Exemple #1
0
/**
 *
 *  @author OLiver
 */
bool SavedFile::ValidateFile(BinaryFile& file, unsigned int signature_length, const char* signature, unsigned short version)
{
    char read_signature[32];

    file.ReadRawData(read_signature, signature_length);

    // Signatur überprüfen
    if(memcmp(read_signature, signature, signature_length))
    {
        // unterscheiden sich! --> raus
        LOG.lprintf("SavedFile::Load: ERROR: Not a valid file!\n");
        return false;
    }

    // Programmversion überspringen
    file.Seek(8, SEEK_CUR);

    // Version überprüfen
    unsigned short read_version = file.ReadUnsignedShort();
    if(read_version != version)
    {
        // anderes Dateiformat --> raus
        LOG.lprintf("SavedFile::Load: ERROR: Old file version (version: %u; expected: %u)!\n", read_version, version);
        return false;
    }

    return true;
}
bool SavedFile::ValidateFile(BinaryFile& file, unsigned int signature_length, const char* signature, unsigned short version)
{
    char read_signature[32];

    file.ReadRawData(read_signature, signature_length);

    // Signatur überprüfen
    if(memcmp(read_signature, signature, signature_length) != 0)
    {
        // unterscheiden sich! --> raus
        LOG.lprintf("Error: File is not in a valid format! File path: %s\n", file.getFilePath().c_str());
        return false;
    }

    // Programmversion überspringen
    file.Seek(8, SEEK_CUR);

    // Version überprüfen
    unsigned short read_version = file.ReadUnsignedShort();
    if(read_version != version)
    {
        // anderes Dateiformat --> raus
        LOG.lprintf("Warning: File has an old version and cannot be used (version: %u; expected: %u, file path: %s)!\n", read_version, version, file.getFilePath().c_str());
        return false;
    }

    return true;
}
/**
 *  liest die GlobalGameSettings aus der Datei.
 *
 *  @author OLiver
 */
void SavedFile::ReadGGS(BinaryFile& file)
{
    unsigned length = file.ReadUnsignedInt();
    boost::interprocess::unique_ptr<unsigned char, Deleter<unsigned char[]> > buffer(new unsigned char[length]);

    file.ReadRawData(buffer.get(), length);
    Serializer ser(buffer.get(), length);

    ggs.Deserialize(ser);
}
Exemple #4
0
/**
 *  liest die GlobalGameSettings aus der Datei.
 *
 *  @author OLiver
 */
void SavedFile::ReadGGS(BinaryFile& file)
{
    unsigned length = file.ReadUnsignedInt();
    unsigned char* buffer = new unsigned char[length];

    file.ReadRawData(buffer, length);
    Serializer ser(buffer, length);

    ggs.Deserialize(&ser);

    delete[] buffer;
}
Exemple #5
0
/**
 *
 *  @author OLiver
 */
bool Savegame::Load(BinaryFile& file, const bool load_players, const bool load_sgd)
{
    // Signatur und Version einlesen
    if(!ValidateFile(file, 8, SAVE_SIGNATURE, SAVE_VERSION))
    {
        LOG.lprintf("Savegame::Load: ERROR: File is not a valid RTTR savegame!\n");
        return false;
    }

    // Zeitstempel
    file.ReadRawData(&save_time, 8);

    // Map-Name
    file.ReadShortString(map_name);

    // Anzahl Spieler
    player_count = file.ReadUnsignedChar();

    // Spielerzeug
    if(load_players)
    {
        // Größe des Spielerblocks überspringen
        file.Seek(4, SEEK_CUR);

        ReadPlayerData(file);
    }
    else
    {
        // Überspringen
        players = 0;
        unsigned player_size = file.ReadUnsignedInt();
        file.Seek(player_size, SEEK_CUR);
    }

    // GGS
    ReadGGS(file);

    // Start-GF
    start_gf = file.ReadUnsignedInt();

    if(load_sgd)
    {
        // Serialisiertes Spielzeug lesen
        sgd.ReadFromFile(file);
    }

    return true;
}
/**
 *
 *  @author OLiver
 */
bool Savegame::Load(BinaryFile& file, const bool load_players, const bool load_sgd)
{
    // Signatur und Version einlesen
    if(!ValidateFile(file, sizeof(SAVE_SIGNATURE), SAVE_SIGNATURE, SAVE_VERSION))
        return false;

    // Zeitstempel
    file.ReadRawData(&save_time, 8);
    save_time = libendian::ConvertEndianess<false>::toNative(save_time);

    // Map-Name
    map_name = file.ReadShortString();

    // Anzahl Spieler
    SetPlayerCount(file.ReadUnsignedChar());

    // Spielerzeug
    if(load_players)
    {
        // Größe des Spielerblocks überspringen
        file.Seek(4, SEEK_CUR);

        ReadPlayerData(file);
    }
    else
    {
        // Überspringen
        unsigned player_size = file.ReadUnsignedInt();
        file.Seek(player_size, SEEK_CUR);
    }

    // GGS
    ReadGGS(file);

    // Start-GF
    start_gf = file.ReadUnsignedInt();

    if(load_sgd)
    {
        // Serialisiertes Spielzeug lesen
        sgd.ReadFromFile(file);
    }

    return true;
}
Exemple #7
0
bool Savegame::Load(BinaryFile& file, const bool load_players, const bool load_sgd)
{
    // Signatur und Version einlesen
    if(!ReadFileHeader(file))
        return false;

    // Zeitstempel
    file.ReadRawData(&save_time, sizeof(save_time));
    save_time = libendian::ConvertEndianess<false>::toNative(save_time);

    // Map-Name
    mapName = file.ReadShortString();

    ReadPlayerData(file);
    ReadGGS(file);

    // Start-GF
    start_gf = file.ReadUnsignedInt();

    if(load_sgd)
        sgd.ReadFromFile(file); // Serialisiertes Spielzeug lesen

    return true;
}
Exemple #8
0
bool DebugInfo::SendReplay()
{
    LOG.lprintf("Sending replay...\n");

    // Replay mode is on, no recording of replays active
    if (!GAMECLIENT.IsReplayModeOn())
    {
        Replay rpl = GAMECLIENT.GetReplay();

        if(!rpl.IsValid())
            return true;

        BinaryFile* f = rpl.GetFile();

        if(!f) // no replay to send
            return true;

        f->Flush();

        unsigned replay_len = f->Tell();

        LOG.lprintf("- Replay length: %u\n", replay_len);

        boost::interprocess::unique_ptr<char, Deleter<char[]> > replay(new char[replay_len]);

        f->Seek(0, SEEK_SET);

        f->ReadRawData(replay.get(), replay_len);

        unsigned int compressed_len = replay_len * 2 + 600;
        boost::interprocess::unique_ptr<char, Deleter<char[]> > compressed(new char[compressed_len]);

        // send size of replay via socket
        if (!SendString("Replay"))
        {
            return false;
        }

        LOG.lprintf("- Compressing...\n");
        if (BZ2_bzBuffToBuffCompress(compressed.get(), (unsigned int*) &compressed_len, replay.get(), replay_len, 9, 0, 250) == BZ_OK)
        {
            LOG.lprintf("- Sending...\n");

            if (SendString(compressed.get(), compressed_len))
            {
                LOG.lprintf("-> success\n");
                return true;
            }

            LOG.lprintf("-> Sending replay failed :(\n");
        }
        else
        {
            LOG.lprintf("-> BZ2 compression failed.\n");
        }

        SendUnsigned(0);
        return false;
    }
    else
    {
        LOG.lprintf("-> Already in replay mode, do not send replay\n");
    }

    return true;
}