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"; }
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"; }
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) {