bool Convert(const VfsPath& daeFilename, const VfsPath& pmdFilename, CColladaManager::FileType type) { // To avoid always loading the DLL when it's usually not going to be // used (and to do the same on Linux where delay-loading won't help), // and to avoid compile-time dependencies (because it's a minor pain // to get all the right libraries to build the COLLADA DLL), we load // it dynamically when it is required, instead of using the exported // functions and binding at link-time. if (!dll.IsLoaded()) { if (!TryLoadDLL()) return false; if (!LoadSkeletonDefinitions()) { dll.Unload(); // Error should have been logged already return false; } } // Set the filename for the logger to report set_logger(ColladaLog, const_cast<void*>(static_cast<const void*>(&daeFilename))); // We need to null-terminate the buffer, so do it (possibly inefficiently) // by converting to a CStr CStr daeData; { CVFSFile daeFile; if (daeFile.Load(m_VFS, daeFilename) != PSRETURN_OK) return false; daeData = daeFile.GetAsString(); } // Do the conversion into a memory buffer // We need to check the result, as archive builder needs to know if the source dae // was sucessfully converted to .pmd/psa int result = -1; WriteBuffer writeBuffer; switch (type) { case CColladaManager::PMD: result = convert_dae_to_pmd(daeData.c_str(), ColladaOutput, &writeBuffer); break; case CColladaManager::PSA: result = convert_dae_to_psa(daeData.c_str(), ColladaOutput, &writeBuffer); break; } // don't create zero-length files (as happens in test_invalid_dae when // we deliberately pass invalid XML data) because the VFS caching // logic warns when asked to load such. if (writeBuffer.Size()) { Status ret = m_VFS->CreateFile(pmdFilename, writeBuffer.Data(), writeBuffer.Size()); ENSURE(ret == INFO::OK); } return (result == 0); }
void CConsole::SaveHistory() { WriteBuffer buffer; const int linesToSkip = (int)m_deqBufHistory.size() - m_MaxHistoryLines; std::deque<std::wstring>::reverse_iterator it = m_deqBufHistory.rbegin(); if(linesToSkip > 0) std::advance(it, linesToSkip); for (; it != m_deqBufHistory.rend(); ++it) { CStr8 line = CStrW(*it).ToUTF8(); buffer.Append(line.data(), line.length()); static const char newline = '\n'; buffer.Append(&newline, 1); } g_VFS->CreateFile(m_sHistoryFile, buffer.Data(), buffer.Size()); }
bool Convert(const VfsPath& daeFilename, const VfsPath& pmdFilename, CColladaManager::FileType type) { // To avoid always loading the DLL when it's usually not going to be // used (and to do the same on Linux where delay-loading won't help), // and to avoid compile-time dependencies (because it's a minor pain // to get all the right libraries to build the COLLADA DLL), we load // it dynamically when it is required, instead of using the exported // functions and binding at link-time. if (! dll.IsLoaded()) { if (! dll.LoadDLL()) { LOGERROR(L"Failed to load COLLADA conversion DLL"); return false; } try { dll.LoadSymbol("set_logger", set_logger); dll.LoadSymbol("set_skeleton_definitions", set_skeleton_definitions); dll.LoadSymbol("convert_dae_to_pmd", convert_dae_to_pmd); dll.LoadSymbol("convert_dae_to_psa", convert_dae_to_psa); } catch (PSERROR_DllLoader&) { LOGERROR(L"Failed to load symbols from COLLADA conversion DLL"); dll.Unload(); return false; } VfsPath skeletonPath("art/skeletons/skeletons.xml"); // Set the filename for the logger to report set_logger(ColladaLog, static_cast<void*>(&skeletonPath)); CVFSFile skeletonFile; if (skeletonFile.Load(g_VFS, skeletonPath) != PSRETURN_OK) { LOGERROR(L"Failed to read skeleton definitions"); dll.Unload(); return false; } int ok = set_skeleton_definitions((const char*)skeletonFile.GetBuffer(), (int)skeletonFile.GetBufferSize()); if (ok < 0) { LOGERROR(L"Failed to load skeleton definitions"); dll.Unload(); return false; } // TODO: the cached PMD/PSA files should probably be invalidated when // the skeleton definition file is changed, else people will get confused // as to why it's not picking up their changes } // Set the filename for the logger to report set_logger(ColladaLog, const_cast<void*>(static_cast<const