Example #1
0
bool CSavestateWriter::Initialize(const CGameClient* gameClient, uint64_t frameHistoryCount)
{
  m_savestate.Reset();
  m_fps = 0.0;

  m_fps = gameClient->Timing().GetFrameRate();

  CDateTime now = CDateTime::GetCurrentDateTime();
  std::string label = now.GetAsLocalizedDateTime();

  m_savestate.SetType(SAVETYPE::MANUAL);
  m_savestate.SetLabel(label);
  m_savestate.SetGameClient(gameClient->ID());
  m_savestate.SetGamePath(gameClient->GetGamePath());
  m_savestate.SetTimestamp(now);
  m_savestate.SetPlaytimeFrames(frameHistoryCount);
  m_savestate.SetPlaytimeWallClock(frameHistoryCount / m_fps); //! @todo Accumulate playtime instead of deriving it

  //! @todo Get CRC from game data instead of filename
  Crc32 crc;
  crc.Compute(gameClient->GetGamePath());
  m_savestate.SetGameCRC(StringUtils::Format("%08x", (unsigned __int32)crc));

  m_savestate.SetPath(CSavestateUtils::MakePath(m_savestate));
  if (m_savestate.Path().empty())
    CLog::Log(LOGDEBUG, "Failed to calculate savestate path");

  if (m_fps == 0.0)
    return false; // Sanity check

  return !m_savestate.Path().empty();
}
Example #2
0
TEST(TestCrc32, Compute_1)
{
    Crc32 a;
    uint32_t varcrc;
    a.Compute(refdata, sizeof(refdata) - 1);
    varcrc = a;
    EXPECT_EQ(0xa4eb60e3, varcrc);
}
Example #3
0
TEST(TestCrc32, Compute_2)
{
    Crc32 a;
    uint32_t varcrc;
    CStdString s = refdata;
    a.Compute(s);
    varcrc = a;
    EXPECT_EQ(0xa4eb60e3, varcrc);
}