Beispiel #1
0
void STAT_Serialize(FSerializer &arc)
{
	FString startlevel;
	int i = LevelData.Size();

	if (arc.BeginObject("statistics"))
	{
		if (arc.isReading())
		{
			arc("startlevel", startlevel);
			StartEpisode = NULL;
			for (unsigned int j = 0; j < AllEpisodes.Size(); j++)
			{
				if (!AllEpisodes[j].mEpisodeMap.CompareNoCase(startlevel))
				{
					StartEpisode = &AllEpisodes[j];
					break;
				}
			}
			LevelData.Resize(i);
		}
		else
		{
			if (StartEpisode != NULL) startlevel = StartEpisode->mEpisodeMap;
			arc("startlevel", startlevel);
		}
		arc("levels", LevelData);
		arc.EndObject();
	}
}
Beispiel #2
0
void P_WriteACSDefereds (FSerializer &arc)
{
	bool found = false;

	// only write this stuff if needed
	for (auto &wi : wadlevelinfos)
	{
		if (wi.deferred.Size() > 0)
		{
			found = true;
			break;
		}
	}
	if (found && arc.BeginObject("deferred"))
	{
		for (auto &wi : wadlevelinfos)
		{
			if (wi.deferred.Size() > 0)
			{
				if (wi.deferred.Size() > 0)
				{
					arc(wi.MapName, wi.deferred);
				}
			}
		}
		arc.EndObject();
	}
}
Beispiel #3
0
static void RecurseWriteFields(const PClass *type, FSerializer &ar, const void *addr)
{
	if (type != nullptr)
	{
		RecurseWriteFields(type->ParentClass, ar, addr);
		// Don't write this part if it has no non-transient variables
		for (unsigned i = 0; i < type->Fields.Size(); ++i)
		{
			if (!(type->Fields[i]->Flags & (VARF_Transient|VARF_Meta)))
			{
				// Tag this section with the class it came from in case
				// a more-derived class has variables that shadow a less-
				// derived class. Whether or not that is a language feature
				// that will actually be allowed remains to be seen.
				FString key;
				key.Format("class:%s", type->TypeName.GetChars());
				if (ar.BeginObject(key.GetChars()))
				{
					type->VMType->Symbols.WriteFields(ar, addr);
					ar.EndObject();
				}
				break;
			}
		}
	}
}
Beispiel #4
0
void FRandom::StaticWriteRNGState (FSerializer &arc)
{
	FRandom *rng;

	arc("rngseed", rngseed);

	if (arc.BeginArray("rngs"))
	{
		for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
		{
			// Only write those RNGs that have names
			if (rng->NameCRC != 0)
			{
				if (arc.BeginObject(nullptr))
				{
					arc("crc", rng->NameCRC)
						("index", rng->idx)
						.Array("u", rng->sfmt.u, SFMT::N32)
						.EndObject();
				}
			}
		}
		arc.EndArray();
	}
}
Beispiel #5
0
void FRandom::StaticReadRNGState(FSerializer &arc)
{
	FRandom *rng;

	arc("rngseed", rngseed);

	// Call StaticClearRandom in order to ensure that SFMT is initialized
	FRandom::StaticClearRandom ();

	if (arc.BeginArray("rngs"))
	{
		int count = arc.ArraySize();

		for (int i = 0; i < count; i++)
		{
			if (arc.BeginObject(nullptr))
			{
				uint32_t crc;
				arc("crc", crc);

				for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
				{
					if (rng->NameCRC == crc)
					{
						arc("index", rng->idx)
							.Array("u", rng->sfmt.u, SFMT::N32);
						break;
					}
				}
				arc.EndObject();
			}
		}
		arc.EndArray();
	}
}
Beispiel #6
0
void G_UnSnapshotLevel (bool hubLoad)
{
	if (level.info->Snapshot.mBuffer == nullptr)
		return;

	if (level.info->isValid())
	{
		FSerializer arc;
		if (!arc.OpenReader(&level.info->Snapshot))
		{
			I_Error("Failed to load savegame");
			return;
		}