void*>(&daeFilename))); // We need to null-terminate the buffer, so do it (possibly inefficiently) // by converting to a CStr CStr daeData; { CVFSFile daeFile; if (daeFile.Load(g_VFS, daeFilename) != PSRETURN_OK) return false; daeData = daeFile.GetAsString(); } // Do the conversion into a memory buffer WriteBuffer writeBuffer; switch (type) { case CColladaManager::PMD: convert_dae_to_pmd(daeData.c_str(), ColladaOutput, &writeBuffer); break; case CColladaManager::PSA: convert_dae_to_psa(daeData.c_str(), ColladaOutput, &writeBuffer); break; } // don't create zero-length files (as happens in test_invalid_dae when // we deliberately pass invalid XML data) because the VFS caching // logic warns when asked to load such. if (writeBuffer.Size()) { Status ret = g_VFS->CreateFile(pmdFilename, writeBuffer.Data(), writeBuffer.Size()); ENSURE(ret == INFO::OK); } return true; }
Status SavedGames::Save(const std::wstring& prefix, CSimulation2& simulation, CGUIManager* gui, int playerID) { // Determine the filename to save under const VfsPath basenameFormat(L"saves/" + prefix + L"-%04d"); const VfsPath filenameFormat = basenameFormat.ChangeExtension(L".0adsave"); VfsPath filename; // Don't make this a static global like NextNumberedFilename expects, because // that wouldn't work when 'prefix' changes, and because it's not thread-safe size_t nextSaveNumber = 0; vfs::NextNumberedFilename(g_VFS, filenameFormat, nextSaveNumber, filename); // ArchiveWriter_Zip can only write to OsPaths, not VfsPaths, // but we'd like to handle saved games via VFS. // To avoid potential confusion from writing with non-VFS then // reading the same file with VFS, we'll just write to a temporary // non-VFS path and then load and save again via VFS, // which is kind of a hack. OsPath tempSaveFileRealPath; WARN_RETURN_STATUS_IF_ERR(g_VFS->GetDirectoryRealPath("cache/", tempSaveFileRealPath)); tempSaveFileRealPath = tempSaveFileRealPath / "temp.0adsave"; time_t now = time(NULL); // Construct the serialized state to be saved std::stringstream simStateStream; if (!simulation.SerializeState(simStateStream)) WARN_RETURN(ERR::FAIL); CScriptValRooted metadata; simulation.GetScriptInterface().Eval("({})", metadata); simulation.GetScriptInterface().SetProperty(metadata.get(), "version_major", SAVED_GAME_VERSION_MAJOR); simulation.GetScriptInterface().SetProperty(metadata.get(), "version_minor", SAVED_GAME_VERSION_MINOR); simulation.GetScriptInterface().SetProperty(metadata.get(), "time", (double)now); simulation.GetScriptInterface().SetProperty(metadata.get(), "player", playerID); simulation.GetScriptInterface().SetProperty(metadata.get(), "initAttributes", simulation.GetInitAttributes()); if (gui) { CScriptVal guiMetadata = simulation.GetScriptInterface().CloneValueFromOtherContext(gui->GetScriptInterface(), gui->GetSavedGameData().get()); simulation.GetScriptInterface().SetProperty(metadata.get(), "gui", guiMetadata); } std::string metadataString = simulation.GetScriptInterface().StringifyJSON(metadata.get(), true); // Write the saved game as zip file containing the various components PIArchiveWriter archiveWriter = CreateArchiveWriter_Zip(tempSaveFileRealPath, false); if (!archiveWriter) WARN_RETURN(ERR::FAIL); WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)metadataString.c_str(), metadataString.length(), now, "metadata.json")); WARN_RETURN_STATUS_IF_ERR(archiveWriter->AddMemory((const u8*)simStateStream.str().c_str(), simStateStream.str().length(), now, "simulation.dat")); archiveWriter.reset(); // close the file WriteBuffer buffer; FileInfo tempSaveFile; WARN_RETURN_STATUS_IF_ERR(GetFileInfo(tempSaveFileRealPath, &tempSaveFile)); buffer.Reserve(tempSaveFile.Size()); WARN_RETURN_STATUS_IF_ERR(io::Load(tempSaveFileRealPath, buffer.Data().get(), buffer.Size())); WARN_RETURN_STATUS_IF_ERR(g_VFS->CreateFile(filename, buffer.Data(), buffer.Size())); OsPath realPath; WARN_RETURN_STATUS_IF_ERR(g_VFS->GetRealPath(filename, realPath)); LOGMESSAGERENDER(L"Saved game to %ls\n", realPath.string().c_str()); return INFO::OK; }