コード例 #1
0
ファイル: state.cpp プロジェクト: acgleader/emu-ex-plus-alpha
int MDFNI_LoadState(const char *fname, const char *suffix)
{
 if(!MDFNGameInfo->StateAction) 
  return 0;

 MDFND_SetStateStatus(NULL);

 /* For network play and movies, be load the state locally, and then save the state to a temporary buffer,
    and send or record that.  This ensures that if an older state is loaded that is missing some
    information expected in newer save states, desynchronization won't occur(at least not
    from this ;)).
 */
 if(MDFNSS_Load(fname, suffix))
 {
  if(MDFNnetplay)
  {
  	NetplaySendState();
  }

  if(MDFNMOV_IsRecording())
   MDFNMOV_RecordState();

  return 1;
 }
 return 0;
}
コード例 #2
0
ファイル: netplay.cpp プロジェクト: XeresRazor/Provenance
static void RecvState(const uint32 clen)
{
 StateMem sm;
 std::vector<uint8> cbuf;
 std::vector<uint8> buf;

 memset(&sm, 0, sizeof(StateMem));

 if(clen < 4)
 {
  throw MDFN_Error(0, _("Compressed save state data is too small: %u"), clen);
 }

 if(clen > 8 * 1024 * 1024) // Compressed length sanity check - 8 MiB max.
 {
  throw MDFN_Error(0, _("Compressed save state data is too large: %u"), clen);
 }

 cbuf.resize(clen);

 MDFND_RecvData(&cbuf[0], clen);

 uLongf len = MDFN_de32lsb(&cbuf[0]);
 if(len > 12 * 1024 * 1024) // Uncompressed length sanity check - 12 MiB max.
 {
  throw MDFN_Error(0, _("Uncompressed save state data is too large: %llu"), (unsigned long long)len);
 }

 buf.resize(len);

 uncompress((Bytef *)&buf[0], &len, (Bytef *)&cbuf[0] + 4, clen - 4);

 sm.data = &buf[0];
 sm.len = len;

 if(!MDFNSS_LoadSM(&sm, 0, 0))
 {
  throw MDFN_Error(0, _("Error during save state loading."));
 }

 if(MDFNMOV_IsRecording())
  MDFNMOV_RecordState();
}
コード例 #3
0
ファイル: movie.cpp プロジェクト: stevestreza/OpenEmu
static void StopRecording(void)
{
    MDFNMOV_RecordState();
    if(MDFN_StateEvilIsRunning())
    {
        MDFN_StateEvilFlushMovieLove();
    }
    gzclose(slots[current-1]);
    MovieStatus[current - 1] = 1;
    RecentlySavedMovie = current - 1;
    current=0;
    MDFN_DispMessage(_("Movie recording stopped."));

    if(RewindBuffer.data)
    {
        //puts("Oops");
        free(RewindBuffer.data);
        RewindBuffer.data = NULL;
    }
}
コード例 #4
0
ファイル: state.cpp プロジェクト: Oggom/mednafen-git
bool MDFNI_LoadState(const char *fname, const char *suffix) noexcept
{
 bool ret = true;

 try
 {
  if(!MDFNGameInfo->StateAction)
  {
   throw MDFN_Error(0, _("Module \"%s\" doesn't support save states."), MDFNGameInfo->shortname);
  }

  /* For network play and movies, be load the state locally, and then save the state to a temporary buffer,
     and send or record that.  This ensures that if an older state is loaded that is missing some
     information expected in newer save states, desynchronization won't occur(at least not
     from this ;)).
  */

  {
   GZFileStream st(fname ? std::string(fname) : MDFN_MakeFName(MDFNMKF_STATE,CurrentState,suffix), GZFileStream::MODE::READ);
   uint8 header[32];
   uint32 st_len;

   st.read(header, 32);

   st_len = MDFN_de32lsb(header + 16 + 4) & 0x7FFFFFFF;

   if(st_len < 32)
    throw MDFN_Error(0, _("Save state header length field is bad."));

   MemoryStream sm(st_len, -1);

   memcpy(sm.map(), header, 32);
   st.read(sm.map() + 32, st_len - 32);

   MDFNSS_LoadSM(&sm, false);
  }

  if(MDFNnetplay)
  {
   NetplaySendState();
  }

  if(MDFNMOV_IsRecording())
   MDFNMOV_RecordState();

  MDFND_SetStateStatus(NULL);

  if(!fname && !suffix)
  {
   SaveStateStatus[CurrentState] = true;
   MDFN_DispMessage(_("State %d loaded."), CurrentState);
  }
 }
 catch(std::exception &e)
 {
  if(!fname && !suffix)
   MDFN_DispMessage(_("State %d load error: %s"), CurrentState, e.what());
  else
   MDFN_PrintError("%s", e.what());

  if(MDFNnetplay)
   MDFND_NetplayText(e.what(), false);

  ret = false;
 }

 return(ret);
}