		G_SerializeLevel (arc, hubLoad);
		level.FromSnapshot = true;

		TThinkerIterator<APlayerPawn> it;
		APlayerPawn *pawn, *next;

		next = it.Next();
		while ((pawn = next) != 0)
		{
			next = it.Next();
			if (pawn->player == NULL || pawn->player->mo == NULL || !playeringame[pawn->player - players])
			{
				int i;

				// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
				for (i = 0; i < MAXPLAYERS; ++i)
				{
					if (playeringame[i] && players[i].morphTics && players[i].mo->tracer == pawn)
					{
						break;
					}
				}
				if (i == MAXPLAYERS)
				{
					pawn->Destroy ();
				}
			}
		}
	}
	// No reason to keep the snapshot around once the level's been entered.
	level.info->Snapshot.Clean();
	if (hubLoad)
	{
		// Unlock ACS global strings that were locked when the snapshot was made.
		FBehavior::StaticUnlockLevelVarStrings();
	}
}
Beispiel #7
0
static void ReadOnePlayer(FSerializer &arc, bool skipload)
{
	int i;
	const char *name = NULL;
	bool didIt = false;

	if (arc.BeginObject(nullptr))
	{
		arc.StringPtr("playername", name);

		for (i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i])
			{
				if (!didIt)
				{
					didIt = true;
					player_t playerTemp;
					playerTemp.Serialize(arc);
					if (!skipload)
					{
						// This temp player has undefined pitch limits, so set them to something
						// that should leave the pitch stored in the savegame intact when
						// rendering. The real pitch limits will be set by P_SerializePlayers()
						// via a net command, but that won't be processed in time for a screen
						// wipe, so we need something here.
						playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
						CopyPlayer(&players[i], &playerTemp, name);
					}
					else
					{
						// we need the player actor, so that G_FinishTravel can destroy it later.
						players[i].mo = playerTemp.mo;
					}
				}
				else
				{
					if (players[i].mo != NULL)
					{
						players[i].mo->Destroy();
						players[i].mo = NULL;
					}
				}
			}
		}
		arc.EndObject();
	}
}
Beispiel #8
0
void G_SnapshotLevel ()
{
	level.info->Snapshot.Clean();

	if (level.info->isValid())
	{
		FSerializer arc;

		if (arc.OpenWriter(save_formatted))
		{
			SaveVersion = SAVEVER;
			G_SerializeLevel(arc, false);
			level.info->Snapshot = arc.GetCompressedOutput();
		}
	}
}
Beispiel #9
0
void FRemapTable::Serialize(FSerializer &arc)
{
	int n = NumEntries;

