示例#1
0
void CNetTurnManager::QuickLoad()
{
	TIMER(L"QuickLoad");

	if (m_QuickSaveState.empty())
	{
		LOGERROR("Cannot quickload game - no game was quicksaved");
		return;
	}

	std::stringstream stream(m_QuickSaveState);
	if (!m_Simulation2.DeserializeState(stream))
	{
		LOGERROR("Failed to quickload game");
		return;
	}

	if (g_GUI && !m_QuickSaveMetadata.empty())
		g_GUI->RestoreSavedGameData(m_QuickSaveMetadata);

	LOGMESSAGERENDER("Quickloaded game");

	// See RewindTimeWarp
	ResetState(0, 1);
}
示例#2
0
void CProfileViewer::SaveToFile()
{
    // Open the file, if necessary. If this method is called several times,
    // the profile results will be appended to the previous ones from the same
    // run.
    if (! m->outputStream.is_open())
    {
        // Open the file. (It will be closed when the CProfileViewer
        // destructor is called.)
        OsPath path = psLogDir()/"profile.txt";
        m->outputStream.open(OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);

        if (m->outputStream.fail())
        {
            LOGERROR(L"Failed to open profile log file");
            return;
        }
        else
        {
            LOGMESSAGERENDER(L"Profiler snapshot saved to '%ls'", path.string().c_str());
        }
    }

    time_t t;
    time(&t);
    m->outputStream << "================================================================\n\n";
    m->outputStream << "PS profiler snapshot - " << asctime(localtime(&t));

    std::vector<AbstractProfileTable*> tables = m->rootTables;
    sort(tables.begin(), tables.end(), SortByName);
    for_each(tables.begin(), tables.end(), WriteTable(m->outputStream));

    m->outputStream << "\n\n================================================================\n";
    m->outputStream.flush();
}
示例#3
0
void CProfiler2::ShutDownHTTP()
{
	LOGMESSAGERENDER("Shutting down profiler2 HTTP server");
	if (m_MgContext)
	{
		mg_stop(m_MgContext);
		m_MgContext = NULL;
	}
}
示例#4
0
void CProfiler2::EnableGPU()
{
	ENSURE(m_Initialised);
	if (!m_GPU)
	{
		LOGMESSAGERENDER("Starting profiler2 GPU mode");
		InitialiseGPU();
	}
}
示例#5
0
文件: Util.cpp 项目: krichter722/0ad
// <extension> identifies the file format that is to be written
// (case-insensitive). examples: "bmp", "png", "jpg".
// BMP is good for quick output at the expense of large files.
void WriteScreenshot(const VfsPath& extension)
{
    // get next available numbered filename
    // note: %04d -> always 4 digits, so sorting by filename works correctly.
    const VfsPath basenameFormat(L"screenshots/screenshot%04d");
    const VfsPath filenameFormat = basenameFormat.ChangeExtension(extension);
    VfsPath filename;
    vfs::NextNumberedFilename(g_VFS, filenameFormat, s_nextScreenshotNumber, filename);

    const size_t w = (size_t)g_xres, h = (size_t)g_yres;
    const size_t bpp = 24;
    GLenum fmt = GL_RGB;
    int flags = TEX_BOTTOM_UP;
    // we want writing BMP to be as fast as possible,
    // so read data from OpenGL in BMP format to obviate conversion.
    if(extension == L".bmp")
    {
#if !CONFIG2_GLES // GLES doesn't support BGR
        fmt = GL_BGR;
        flags |= TEX_BGR;
#endif
    }

    // Hide log messages and re-render
    RenderLogger(false);
    Render();
    RenderLogger(true);

    const size_t img_size = w * h * bpp/8;
    const size_t hdr_size = tex_hdr_size(filename);
    shared_ptr<u8> buf;
    AllocateAligned(buf, hdr_size+img_size, maxSectorSize);
    GLvoid* img = buf.get() + hdr_size;
    Tex t;
    if(t.wrap(w, h, bpp, flags, buf, hdr_size) < 0)
        return;
    glReadPixels(0, 0, (GLsizei)w, (GLsizei)h, fmt, GL_UNSIGNED_BYTE, img);

    if (tex_write(&t, filename) == INFO::OK)
    {
        OsPath realPath;
        g_VFS->GetRealPath(filename, realPath);

