Пример #1
0
void CProfileOptions::LoadFromProfile(IPlayerProfile* pProfile, bool online, unsigned int reason)
{
	if(reason & ePR_Options)
	{
		CRY_ASSERT(pProfile != NULL);
		if (pProfile == NULL)
			return;

		m_bLoadingProfile = true;
		std::vector<COption*> options_to_init = m_allOptions;

		// Update the stored player profile pointer to stay in sync
		std::vector<COption*>::iterator it = options_to_init.begin();
		std::vector<COption*>::iterator end = options_to_init.end();
		for(; it!=end; ++it)
		{
			(*it)->SetPlayerProfile(pProfile);	//Resets to default
			(*it)->InitializeFromProfile();
		}
		m_bLoadingProfile = false;

		if (!IsInitialProfileLoaded())
		{
			SetInitialProfileLoaded(true);
		}

		// Need to support overriding cvars from game.cfg
		// After profile switch, need game.cfg rewritten since don't want original game.cfg values from overwriting
		// if quit game and come back
		WriteGameCfg();
	}
}
Пример #2
0
void CProfileOptions::FlushPendingOptionValues()
{
	if(m_pendingOptions.empty())
		return;

	WriteGameCfg();

	std::vector<SPendingOption>::const_iterator it = m_pendingOptions.begin();
	std::vector<SPendingOption>::const_iterator end = m_pendingOptions.end();

	bool bResetOverscan = false;
	bool bIsMultiGPUEnabled = false;
	if(gEnv->pRenderer)
		gEnv->pRenderer->EF_Query(EFQ_MultiGPUEnabled, bIsMultiGPUEnabled);
	if (bIsMultiGPUEnabled)
	{
		bool bRequiresMGPUCfgReload = false;

		for(; it!=end; ++it)
		{
			const SPendingOption& option = (*it);
			const char* szCommandStr = option.command.c_str();
			if ( (strcmp(szCommandStr, "Resolution") != 0) &&
				 (strcmp(szCommandStr, "Fullscreen") != 0) &&
				 (strcmp(szCommandStr, "VSync") != 0) &&
				 (strcmp(szCommandStr, "SysSpec") != 0)) // mgpu.cfg is automatically reloaded when cvar is changed
			{
				bRequiresMGPUCfgReload = true;
			}

			SetOptionValue(szCommandStr, option.param.c_str());
		}

		if (bRequiresMGPUCfgReload)
		{
			GetISystem()->LoadConfiguration("mgpu.cfg"); 
		}
	}
	else
	{
		for(; it!=end; ++it)
		{
			const SPendingOption& option = (*it);
			const char* szCommandStr = option.command.c_str();
			if (strcmp(szCommandStr, "Stereo") == 0)
			{
				bResetOverscan = true;
			}
			SetOptionValue(option.command.c_str(), option.param.c_str());
		}
	}

	stl::free_container(m_pendingOptions);

	if (bResetOverscan)
	{
		ResetOverscanBorders ();
	}
}
Пример #3
0
void COptionsManager::SaveProfile()
{
	if(!m_pPlayerProfileManager)
		return;
	IPlayerProfileManager::EProfileOperationResult result;
	m_pPlayerProfileManager->SaveProfile(m_pPlayerProfileManager->GetCurrentUser(), result);
	WriteGameCfg();
}
Пример #4
0
void COptionsManager::InitProfileOptions(bool switchProfiles)
{
	if(!m_pPlayerProfileManager)
		return;

	if(g_pGameCVars->g_useProfile==0) return;

	if(g_pGameCVars->g_startFirstTime==1)
	{
		ICVar *pCVar = gEnv->pConsole->GetCVar("g_startFirstTime");
		if(pCVar && pCVar->GetIVal()==1)
		{
			pCVar->Set(0);
			m_firstStart = true;
		}
		switchProfiles=true;
	}

	const char* user = m_pPlayerProfileManager->GetCurrentUser();
	IPlayerProfile *pProfile = m_pPlayerProfileManager->GetCurrentProfile(user);
	if(!pProfile)
		return;

	IAttributeEnumeratorPtr attribEnum = pProfile->CreateAttributeEnumerator();
	IAttributeEnumerator::SAttributeDescription attrib;

	m_profileOptions.clear();
	while(attribEnum->Next(attrib))
	{
		bool bWriteToCfg = false;
		const char* attribCVar = "";
		const bool bIsOption = IsOption(attrib.name, attribCVar, bWriteToCfg);

		if (bIsOption)
		{
			SOptionEntry entry (attrib.name, bWriteToCfg);
			m_profileOptions[attribCVar] = entry;
			if(!bWriteToCfg || switchProfiles)
			{
				string value;
				if(!strcmp(attribCVar, "pb_client"))
				{
					GetProfileValue(attrib.name, value);
					if(atoi(value)==0)
					{
						m_pbEnabled = false;
						gEnv->pConsole->ExecuteString("net_pb_cl_enable false");
					}
					else
					{
						m_pbEnabled = true;
						gEnv->pConsole->ExecuteString("net_pb_cl_enable true");
					}
					continue;
				}
				else if(!strcmp(attribCVar, "fsaa_mode"))
				{
					GetProfileValue(attrib.name, value);
					SetAntiAliasingMode(value.c_str());
				}
				else if(!strcmp(attribCVar, "g_difficultyLevel"))
				{
					GetProfileValue(attrib.name, value);
					SetDifficulty(value);
				}
				
				ICVar *pCVar = gEnv->pConsole->GetCVar(attribCVar);
				if(pCVar && GetProfileValue(attrib.name, value))
				{
					if(stricmp(pCVar->GetString(), value.c_str()))
					{
						//CryLogAlways("Inited, loaded and changed: %s = %s (was %s)", attrib.name, value, pCVar->GetString());
						pCVar->Set(value.c_str());
					}
					else
					{
						//CryLogAlways("Inited, loaded, but not changed: %s = %s", attrib.name, value);
					}
					if(!stricmp(attrib.name,"Option.hud_colorLine"))
					{
						SetCrysisProfileColor(value.c_str());
					}
				}
			}
		}
	}

	WriteGameCfg();
	
}