	arc("numentries", NumEntries);
	if (arc.isReading())
	{
		if (n != NumEntries)
		{
			Free();
			Alloc(NumEntries);
		}
	}
	arc.Array("remap", Remap, NumEntries);
	arc.Array("palette", Palette, NumEntries);
}
Beispiel #10
0
bool PClass::ReadAllFields(FSerializer &ar, void *addr) const
{
	bool readsomething = false;
	bool foundsomething = false;
	const char *key;
	key = ar.GetKey();
	if (strcmp(key, "classtype"))
	{
		// this does not represent a DObject
		Printf(TEXTCOLOR_RED "trying to read user variables but got a non-object (first key is '%s')", key);
		ar.mErrors++;
		return false;
	}
	while ((key = ar.GetKey()))
	{
		if (strncmp(key, "class:", 6))
		{
			// We have read all user variable blocks.
			break;
		}
		foundsomething = true;
		PClass *type = PClass::FindClass(key + 6);
		if (type != nullptr)
		{
			// Only read it if the type is related to this one.
			if (IsDescendantOf(type))
			{
				if (ar.BeginObject(nullptr))
				{
					readsomething |= type->VMType->Symbols.ReadFields(ar, addr, type->TypeName.GetChars());
					ar.EndObject();
				}
			}
			else
			{
				DPrintf(DMSG_ERROR, "Unknown superclass %s of class %s\n",
					type->TypeName.GetChars(), TypeName.GetChars());
			}
		}
		else
		{
			DPrintf(DMSG_ERROR, "Unknown superclass %s of class %s\n",
				key+6, TypeName.GetChars());
		}
	}
	return readsomething || !foundsomething;
}
Beispiel #11
0
void FGLInterface::EndSerialize(FSerializer &arc)
{
	if (arc.isReading())
	{
		gl_RecreateAllAttachedLights();
		gl_InitPortals();
	}
}
Beispiel #12
0
void FGLInterface::StartSerialize(FSerializer &arc)
{
	if (arc.BeginObject("glinfo"))
	{
		arc("fogdensity", fogdensity)
			("outsidefogdensity", outsidefogdensity)
			("skyfog", skyfog)
			.EndObject();
	}
}
Beispiel #13
0
void DElevator::Serialize(FSerializer &arc)
{
	Super::Serialize (arc);
	arc.Enum("type", m_Type)
		("direction", m_Direction)
		("floordestdist", m_FloorDestDist)
		("ceilingdestdist", m_CeilingDestDist)
		("speed", m_Speed)
		("interp_floor", m_Interp_Floor)
		("interp_ceiling", m_Interp_Ceiling);
}
Beispiel #14
0
void P_SerializeSounds(FSerializer &arc)
{
	S_SerializeSounds(arc);
	DSeqNode::SerializeSequences (arc);
	const char *name = NULL;
	BYTE order;

	if (arc.isWriting())
	{
		order = S_GetMusic(&name);
	}
	arc.StringPtr("musicname", name)
		("musicorder", order);

	if (arc.isReading())
	{
		if (!S_ChangeMusic(name, order))
			if (level.cdtrack == 0 || !S_ChangeCDMusic(level.cdtrack, level.cdid))
				S_ChangeMusic(level.Music, level.musicorder);
	}
}
Beispiel #15
0
void G_ReadVisited(FSerializer &arc)
{
	if (arc.BeginArray("visited"))
	{
		for (int s = arc.ArraySize(); s > 0; s--)
		{
			FString str;
			arc(nullptr, str);
			auto i = FindLevelInfo(str);
			if (i != nullptr) i->flags |= LEVEL_VISITED;
		}
		arc.EndArray();
	}

	arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);

	if (arc.BeginObject("playerclasses"))
	{
		for (int i = 0; i < MAXPLAYERS; ++i)
		{
			FString key;
			key.Format("%d", i);
			arc(key, players[i].cls);
		}
		arc.EndObject();
	}
}
Beispiel #16
0
void G_WriteVisited(FSerializer &arc)
{
	if (arc.BeginArray("visited"))
	{
		// Write out which levels have been visited
		for (auto & wi : wadlevelinfos)
		{
			if (wi.flags & LEVEL_VISITED)
			{
				arc.AddString(nullptr, wi.MapName);
			}
		}
		arc.EndArray();
	}

	// Store player classes to be used when spawning a random class
	if (multiplayer)
	{
		arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
	}

	if (arc.BeginObject("playerclasses"))
	{
		for (int i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i])
			{
				FString key;
				key.Format("%d", i);
				arc(key, players[i].cls);
			}
		}
		arc.EndObject();
	}
}
Beispiel #17
0
void DPillar::Serialize(FSerializer &arc)
{
	Super::Serialize (arc);
	arc.Enum("type", m_Type)
		("floorspeed", m_FloorSpeed)
		("ceilingspeed", m_CeilingSpeed)
		("floortarget", m_FloorTarget)
		("ceilingtarget", m_CeilingTarget)
		("crush", m_Crush)
		("hexencrush", m_Hexencrush)
		("interp_floor", m_Interp_Floor)
		("interp_ceiling", m_Interp_Ceiling);
}
Beispiel #18
0
void P_ReadACSDefereds (FSerializer &arc)
{
	FString MapName;
	