        LOGMESSAGERENDER(g_L10n.Translate("Screenshot written to '%s'"), realPath.string8());

        debug_printf(
            CStr(g_L10n.Translate("Screenshot written to '%s'") + "\n").c_str(),
            realPath.string8().c_str());
    }
    else
        LOGERROR("Error writing screenshot to '%s'", filename.string8());
}
示例#6
0
void CProfiler2::EnableHTTP()
{
	ENSURE(m_Initialised);
	LOGMESSAGERENDER("Starting profiler2 HTTP server");

	// Ignore multiple enablings
	if (m_MgContext)
		return;

	const char *options[] = {
		"listening_ports", "127.0.0.1:8000", // bind to localhost for security
		"num_threads", "6", // enough for the browser's parallel connection limit
		NULL
	};
	m_MgContext = mg_start(MgCallback, this, options);
	ENSURE(m_MgContext);
}
示例#7
0
bool CNetClient::HandleMessage(CNetMessage* message)
{
	// Handle non-FSM messages first

	Status status = m_Session->GetFileTransferer().HandleMessageReceive(message);
	if (status == INFO::OK)
		return true;
	if (status != INFO::SKIPPED)
		return false;

	if (message->GetType() == NMT_FILE_TRANSFER_REQUEST)
	{
		CFileTransferRequestMessage* reqMessage = (CFileTransferRequestMessage*)message;

		// TODO: we should support different transfer request types, instead of assuming
		// it's always requesting the simulation state

		std::stringstream stream;

		LOGMESSAGERENDER("Serializing game at turn %u for rejoining player", m_ClientTurnManager->GetCurrentTurn());
		u32 turn = to_le32(m_ClientTurnManager->GetCurrentTurn());
		stream.write((char*)&turn, sizeof(turn));

		bool ok = m_Game->GetSimulation2()->SerializeState(stream);
		ENSURE(ok);

		// Compress the content with zlib to save bandwidth
		// (TODO: if this is still too large, compressing with e.g. LZMA works much better)
		std::string compressed;
		CompressZLib(stream.str(), compressed, true);

		m_Session->GetFileTransferer().StartResponse(reqMessage->m_RequestID, compressed);

		return true;
	}

	// Update FSM
	bool ok = Update(message->GetType(), message);
	if (!ok)
		LOGERROR("Net client: Error running FSM update (type=%d state=%d)", (int)message->GetType(), (int)GetCurrState());
	return ok;
}
示例#8
0
void CNetTurnManager::QuickSave()
{
	TIMER(L"QuickSave");
	
	std::stringstream stream;
	if (!m_Simulation2.SerializeState(stream))
	{
		LOGERROR("Failed to quicksave game");
		return;
	}

	m_QuickSaveState = stream.str();
	if (g_GUI)
		m_QuickSaveMetadata = g_GUI->GetSavedGameData();
	else
		m_QuickSaveMetadata = std::string();

	LOGMESSAGERENDER("Quicksaved game");

}
示例#9
0
文件: Util.cpp 项目: krichter722/0ad
// Similar to WriteScreenshot, but generates an image of size 640*tiles x 480*tiles.
void WriteBigScreenshot(const VfsPath& extension, int tiles)
{
    // If the game hasn't started yet then use WriteScreenshot to generate the image.
    if(g_Game == NULL) {
        WriteScreenshot(L".bmp");
        return;
    }

    // get next available numbered filename
    // note: %04d -> always 4 digits, so sorting by filename works correctly.
    const VfsPath basenameFormat(L"screenshots/screenshot%04d");
    const VfsPath filenameFormat = basenameFormat.ChangeExtension(extension);
    VfsPath filename;
    vfs::NextNumberedFilename(g_VFS, filenameFormat, s_nextScreenshotNumber, filename);

