wesnoth/src/save_index.cpp
Pentarctagon 263e9d7d4f Replace MAKE_ENUM of CONTROLLER with something easier to use.
CONTROLLER is now defined in a single small header that can be easily read without needing to look through a bunch of Boost macros to figure out how it all works. Using the string values of the enum is now also much simpler since they're just constants of the side_controller class.
2022-01-25 16:57:29 -06:00

533 lines
15 KiB
C++

/*
Copyright (C) 2003 - 2021
by Jörg Hinrichs, David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project https://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "save_index.hpp"
#include "config.hpp"
#include "filesystem.hpp"
#include "format_time_summary.hpp"
#include "game_end_exceptions.hpp"
#include "game_errors.hpp"
#include "gettext.hpp"
#include "log.hpp"
#include "preferences/game.hpp"
#include "serialization/binary_or_text.hpp"
#include "serialization/parser.hpp"
#include "team.hpp"
#include <boost/algorithm/string/replace.hpp>
#include <boost/iostreams/filter/gzip.hpp>
static lg::log_domain log_engine("engine");
#define LOG_SAVE LOG_STREAM(info, log_engine)
#define ERR_SAVE LOG_STREAM(err, log_engine)
static lg::log_domain log_enginerefac("enginerefac");
#define LOG_RG LOG_STREAM(info, log_enginerefac)
namespace savegame
{
void extract_summary_from_config(config&, config&);
void save_index_class::rebuild(const std::string& name)
{
std::time_t modified = filesystem::file_modified_time(dir_ + "/" + name);
rebuild(name, modified);
}
void save_index_class::rebuild(const std::string& name, const std::time_t& modified)
{
log_scope("load_summary_from_file");
config& summary = data(name);
try {
config full;
std::string dummy;
read_save_file(dir_, name, full, &dummy);
extract_summary_from_config(full, summary);
} catch(const game::load_game_failed&) {
summary["corrupt"] = true;
}
summary["mod_time"] = std::to_string(static_cast<int>(modified));
write_save_index();
}
void save_index_class::remove(const std::string& name)
{
config& root = data();
root.remove_children("save", [&name](const config& d) { return name == d["save"]; });
write_save_index();
}
void save_index_class::set_modified(const std::string& name, const std::time_t& modified)
{
modified_[name] = modified;
}
config& save_index_class::get(const std::string& name)
{
config& result = data(name);
std::time_t m = modified_[name];
config::attribute_value& mod_time = result["mod_time"];
if(mod_time.empty() || mod_time.to_time_t() != m) {
rebuild(name, m);
}
return result;
}
const std::string& save_index_class::dir() const
{
return dir_;
}
void save_index_class::clean_up_index()
{
config &root = data();
std::vector<std::string> filenames;
filesystem::get_files_in_dir(dir(), &filenames);
if(root.all_children_count() > filenames.size()) {
root.remove_children("save", [&filenames](const config& d)
{
return std::find(filenames.begin(), filenames.end(), d["save"]) == filenames.end();
}
);
}
}
void save_index_class::write_save_index()
{
log_scope("write_save_index()");
if(read_only_) {
LOG_SAVE << "no-op: read_only instance";
return;
}
if(clean_up_index_) {
clean_up_index();
clean_up_index_ = false;
}
try {
filesystem::scoped_ostream stream = filesystem::ostream_file(filesystem::get_save_index_file());
if(preferences::save_compression_format() != compression::NONE) {
// TODO: maybe allow writing this using bz2 too?
write_gz(*stream, data());
} else {
write(*stream, data());
}
} catch(const filesystem::io_exception& e) {
ERR_SAVE << "error writing to save index file: '" << e.what() << "'" << std::endl;
}
}
save_index_class::save_index_class(const std::string& dir)
: loaded_(false)
, data_()
, modified_()
, dir_(dir)
, read_only_(true)
, clean_up_index_(true)
{
}
save_index_class::save_index_class(create_for_default_saves_dir)
: save_index_class(filesystem::get_saves_dir())
{
read_only_ = false;
}
config& save_index_class::data(const std::string& name)
{
config& cfg = data();
if(config& sv = cfg.find_child("save", "save", name)) {
fix_leader_image_path(sv);
return sv;
}
config& res = cfg.add_child("save");
res["save"] = name;
return res;
}
config& save_index_class::data()
{
const std::string si_file = filesystem::get_save_index_file();
// Don't try to load the file if it doesn't exist.
