Example #1
0
void LoadGame(const std::string& filename, ServerSaveGameData& server_save_game_data,
              std::vector<PlayerSaveGameData>& player_save_game_data,
              Universe& universe, EmpireManager& empire_manager,
              SpeciesManager& species_manager, CombatLogManager& combat_log_manager)
{
    //Sleep(5000);

    // player notifications
    if (ServerApp* server = ServerApp::GetApp())
        server->Networking().SendMessage(TurnProgressMessage(Message::LOADING_GAME));

    GetUniverse().EncodingEmpire() = ALL_EMPIRES;

    std::map<int, SaveGameEmpireData> ignored_save_game_empire_data;

    empire_manager.Clear();
    universe.Clear();

    try {
#ifdef FREEORION_WIN32
        // convert UTF-8 file name to UTF-16
        fs::path::string_type file_name_native;
        utf8::utf8to16(filename.begin(), filename.end(), std::back_inserter(file_name_native));
        fs::path path = fs::path(file_name_native);
#else
        fs::path path = fs::path(filename);
#endif
        fs::ifstream ifs(path, std::ios_base::binary);

        if (!ifs)
            throw std::runtime_error(UNABLE_TO_OPEN_FILE);
        FREEORION_IARCHIVE_TYPE ia(ifs);
        Logger().debugStream() << "LoadGame : Reading Server Save Game Data";
        ia >> BOOST_SERIALIZATION_NVP(server_save_game_data);
        Logger().debugStream() << "LoadGame : Reading Player Save Game Data";
        ia >> BOOST_SERIALIZATION_NVP(player_save_game_data);
        Logger().debugStream() << "LoadGame : Reading Empire Save Game Data (Ignored)";
        ia >> BOOST_SERIALIZATION_NVP(ignored_save_game_empire_data);
        Logger().debugStream() << "LoadGame : Reading Empires Data";
        ia >> BOOST_SERIALIZATION_NVP(empire_manager);
        Logger().debugStream() << "LoadGame : Reading Species Data";
        ia >> BOOST_SERIALIZATION_NVP(species_manager);
        Logger().debugStream() << "LoadGame : Reading Combat Logs";
        ia >> BOOST_SERIALIZATION_NVP(combat_log_manager);
        Logger().debugStream() << "LoadGame : Reading Universe Data";
        Deserialize(ia, universe);
    } catch (const std::exception& e) {
        Logger().errorStream() << UserString("UNABLE_TO_READ_SAVE_FILE") << " LoadGame exception: " << ": " << e.what();
        throw e;
    }
    Logger().debugStream() << "LoadGame : Done loading save file";
}
Example #2
0
void LoadGame(const std::string& filename, ServerSaveGameData& server_save_game_data,
              std::vector<PlayerSaveGameData>& player_save_game_data, Universe& universe,
              EmpireManager& empire_manager, SpeciesManager& species_manager,
              CombatLogManager& combat_log_manager, GalaxySetupData& galaxy_setup_data)
{
    //boost::this_thread::sleep(boost::posix_time::seconds(1));

    ScopedTimer timer("LoadGame: " + filename, true);

    // player notifications
    if (ServerApp* server = ServerApp::GetApp())
        server->Networking().SendMessage(TurnProgressMessage(Message::LOADING_GAME));

    GetUniverse().EncodingEmpire() = ALL_EMPIRES;

    std::map<int, SaveGameEmpireData>   ignored_save_game_empire_data;
    SaveGamePreviewData                 ignored_save_preview_data;
    std::vector<PlayerSaveHeaderData>   ignored_player_save_header_data;

    empire_manager.Clear();
    universe.Clear();

    try {
        // set up input archive / stream for loading
        const fs::path path = FilenameToPath(filename);
        fs::ifstream ifs(path, std::ios_base::binary);
        if (!ifs)
            throw std::runtime_error(UNABLE_TO_OPEN_FILE);