	P_RemoveDefereds ();

	if (arc.BeginObject("deferred"))
	{
		const char *key;

		while ((key = arc.GetKey()))
		{
			level_info_t *i = FindLevelInfo(key);
			if (i == NULL)
			{
				I_Error("Unknown map '%s' in savegame", key);
			}
			arc(nullptr, i->deferred);
		}
		arc.EndObject();
	}
}
Beispiel #19
0
void DDoor::Serialize(FSerializer &arc)
{
	Super::Serialize (arc);
	arc.Enum("type", m_Type)
		("topdist", m_TopDist)
		("botspot", m_BotSpot)
		("botdist", m_BotDist)
		("oldfloordist", m_OldFloorDist)
		("speed", m_Speed)
		("direction", m_Direction)
		("topwait", m_TopWait)
		("topcountdown", m_TopCountdown)
		("lighttag", m_LightTag);
}
Beispiel #20
0
void DPlat::Serialize(FSerializer &arc)
{
	Super::Serialize (arc);
	arc.Enum("type", m_Type)
		("speed", m_Speed)
		("low", m_Low)
		("high", m_High)
		("wait", m_Wait)
		("count", m_Count)
		.Enum("status", m_Status)
		.Enum("oldstatus", m_OldStatus)
		("crush", m_Crush)
		("tag", m_Tag);
}
Beispiel #21
0
void DCeiling::Serialize(FSerializer &arc)
{
	Super::Serialize (arc);
	arc.Enum("type", m_Type)
		("bottomheight", m_BottomHeight)
		("topheight", m_TopHeight)
		("speed", m_Speed)
		("speed1", m_Speed1)
		("speed2", m_Speed2)
		("crush", m_Crush)
		("silent", m_Silent)
		("direction", m_Direction)
		("texture", m_Texture)
		("newspecial", m_NewSpecial)
		("tag", m_Tag)
		("olddirecton", m_OldDirection)
		.Enum("crushmode", m_CrushMode);
}
Beispiel #22
0
void DFloor::Serialize(FSerializer &arc)
{
	Super::Serialize (arc);
	arc.Enum("type", m_Type)
		("crush", m_Crush)
		("direction", m_Direction)
		("newspecial", m_NewSpecial)
		("texture", m_Texture)
		("floordestdist", m_FloorDestDist)
		("speed", m_Speed)
		("resetcount", m_ResetCount)
		("orgdist", m_OrgDist)
		("delay", m_Delay)
		("pausetime", m_PauseTime)
		("steptime", m_StepTime)
		("persteptime", m_PerStepTime)
		("crushmode", m_Hexencrush);
}
Beispiel #23
0
void FRemapTable::StaticSerializeTranslations(FSerializer &arc)
{
	if (arc.BeginArray("translations"))
	{
		// Does this level have custom translations?
		FRemapTable *trans;
		int w;
		if (arc.isWriting())
		{
			for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
			{
				trans = translationtables[TRANSLATION_LevelScripted][i];
				if (trans != NULL && !trans->IsIdentity())
				{
					if (arc.BeginObject(nullptr))
					{
						arc("index", i);
						trans->Serialize(arc);
						arc.EndObject();
					}
				}
			}
		}
		else
		{
			while (arc.BeginObject(nullptr))
			{
				arc("index", w);
				trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
				if (trans == NULL)
				{
					trans = new FRemapTable;
					translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
				}
				trans->Serialize(arc);
				arc.EndObject();
			}
		}
		arc.EndArray();
	}
}
Beispiel #24
0
void G_SerializeLevel(FSerializer &arc, bool hubload)
{
	int i = level.totaltime;

	if (arc.isWriting())
	{
		arc.Array("checksum", level.md5, 16);
	}
	else
	{
		// prevent bad things from happening by doing a check on the size of level arrays and the map's entire checksum.
		// The old code happily tried to load savegames with any mismatch here, often causing meaningless errors
		// deep down in the deserializer or just a crash if the few insufficient safeguards were not triggered.
		BYTE chk[16] = { 0 };
		arc.Array("checksum", chk, 16);
		if (arc.GetSize("linedefs") != (unsigned)numlines ||
			arc.GetSize("sidedefs") != (unsigned)numsides ||
			arc.GetSize("sectors") != (unsigned)numsectors ||
			arc.GetSize("polyobjs") != (unsigned)po_NumPolyobjs ||
			memcmp(chk, level.md5, 16))
		{
			I_Error("Savegame is from a different level");
		}
	}
	arc("saveversion", SaveVersion);