if(loaded_ == false && filesystem::file_exists(si_file)) {
try {
filesystem::scoped_istream stream = filesystem::istream_file(si_file);
try {
read_gz(data_, *stream);
} catch(const boost::iostreams::gzip_error&) {
stream->seekg(0);
read(data_, *stream);
}
} catch(const filesystem::io_exception& e) {
ERR_SAVE << "error reading save index: '" << e.what() << "'" << std::endl;
} catch(const config::error& e) {
ERR_SAVE << "error parsing save index config file:\n" << e.message << std::endl;
data_.clear();
}
loaded_ = true;
}
return data_;
}
void save_index_class::fix_leader_image_path(config& data)
{
for(config& leader : data.child_range("leader")) {
std::string leader_image = leader["leader_image"];
boost::algorithm::replace_all(leader_image, "\\", "/");
leader["leader_image"] = leader_image;
}
}
std::shared_ptr<save_index_class> save_index_class::default_saves_dir()
{
static auto instance = std::make_shared<save_index_class>(create_for_default_saves_dir::yes);
return instance;
}
/** Get a list of available saves. */
std::vector<save_info> save_index_class::get_saves_list(const std::string* filter)
{
create_save_info creator(shared_from_this());
std::vector<std::string> filenames;
filesystem::get_files_in_dir(dir(), &filenames);
const auto should_remove = [filter](const std::string& filename) {
// Steam documentation indicates games can ignore their auto-generated 'steam_autocloud.vdf'.
// Reference: https://partner.steamgames.com/doc/features/cloud (under Steam Auto-Cloud section as of September 2021)
static const std::vector<std::string> to_ignore {"steam_autocloud.vdf"};
if(std::find(to_ignore.begin(), to_ignore.end(), filename) != to_ignore.end()) {
return true;
} else if(filter) {
return filename.end() == std::search(filename.begin(), filename.end(), filter->begin(), filter->end());
}
return false;
};
filenames.erase(std::remove_if(filenames.begin(), filenames.end(), should_remove), filenames.end());
std::vector<save_info> result;
std::transform(filenames.begin(), filenames.end(), std::back_inserter(result), creator);
std::sort(result.begin(), result.end(), save_info_less_time());
return result;
}
const config& save_info::summary() const
{
return save_index_->get(name());
}
std::string save_info::format_time_local() const
{
if(std::tm* tm_l = std::localtime(&modified())) {
const std::string format = preferences::use_twelve_hour_clock_format()
// TRANSLATORS: Day of week + month + day of month + year + 12-hour time, eg 'Tue Nov 02 2021, 1:59 PM'. Format for your locale.
? _("%a %b %d %Y, %I:%M %p")
// TRANSLATORS: Day of week + month + day of month + year + 24-hour time, eg 'Tue Nov 02 2021, 13:59'. Format for your locale.
: _("%a %b %d %Y, %H:%M");
return translation::strftime(format, tm_l);
}
LOG_SAVE << "localtime() returned null for time " << this->modified() << ", save " << name();
return "";
}
std::string save_info::format_time_summary() const
{
std::time_t t = modified();
return utils::format_time_summary(t);
}
bool save_info_less_time::operator()(const save_info& a, const save_info& b) const
{
// This translatable string must be same one as in replay_savegame::create_initial_filename.