        try {
            // first attempt binary deserialziation
            freeorion_bin_iarchive ia(ifs);
            DebugLogger() << "Reading binary iarchive";
            ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
            ia >> BOOST_SERIALIZATION_NVP(galaxy_setup_data);
            ia >> BOOST_SERIALIZATION_NVP(server_save_game_data);
            ia >> BOOST_SERIALIZATION_NVP(ignored_player_save_header_data);
            ia >> BOOST_SERIALIZATION_NVP(ignored_save_game_empire_data);

            ia >> BOOST_SERIALIZATION_NVP(player_save_game_data);
            ia >> BOOST_SERIALIZATION_NVP(empire_manager);
            ia >> BOOST_SERIALIZATION_NVP(species_manager);
            ia >> BOOST_SERIALIZATION_NVP(combat_log_manager);
            Deserialize(ia, universe);
            DebugLogger() << "Done deserializing";
        } catch (...) {
            // if binary deserialization failed, try more-portable XML deserialization

            // reset to start of stream (attempted binary serialization will have consumed some input...)
            boost::iostreams::seek(ifs, 0, std::ios_base::beg);

            // allocate buffers for serialized gamestate
            DebugLogger() << "Allocating buffers for XML deserialization...";
            std::string serial_str, compressed_str;
            try {
                serial_str.reserve(    std::pow(2.0, 29.0));
                compressed_str.reserve(std::pow(2.0, 26.0));
            } catch (...) {
                DebugLogger() << "Unable to preallocate full deserialization buffers. Attempting deserialization with dynamic buffer allocation.";
            }

            // create archive with (preallocated) buffer...
            freeorion_xml_iarchive xia(ifs);
            // read from save file: uncompressed header serialized data, with compressed main archive string at end...
            // deserialize uncompressed save header info
            xia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);
            xia >> BOOST_SERIALIZATION_NVP(galaxy_setup_data);
            xia >> BOOST_SERIALIZATION_NVP(server_save_game_data);
            xia >> BOOST_SERIALIZATION_NVP(ignored_player_save_header_data);
            xia >> BOOST_SERIALIZATION_NVP(ignored_save_game_empire_data);
            // extract compressed gamestate info
            xia >> BOOST_SERIALIZATION_NVP(compressed_str);

            // wrap compressed string in iostream::stream to extract compressed data
            typedef boost::iostreams::basic_array_source<char> SourceDevice;
            SourceDevice compressed_source(compressed_str.data(), compressed_str.size());
            boost::iostreams::stream<SourceDevice> c_source(compressed_source);

            // wrap uncompressed buffer string in iostream::stream to receive decompressed string
            typedef boost::iostreams::back_insert_device<std::string> InsertDevice;
            InsertDevice serial_inserter(serial_str);
            boost::iostreams::stream<InsertDevice> s_sink(serial_inserter);

            // set up filter to decompress data
            boost::iostreams::filtering_istreambuf i;
            i.push(boost::iostreams::zlib_decompressor());
            i.push(c_source);
            boost::iostreams::copy(i, s_sink);
            s_sink.flush();

            // wrap uncompressed buffer string in iostream::stream to extract decompressed string
            SourceDevice serial_source(serial_str.data(), serial_str.size());
            boost::iostreams::stream<SourceDevice> s_source(serial_source);

            // create archive with (preallocated) buffer...
            freeorion_xml_iarchive xia2(s_source);
            // deserialize main gamestate info
            xia2 >> BOOST_SERIALIZATION_NVP(player_save_game_data);
            xia2 >> BOOST_SERIALIZATION_NVP(empire_manager);
            xia2 >> BOOST_SERIALIZATION_NVP(species_manager);
            xia2 >> BOOST_SERIALIZATION_NVP(combat_log_manager);
            Deserialize(xia2, universe);
        }

