Implement game save/load backend.
This commit is contained in:
@@ -561,7 +561,7 @@ namespace OpenRA
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Cursor.Tick();
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}
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var worldTimestep = world == null ? Timestep : world.Timestep;
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var worldTimestep = world == null ? Timestep : world.IsLoadingGameSave ? 1 : world.Timestep;
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var worldTickDelta = tick - orderManager.LastTickTime;
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if (worldTimestep != 0 && worldTickDelta >= worldTimestep)
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{
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@@ -645,7 +645,10 @@ namespace OpenRA
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{
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Renderer.BeginFrame(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
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Sound.SetListenerPosition(worldRenderer.Viewport.CenterPosition);
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worldRenderer.Draw();
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// Use worldRenderer.World instead of OrderManager.World to avoid a rendering mismatch while processing orders
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if (!worldRenderer.World.IsLoadingGameSave)
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worldRenderer.Draw();
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}
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else
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Renderer.BeginFrame(int2.Zero, 1f);
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@@ -743,6 +746,13 @@ namespace OpenRA
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var maxFramerate = Settings.Graphics.CapFramerate ? Settings.Graphics.MaxFramerate.Clamp(1, 1000) : 1000;
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var renderInterval = 1000 / maxFramerate;
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// Tick as fast as possible while restoring game saves, capping rendering at 5 FPS
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if (OrderManager.World != null && OrderManager.World.IsLoadingGameSave)
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{
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logicInterval = 1;
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renderInterval = 200;
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}
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var now = RunTime;
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// If the logic has fallen behind too much, skip it and catch up
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@@ -762,7 +772,7 @@ namespace OpenRA
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LogicTick();
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// Force at least one render per tick during regular gameplay
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if (OrderManager.World != null && !OrderManager.World.IsReplay)
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if (OrderManager.World != null && !OrderManager.World.IsLoadingGameSave)
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forceRender = true;
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}
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313
OpenRA.Game/Network/GameSave.cs
Normal file
313
OpenRA.Game/Network/GameSave.cs
Normal file
@@ -0,0 +1,313 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using OpenRA.Primitives;
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using OpenRA.Server;
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namespace OpenRA.Network
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{
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public class SlotClient
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{
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public readonly Color Color;
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public readonly string Faction;
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public readonly int SpawnPoint;
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public readonly int Team;
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public readonly string Slot;
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public readonly string Bot;
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public readonly bool IsAdmin;
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public readonly string BotName;
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public SlotClient() { }
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public SlotClient(Session.Client client)
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{
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Color = client.Color;
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Faction = client.Faction;
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SpawnPoint = client.SpawnPoint;
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Team = client.Team;
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Slot = client.Slot;
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Bot = client.Bot;
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IsAdmin = client.IsAdmin;
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if (client.Bot != null)
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BotName = client.Name;
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}
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public void ApplyTo(Session.Client client)
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{
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client.Color = Color;
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client.Faction = Faction;
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client.SpawnPoint = SpawnPoint;
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client.Team = Team;
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client.Slot = Slot;
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client.Bot = Bot;
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client.IsAdmin = IsAdmin;
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if (Bot != null)
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client.Name = BotName;
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}
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public static SlotClient Deserialize(MiniYaml data)
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{
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return FieldLoader.Load<SlotClient>(data);
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}
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public MiniYamlNode Serialize(string key)
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{
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return new MiniYamlNode("SlotClient@{0}".F(key), FieldSaver.Save(this));
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}
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}
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public class GameSave
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{
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public const int EOFMarker = -2;
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public const int MetadataMarker = -1;
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public const int TraitDataMarker = -3;
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readonly MemoryStream ordersStream = new MemoryStream();
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// Loaded from file and updated during gameplay
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public int LastOrdersFrame { get; private set; }
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public int LastSyncFrame { get; private set; }
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byte[] lastSyncPacket = new byte[0];
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// Loaded from file or set on game start
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public Session.Global GlobalSettings { get; private set; }
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public Dictionary<string, Session.Slot> Slots { get; private set; }
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public Dictionary<string, SlotClient> SlotClients { get; private set; }
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public Dictionary<int, MiniYaml> TraitData = new Dictionary<int, MiniYaml>();
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// Set on game start
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int[] clientsBySlotIndex = { };