// TODO: we really shouldn't be relying on translatable strings like this, especially since
// old savefiles may have been created in a different language than the current UI language
const std::string replay_str = " " + _("replay");
if(a.modified() > b.modified()) {
return true;
} else if(a.modified() < b.modified()) {
return false;
} else if(a.name().find(replay_str) == std::string::npos && b.name().find(replay_str) != std::string::npos) {
// Special funky case; for files created in the same second,
// a replay file sorts less than a non-replay file. Prevents
// a timing-dependent bug where it may look like, at the end
// of a scenario, the replay and the autosave for the next
// scenario are displayed in the wrong order.
return true;
} else if(a.name().find(replay_str) != std::string::npos && b.name().find(replay_str) == std::string::npos) {
return false;
} else {
return a.name() > b.name();
}
}
static filesystem::scoped_istream find_save_file(const std::string& dir,
const std::string& name, const std::vector<std::string>& suffixes)
{
for(const std::string& suf : suffixes) {
filesystem::scoped_istream file_stream =
filesystem::istream_file(dir + "/" + name + suf);
if(!file_stream->fail()) {
return file_stream;
}
}
LOG_SAVE << "Could not open supplied filename '" << name << "'\n";
throw game::load_game_failed();
}
void read_save_file(const std::string& dir, const std::string& name, config& cfg, std::string* error_log)
{
static const std::vector<std::string> suffixes{"", ".gz", ".bz2"};
filesystem::scoped_istream file_stream = find_save_file(dir, name, suffixes);
cfg.clear();
try {
/*
* Test the modified name, since it might use a .gz
* file even when not requested.
*/
if(filesystem::is_gzip_file(name)) {
read_gz(cfg, *file_stream);
} else if(filesystem::is_bzip2_file(name)) {
read_bz2(cfg, *file_stream);
} else {
read(cfg, *file_stream);
}
} catch(const std::ios_base::failure& e) {
LOG_SAVE << e.what();
if(error_log) {
*error_log += e.what();
}
throw game::load_game_failed();
} catch(const config::error& err) {
LOG_SAVE << err.message;
if(error_log) {
*error_log += err.message;
}
throw game::load_game_failed();
}
if(cfg.empty()) {
LOG_SAVE << "Could not parse file data into config\n";
throw game::load_game_failed();
}
}
void save_index_class::delete_old_auto_saves(const int autosavemax, const int infinite_auto_saves)
{
log_scope("delete_old_auto_saves()");
if(read_only_) {
LOG_SAVE << "no-op: read_only instance";
return;
}
const std::string auto_save = _("Auto-Save");
int countdown = autosavemax;
if(countdown == infinite_auto_saves) {
return;
}
std::vector<save_info> games = get_saves_list(&auto_save);
for(std::vector<save_info>::iterator i = games.begin(); i != games.end(); ++i) {
if(countdown-- <= 0) {
LOG_SAVE << "Deleting savegame '" << i->name() << "'\n";
delete_game(i->name());
}
}
}
void save_index_class::delete_game(const std::string& name)
{
if(read_only_) {
log_scope("delete_game()");
LOG_SAVE << "no-op: read_only instance";
return;
}
filesystem::delete_file(dir() + "/" + name);
remove(name);
}
create_save_info::create_save_info(const std::shared_ptr<save_index_class>& manager)
: manager_(manager)
{
}
save_info create_save_info::operator()(const std::string& filename) const
{
std::time_t modified = filesystem::file_modified_time(manager_->dir() + "/" + filename);
manager_->set_modified(filename, modified);
return save_info(filename, manager_, modified);
}
void extract_summary_from_config(config& cfg_save, config& cfg_summary)
{
const config& cfg_snapshot = cfg_save.child("snapshot");
// Servergenerated replays contain [scenario] and no [replay_start]
const config& cfg_replay_start = cfg_save.child("replay_start")
? cfg_save.child("replay_start")
: cfg_save.child("scenario");