    // Slightly ugly and inflexible: Always draw 640*480 tiles onto the screen, and
    // hope the screen is actually large enough for that.
    const int tile_w = 640, tile_h = 480;
    ENSURE(g_xres >= tile_w && g_yres >= tile_h);

    const int img_w = tile_w*tiles, img_h = tile_h*tiles;
    const int bpp = 24;
    GLenum fmt = GL_RGB;
    int flags = TEX_BOTTOM_UP;
    // we want writing BMP to be as fast as possible,
    // so read data from OpenGL in BMP format to obviate conversion.
    if(extension == L".bmp")
    {
#if !CONFIG2_GLES // GLES doesn't support BGR
        fmt = GL_BGR;
        flags |= TEX_BGR;
#endif
    }

    const size_t img_size = img_w * img_h * bpp/8;
    const size_t tile_size = tile_w * tile_h * bpp/8;
    const size_t hdr_size = tex_hdr_size(filename);
    void* tile_data = malloc(tile_size);
    if(!tile_data)
    {
        WARN_IF_ERR(ERR::NO_MEM);
        return;
    }
    shared_ptr<u8> img_buf;
    AllocateAligned(img_buf, hdr_size+img_size, maxSectorSize);

    Tex t;
    GLvoid* img = img_buf.get() + hdr_size;
    if(t.wrap(img_w, img_h, bpp, flags, img_buf, hdr_size) < 0)
    {
        free(tile_data);
        return;
    }

    ogl_WarnIfError();

    // Resize various things so that the sizes and aspect ratios are correct
    {
        g_Renderer.Resize(tile_w, tile_h);
        SViewPort vp = { 0, 0, tile_w, tile_h };
        g_Game->GetView()->GetCamera()->SetViewPort(vp);
        g_Game->GetView()->SetCameraProjection();
    }

#if !CONFIG2_GLES
    // Temporarily move everything onto the front buffer, so the user can
    // see the exciting progress as it renders (and can tell when it's finished).
    // (It doesn't just use SwapBuffers, because it doesn't know whether to
    // call the SDL version or the Atlas version.)
    GLint oldReadBuffer, oldDrawBuffer;
    glGetIntegerv(GL_READ_BUFFER, &oldReadBuffer);
    glGetIntegerv(GL_DRAW_BUFFER, &oldDrawBuffer);
    glDrawBuffer(GL_FRONT);
    glReadBuffer(GL_FRONT);
#endif

    // Hide the cursor
    CStrW oldCursor = g_CursorName;
    g_CursorName = L"";

    // Render each tile
    for (int tile_y = 0; tile_y < tiles; ++tile_y)
    {
        for (int tile_x = 0; tile_x < tiles; ++tile_x)
        {
            // Adjust the camera to render the appropriate region
            g_Game->GetView()->GetCamera()->SetProjectionTile(tiles, tile_x, tile_y);

            RenderLogger(false);
            RenderGui(false);
            Render();
            RenderGui(true);
            RenderLogger(true);

            // Copy the tile pixels into the main image
            glReadPixels(0, 0, tile_w, tile_h, fmt, GL_UNSIGNED_BYTE, tile_data);
            for (int y = 0; y < tile_h; ++y)
            {
                void* dest = (char*)img + ((tile_y*tile_h + y) * img_w + (tile_x*tile_w)) * bpp/8;
                void* src = (char*)tile_data + y * tile_w * bpp/8;
                memcpy(dest, src, tile_w * bpp/8);
            }
        }
    }

    // Restore the old cursor
    g_CursorName = oldCursor;

#if !CONFIG2_GLES
    // Restore the buffer settings
    glDrawBuffer(oldDrawBuffer);
    glReadBuffer(oldReadBuffer);
#endif

    // Restore the viewport settings
    {
        g_Renderer.Resize(g_xres, g_yres);
        SViewPort vp = { 0, 0, g_xres, g_yres };
        g_Game->GetView()->GetCamera()->SetViewPort(vp);
        g_Game->GetView()->SetCameraProjection();
        g_Game->GetView()->GetCamera()->SetProjectionTile(1, 0, 0);
    }

    if (tex_write(&t, filename) == INFO::OK)
    {
        OsPath realPath;
        g_VFS->GetRealPath(filename, realPath);

        LOGMESSAGERENDER(g_L10n.Translate("Screenshot written to '%s'"), realPath.string8());

        debug_printf(
            CStr(g_L10n.Translate("Screenshot written to '%s'") + "\n").c_str(),
            realPath.string8().c_str());
    }
    else
        LOGERROR("Error writing screenshot to '%s'", filename.string8());

    free(tile_data);
}
示例#10
0
void CProfiler2::ShutdownGPU()
{
	LOGMESSAGERENDER("Shutting down profiler2 GPU mode");
	SAFE_DELETE(m_GPU);
}
示例#11
0
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;
}