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int firstBotSlotIndex = -1;
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public GameSave()
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{
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LastOrdersFrame = -1;
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Slots = new Dictionary<string, Session.Slot>();
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}
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public GameSave(string filepath)
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{
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using (var rs = File.OpenRead(filepath))
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{
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rs.Seek(-12, SeekOrigin.End);
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var metadataOffset = rs.ReadInt32();
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var traitDataOffset = rs.ReadInt32();
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if (rs.ReadInt32() != EOFMarker)
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throw new InvalidDataException("Invalid orasav file");
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rs.Seek(metadataOffset, SeekOrigin.Begin);
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if (rs.ReadInt32() != MetadataMarker)
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throw new InvalidDataException("Invalid orasav file");
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LastOrdersFrame = rs.ReadInt32();
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LastSyncFrame = rs.ReadInt32();
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lastSyncPacket = rs.ReadBytes(5);
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var globalSettings = MiniYaml.FromString(rs.ReadString(Encoding.UTF8, Connection.MaxOrderLength));
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GlobalSettings = Session.Global.Deserialize(globalSettings[0].Value);
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var slots = MiniYaml.FromString(rs.ReadString(Encoding.UTF8, Connection.MaxOrderLength));
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Slots = new Dictionary<string, Session.Slot>();
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foreach (var s in slots)
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{
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var slot = Session.Slot.Deserialize(s.Value);
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Slots.Add(slot.PlayerReference, slot);
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}
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var slotClients = MiniYaml.FromString(rs.ReadString(Encoding.UTF8, Connection.MaxOrderLength));
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SlotClients = new Dictionary<string, SlotClient>();
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foreach (var s in slotClients)
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{
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var slotClient = SlotClient.Deserialize(s.Value);
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SlotClients.Add(slotClient.Slot, slotClient);
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}
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if (rs.Position != traitDataOffset || rs.ReadInt32() != TraitDataMarker)
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throw new InvalidDataException("Invalid orasav file");
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var traitData = MiniYaml.FromString(rs.ReadString(Encoding.UTF8, Connection.MaxOrderLength));
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foreach (var td in traitData)
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TraitData.Add(int.Parse(td.Key), td.Value);
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rs.Seek(0, SeekOrigin.Begin);
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ordersStream.Write(rs.ReadBytes(metadataOffset), 0, metadataOffset);
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}
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}
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public void StartGame(Session lobbyInfo, MapPreview map)
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{
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// Game orders are mapped from a client index to the slot that they occupy
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// Orders from spectators are ignored, which is not a problem in practice
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// because all immediate orders are also ignored
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clientsBySlotIndex = lobbyInfo.Slots.Keys.Select(s =>
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{
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var client = lobbyInfo.ClientInSlot(s);
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return client != null ? client.Index : -1;
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}).ToArray();
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// Perform a deep clone by round-tripping the data
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GlobalSettings = Session.Global.Deserialize(lobbyInfo.GlobalSettings.Serialize().Value);
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Slots = new Dictionary<string, Session.Slot>();
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SlotClients = new Dictionary<string, SlotClient>();
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foreach (var s in lobbyInfo.Slots)
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{
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Slots[s.Key] = Session.Slot.Deserialize(s.Value.Serialize().Value);
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var playerReference = map.Players.Players[s.Value.PlayerReference];
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var client = lobbyInfo.ClientInSlot(s.Key);
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// Only save the client state relevant to the game (faction, team, etc).
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// Admin and bot controller state is inherited and/or reassigned by the server at load time
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if (playerReference.Playable && client != null)
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{
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SlotClients[s.Key] = new SlotClient(client);
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// See HACK comment in DispatchOrders about reassigning bot orders
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if (client.Bot != null && firstBotSlotIndex < 0)
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firstBotSlotIndex = clientsBySlotIndex.IndexOf(client.Index);
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}
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}
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}
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public void DispatchOrders(Connection conn, int frame, byte[] data)
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{
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// Sync packet - we only care about the last value
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if (data.Length > 0 && data[0] == 0x65 && frame > LastSyncFrame)
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{
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LastSyncFrame = frame;
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lastSyncPacket = data;
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}
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if (frame <= LastOrdersFrame)
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return;
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// Ignore immediate orders
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if (data.Length > 0 && data[0] == 0xFE)
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return;
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var clientSlot = clientsBySlotIndex.IndexOf(conn.PlayerIndex);
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// Handle orders that were sent by spectators
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if (clientSlot == -1)
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{
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// HACK: Assume that this is a bot order sent by its controller client
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// who is a spectator. The network data doesn't contain enough information
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// for us to confirm this, or to know which bot this is supposed to belong to...