const config& cfg_replay = cfg_save.child("replay");
const bool has_replay = cfg_replay && !cfg_replay.empty();
const bool has_snapshot = cfg_snapshot && cfg_snapshot.has_child("side");
cfg_summary["replay"] = has_replay;
cfg_summary["snapshot"] = has_snapshot;
cfg_summary["label"] = cfg_save["label"];
cfg_summary["campaign_type"] = cfg_save["campaign_type"];
if(cfg_save.has_child("carryover_sides_start")) {
cfg_summary["scenario"] = cfg_save.child("carryover_sides_start")["next_scenario"];
} else {
cfg_summary["scenario"] = cfg_save["scenario"];
}
cfg_summary["difficulty"] = cfg_save["difficulty"];
cfg_summary["random_mode"] = cfg_save["random_mode"];
cfg_summary["active_mods"] = cfg_save.child_or_empty("multiplayer")["active_mods"];
cfg_summary["campaign"] = cfg_save["campaign"];
cfg_summary["version"] = cfg_save["version"];
cfg_summary["corrupt"] = "";
if(has_snapshot) {
cfg_summary["turn"] = cfg_snapshot["turn_at"];
if(cfg_snapshot["turns"] != "-1") {
cfg_summary["turn"] = cfg_summary["turn"].str() + "/" + cfg_snapshot["turns"].str();
}
}
// Ensure we don't get duplicate [leader] tags
cfg_summary.clear_children("leader");
// Find the human leaders so we can display their icons and names in the load menu.
config leader_config;
bool shrouded = false;
if(const config& snapshot = *(has_snapshot ? &cfg_snapshot : &cfg_replay_start)) {
for(const config& side : snapshot.child_range("side")) {
std::string leader;
std::string leader_image;
std::string leader_image_tc_modifier;
std::string leader_name;
int gold = side["gold"];
int units = 0, recall_units = 0;
if(side["controller"] != side_controller::human) {
continue;
}
if(side["shroud"].to_bool()) {
shrouded = true;
}
for(const config& u : side.child_range("unit")) {
if(u.has_attribute("x") && u.has_attribute("y")) {
units++;
} else {
recall_units++;
}
// Only take the first leader
if(!leader.empty() || !u["canrecruit"].to_bool()) {
continue;
}
const std::string tc_color = team::get_side_color_id_from_config(side);
// Don't count it among the troops
units--;
leader = u["id"].str();
leader_name = u["name"].str();
leader_image = u["image"].str();
leader_image_tc_modifier = "~RC(" + u["flag_rgb"].str() + ">" + tc_color + ")";
}
// We need a binary path-independent path to the leader image here so it can be displayed
// for campaign-specific units even when the campaign isn't loaded yet.
std::string leader_image_path = filesystem::get_independent_binary_file_path("images", leader_image);
// If the image path was found, we append the leader TC modifier. If it's not (such as in
// the case where the binary path hasn't been loaded yet, perhaps due to save_index being
// deleted), the unaltered image path is used and will be parsed by get_independent_binary_file_path
// at runtime.
if(!leader_image_path.empty()) {
leader_image_path += leader_image_tc_modifier;
leader_image = leader_image_path;
}
leader_config["leader"] = leader;
leader_config["leader_name"] = leader_name;
leader_config["leader_image"] = leader_image;
leader_config["leader_image_tc_modifier"] = leader_image_tc_modifier;
leader_config["gold"] = gold;
leader_config["units"] = units;
leader_config["recall_units"] = recall_units;
cfg_summary.add_child("leader", leader_config);
}
}
if(!shrouded) {
if(has_snapshot) {
if(!cfg_snapshot.find_child("side", "shroud", "yes") && cfg_snapshot.has_attribute("map_data")) {
cfg_summary["map_data"] = cfg_snapshot["map_data"].str();
} else {
ERR_SAVE << "Not saving map because there is shroud" << std::endl;
}
} else if(has_replay) {
if(!cfg_replay_start.find_child("side", "shroud", "yes") && cfg_replay_start.has_attribute("map_data")) {
cfg_summary["map_data"] = cfg_replay_start["map_data"];
} else {
ERR_SAVE << "Not saving map because there is shroud" << std::endl;
}
}
}
}
} // end namespace savegame