	Renderer->StartSerialize(arc);
	if (arc.isReading())
	{
		DThinker::DestroyAllThinkers();
		interpolator.ClearInterpolations();
		arc.ReadObjects(hubload);
	}

	arc("level.flags", level.flags)
		("level.flags2", level.flags2)
		("level.fadeto", level.fadeto)
		("level.found_secrets", level.found_secrets)
		("level.found_items", level.found_items)
		("level.killed_monsters", level.killed_monsters)
		("level.total_secrets", level.total_secrets)
		("level.total_items", level.total_items)
		("level.total_monsters", level.total_monsters)
		("level.gravity", level.gravity)
		("level.aircontrol", level.aircontrol)
		("level.teamdamage", level.teamdamage)
		("level.maptime", level.maptime)
		("level.totaltime", i)
		("level.skytexture1", level.skytexture1)
		("level.skytexture2", level.skytexture2);

	// Hub transitions must keep the current total time
	if (!hubload)
		level.totaltime = i;

	if (arc.isReading())
	{
		sky1texture = level.skytexture1;
		sky2texture = level.skytexture2;
		R_InitSkyMap();
		G_AirControlChanged();
	}



	// fixme: This needs to ensure it reads from the correct place. Should be one once there's enough of this code converted to JSON

	FBehavior::StaticSerializeModuleStates(arc);
	// The order here is important: First world state, then portal state, then thinkers, and last polyobjects.
	arc.Array("linedefs", lines, &loadlines[0], numlines);
	arc.Array("sidedefs", sides, &loadsides[0], numsides);
	arc.Array("sectors", sectors, &loadsectors[0], numsectors);
	arc("zones", Zones);
	arc("lineportals", linePortals);
	arc("sectorportals", sectorPortals);
	if (arc.isReading()) P_CollectLinkedPortals();

	DThinker::SerializeThinkers(arc, !hubload);
	arc.Array("polyobjs", polyobjs, po_NumPolyobjs);
	arc("subsectors", subsectors);
	StatusBar->SerializeMessages(arc);
	AM_SerializeMarkers(arc);
	FRemapTable::StaticSerializeTranslations(arc);
	FCanvasTextureInfo::Serialize(arc);
	P_SerializePlayers(arc, hubload);
	P_SerializeSounds(arc);

	if (arc.isReading())
	{
		for (int i = 0; i < numsectors; i++)
		{
			P_Recalculate3DFloors(&sectors[i]);
		}
		for (int i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i] && players[i].mo != NULL)
			{
				players[i].mo->SetupWeaponSlots();
			}
		}
	}
	Renderer->EndSerialize(arc);

}
Beispiel #25
0
static void ReadMultiplePlayers(FSerializer &arc, int numPlayers, int numPlayersNow, bool skipload)
{
	// For two or more players, read each player into a temporary array.
	int i, j;
	const char **nametemp = new const char *[numPlayers];
	player_t *playertemp = new player_t[numPlayers];
	BYTE *tempPlayerUsed = new BYTE[numPlayers];
	BYTE playerUsed[MAXPLAYERS];

	for (i = 0; i < numPlayers; ++i)
	{
		nametemp[i] = NULL;
		if (arc.BeginObject(nullptr))
		{
			arc.StringPtr("playername", nametemp[i]);
			playertemp[i].Serialize(arc);
			arc.EndObject();
		}
		tempPlayerUsed[i] = 0;
	}
	for (i = 0; i < MAXPLAYERS; ++i)
	{
		playerUsed[i] = playeringame[i] ? 0 : 2;
	}

