector( Vector *pValue ) = 0;
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virtual int ReadPositionVector( Vector *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadFunction( datamap_t *pMap, void **pValue, int count = 1, int nBytesAvailable = 0) = 0;
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virtual int ReadEntityPtr( CBaseEntity **ppEntity, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadEdictPtr( edict_t **ppEdict, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadEHandle( EHANDLE *pEHandle, int count = 1, int nBytesAvailable = 0 ) = 0;
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virtual int ReadVMatrix( VMatrix *pValue, int count = 1, int nBytesAvailable = 0) = 0;
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virtual int ReadVMatrixWorldspace( VMatrix *pValue, int count = 1, int nBytesAvailable = 0) = 0;
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virtual int ReadMatrix3x4Worldspace( matrix3x4_t *pValue, int nElems = 1, int nBytesAvailable = 0 ) = 0;
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// Used by Foundry to restore a certain entity's data (with Foundry data) while loading a savegame.
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// Returns -1 if not found.
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virtual int ScanAheadForHammerID() = 0;
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virtual void SkipEntityData() = 0; // This skips the current entity's data.
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//---------------------------------
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virtual bool GetPrecacheMode( void ) = 0;
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//---------------------------------
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// Back door to support somewhat awkward ownership of game save/restore data
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virtual CGameSaveRestoreInfo *GetGameSaveRestoreInfo() = 0;
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protected:
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virtual ~IRestore() {};
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};
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//-----------------------------------------------------------------------------
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// Purpose: The operations necessary to save and restore custom types (FIELD_CUSTOM)
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//
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//
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struct SaveRestoreFieldInfo_t
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{
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void * pField;
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// Note that it is legal for the following two fields to be NULL,
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// though it may be disallowed by implementors of ISaveRestoreOps
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void * pOwner;
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typedescription_t *pTypeDesc;
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};
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abstract_class ISaveRestoreOps
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{
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public:
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// save data type interface
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virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) = 0;
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virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) = 0;
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virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) = 0;
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virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) = 0;
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virtual bool Parse( const SaveRestoreFieldInfo_t &fieldInfo, char const* szValue ) = 0;
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//---------------------------------
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void Save( void *pField, ISave *pSave ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; Save( fieldInfo, pSave ); }
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void Restore( void *pField, IRestore *pRestore ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; Restore( fieldInfo, pRestore ); }
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bool IsEmpty( void *pField) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; return IsEmpty( fieldInfo ); }
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void MakeEmpty( void *pField) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; MakeEmpty( fieldInfo ); }
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bool Parse( void *pField, char const *pszValue ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; return Parse( fieldInfo, pszValue ); }
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};
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//-------------------------------------
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class CDefSaveRestoreOps : public ISaveRestoreOps
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{
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public:
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// save data type interface
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virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) {}
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virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) {}
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virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) { return false; }
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virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) {}
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virtual bool Parse( const SaveRestoreFieldInfo_t &fieldInfo, char const* szValue ) { return false; }
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};
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//-----------------------------------------------------------------------------
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// Used by ops that deal with pointers
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//-----------------------------------------------------------------------------
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class CClassPtrSaveRestoreOps : public CDefSaveRestoreOps
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{
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public:
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virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
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{
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void **ppClassPtr = (void **)fieldInfo.pField;
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int nObjects = fieldInfo.pTypeDesc->fieldSize;
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for ( int i = 0; i < nObjects; i++ )
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{
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if ( ppClassPtr[i] != NULL )
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return false;
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}
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return true;
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}
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virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
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{
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memset( fieldInfo.pField, 0, fieldInfo.pTypeDesc->fieldSize * sizeof( void * ) );
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}
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};
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//=============================================================================
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#endif // ISAVERESTORE_H
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