    } catch (const std::exception& err) {
        ErrorLogger() << "LoadGame(...) failed!  Error: " << err.what();
        return;
    }
    DebugLogger() << "LoadGame : Successfully loaded save file";
}
Example #3
0
void LoadGame(const std::string& filename, ServerSaveGameData& server_save_game_data,
              std::vector<PlayerSaveGameData>& player_save_game_data,
              Universe& universe, EmpireManager& empire_manager,
              SpeciesManager& species_manager, CombatLogManager& combat_log_manager,
              GalaxySetupData& galaxy_setup_data, bool alternate_serialization)
{
    //boost::this_thread::sleep(boost::posix_time::seconds(5));
    bool use_binary = GetOptionsDB().Get<bool>("binary-serialization") ^ alternate_serialization;

    // player notifications
    if (ServerApp* server = ServerApp::GetApp())
        server->Networking().SendMessage(TurnProgressMessage(Message::LOADING_GAME));

    GetUniverse().EncodingEmpire() = ALL_EMPIRES;

    std::map<int, SaveGameEmpireData> ignored_save_game_empire_data;
    SaveGamePreviewData ignored_save_preview_data;

    empire_manager.Clear();
    universe.Clear();

    try {
        const fs::path path = FilenameToPath(filename);
        fs::ifstream ifs(path, std::ios_base::binary);

        if (!ifs)
            throw std::runtime_error(UNABLE_TO_OPEN_FILE);
        if (use_binary) {
            freeorion_bin_iarchive ia(ifs);
            DebugLogger() << "LoadGame : Passing Preview Data";
            ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);

            DebugLogger() << "LoadGame : Reading Galaxy Setup Data";
            ia >> BOOST_SERIALIZATION_NVP(galaxy_setup_data);

            DebugLogger() << "LoadGame : Reading Server Save Game Data";
            ia >> BOOST_SERIALIZATION_NVP(server_save_game_data);
            DebugLogger() << "LoadGame : Reading Player Save Game Data";
            ia >> BOOST_SERIALIZATION_NVP(player_save_game_data);

            DebugLogger() << "LoadGame : Reading Empire Save Game Data (Ignored)";
            ia >> BOOST_SERIALIZATION_NVP(ignored_save_game_empire_data);
            DebugLogger() << "LoadGame : Reading Empires Data";
            ia >> BOOST_SERIALIZATION_NVP(empire_manager);
            DebugLogger() << "LoadGame : Reading Species Data";
            ia >> BOOST_SERIALIZATION_NVP(species_manager);
            DebugLogger() << "LoadGame : Reading Combat Logs";
            ia >> BOOST_SERIALIZATION_NVP(combat_log_manager);
            DebugLogger() << "LoadGame : Reading Universe Data";
            Deserialize(ia, universe);
        } else {
            freeorion_xml_iarchive ia(ifs);
            DebugLogger() << "LoadGame : Passing Preview Data";
            ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);

            DebugLogger() << "LoadGame : Reading Galaxy Setup Data";
            ia >> BOOST_SERIALIZATION_NVP(galaxy_setup_data);

            DebugLogger() << "LoadGame : Reading Server Save Game Data";
            ia >> BOOST_SERIALIZATION_NVP(server_save_game_data);
            DebugLogger() << "LoadGame : Reading Player Save Game Data";
            ia >> BOOST_SERIALIZATION_NVP(player_save_game_data);

            DebugLogger() << "LoadGame : Reading Empire Save Game Data (Ignored)";
            ia >> BOOST_SERIALIZATION_NVP(ignored_save_game_empire_data);
            DebugLogger() << "LoadGame : Reading Empires Data";
            ia >> BOOST_SERIALIZATION_NVP(empire_manager);
            DebugLogger() << "LoadGame : Reading Species Data";
            ia >> BOOST_SERIALIZATION_NVP(species_manager);
            DebugLogger() << "LoadGame : Reading Combat Logs";
            ia >> BOOST_SERIALIZATION_NVP(combat_log_manager);
            DebugLogger() << "LoadGame : Reading Universe Data";
            Deserialize(ia, universe);
        }
    } catch (const std::exception& e) {