	if (!skipload)
	{
		// Now try to match players from the savegame with players present
		// based on their names. If two players in the savegame have the
		// same name, then they are assigned to players in the current game
		// on a first-come, first-served basis.
		for (i = 0; i < numPlayers; ++i)
		{
			for (j = 0; j < MAXPLAYERS; ++j)
			{
				if (playerUsed[j] == 0 && stricmp(players[j].userinfo.GetName(), nametemp[i]) == 0)
				{ // Found a match, so copy our temp player to the real player
					Printf("Found player %d (%s) at %d\n", i, nametemp[i], j);
					CopyPlayer(&players[j], &playertemp[i], nametemp[i]);
					playerUsed[j] = 1;
					tempPlayerUsed[i] = 1;
					break;
				}
			}
		}

		// Any players that didn't have matching names are assigned to existing
		// players on a first-come, first-served basis.
		for (i = 0; i < numPlayers; ++i)
		{
			if (tempPlayerUsed[i] == 0)
			{
				for (j = 0; j < MAXPLAYERS; ++j)
				{
					if (playerUsed[j] == 0)
					{
						Printf("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.GetName());
						CopyPlayer(&players[j], &playertemp[i], nametemp[i]);
						playerUsed[j] = 1;
						tempPlayerUsed[i] = 1;
						break;
					}
				}
			}
		}

		// Make sure any extra players don't have actors spawned yet. Happens if the players
		// present now got the same slots as they had in the save, but there are not as many
		// as there were in the save.
		for (j = 0; j < MAXPLAYERS; ++j)
		{
			if (playerUsed[j] == 0)
			{
				if (players[j].mo != NULL)
				{
					players[j].mo->Destroy();
					players[j].mo = NULL;
				}
			}
		}

		// Remove any temp players that were not used. Happens if there are fewer players
		// than there were in the save, and they got shuffled.
		for (i = 0; i < numPlayers; ++i)
		{
			if (tempPlayerUsed[i] == 0)
			{
				playertemp[i].mo->Destroy();
				playertemp[i].mo = NULL;
			}
		}
	}
	else
	{
		for (i = 0; i < MAXPLAYERS; ++i)
		{
			players[i].mo = playertemp[i].mo;
		}
	}

	delete[] tempPlayerUsed;
	delete[] playertemp;
	delete[] nametemp;
}
Beispiel #26
0
void P_SerializePlayers(FSerializer &arc, bool skipload)
{
	int numPlayers, numPlayersNow;
	int i;

	// Count the number of players present right now.
	for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
	{
		if (playeringame[i])
		{
			++numPlayersNow;
		}
	}

	if (arc.isWriting())
	{
		// Record the number of players in this save.
		arc("numplayers", numPlayersNow);
		if (arc.BeginArray("players"))
		{
			// Record each player's name, followed by their data.
			for (i = 0; i < MAXPLAYERS; ++i)
			{
				if (playeringame[i])
				{
					if (arc.BeginObject(nullptr))
					{
						const char *n = players[i].userinfo.GetName();
						arc.StringPtr("playername", n);
						players[i].Serialize(arc);
						arc.EndObject();
					}
				}
			}
			arc.EndArray();
		}
	}
	else
	{
		arc("numplayers", numPlayers);

		if (arc.BeginArray("players"))
		{
			// If there is only one player in the game, they go to the
			// first player present, no matter what their name.
			if (numPlayers == 1)
			{
				ReadOnePlayer(arc, skipload);
			}
			else
			{
				ReadMultiplePlayers(arc, numPlayers, numPlayersNow, skipload);
			}
			arc.EndArray();
		}
		if (!skipload && numPlayersNow > numPlayers)
		{
			SpawnExtraPlayers();
		}
		// Redo pitch limits, since the spawned player has them at 0.
		players[consoleplayer].SendPitchLimits();
	}
}