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//
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// For skirmish games it is sufficient to map everything to the first bot,
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// because even if the bot choice is wrong, the bot-to-client remapping in ParseOrders
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// will give the right client as there is only one human client to choose from!
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// TODO: This will need to be fixed properly before implementing multiplayer saves
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clientSlot = firstBotSlotIndex;
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}
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ordersStream.WriteArray(BitConverter.GetBytes(data.Length + 8));
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ordersStream.WriteArray(BitConverter.GetBytes(frame));
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ordersStream.WriteArray(BitConverter.GetBytes(clientSlot));
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ordersStream.WriteArray(data);
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LastOrdersFrame = frame;
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}
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public void ParseOrders(Session lobbyInfo, Action<int, int, byte[]> packetFn)
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{
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// Send the trait data first to guarantee that it is available when needed
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foreach (var kv in TraitData)
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{
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var data = new List<MiniYamlNode>() { new MiniYamlNode(kv.Key.ToString(), kv.Value) }.WriteToString();
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packetFn(0, 0, new ServerOrder("SaveTraitData", data).Serialize());
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}
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ordersStream.Seek(0, SeekOrigin.Begin);
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while (ordersStream.Position < ordersStream.Length)
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{
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var dataLength = ordersStream.ReadInt32() - 8;
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var frame = ordersStream.ReadInt32();
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var slot = ordersStream.ReadInt32();
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var data = ordersStream.ReadBytes(dataLength);
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// Remap bot orders to their controller client
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var clientIndex = clientsBySlotIndex[slot];
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var client = lobbyInfo.ClientWithIndex(clientIndex);
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if (client.Bot != null)
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clientIndex = client.BotControllerClientIndex;
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packetFn(frame, clientIndex, data);
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}
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// Send sync hash to validate restore
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packetFn(LastSyncFrame, 0, lastSyncPacket);
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}
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public void AddTraitData(int traitIndex, MiniYaml data)
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{
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TraitData[traitIndex] = data;
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}
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public void Save(string path)
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{
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// File format:
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// - List of orders in network frame format
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// - Metadata start marker
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// - Last frame number containing orders (int32)
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// - Last frame number containing sync hash (int32)
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// - Last sync packet (5 x byte)
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// - Lobby global settings (yaml)
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// - Lobby slots (yaml)
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// - Lobby slot-client data (yaml)
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// - Trait data start marker
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// - Custom trait yaml
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// - File offset of metadata start marker
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// - File offset of custom trait data
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// - Metadata end marker
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var file = File.Create(path);
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ordersStream.Seek(0, SeekOrigin.Begin);
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ordersStream.CopyTo(file);
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file.Write(BitConverter.GetBytes(MetadataMarker), 0, 4);
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file.Write(BitConverter.GetBytes(LastOrdersFrame), 0, 4);
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file.Write(BitConverter.GetBytes(LastSyncFrame), 0, 4);
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file.Write(lastSyncPacket, 0, 5);
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var globalSettingsNodes = new List<MiniYamlNode>() { GlobalSettings.Serialize() };
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file.WriteString(Encoding.UTF8, globalSettingsNodes.WriteToString());
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var slotNodes = Slots
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.Select(s => s.Value.Serialize())
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.ToList();
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file.WriteString(Encoding.UTF8, slotNodes.WriteToString());
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var slotClientNodes = SlotClients
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.Select(s => s.Value.Serialize(s.Key))
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.ToList();
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file.WriteString(Encoding.UTF8, slotClientNodes.WriteToString());
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var traitDataOffset = file.Length;
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file.Write(BitConverter.GetBytes(TraitDataMarker), 0, 4);
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var traitDataNodes = TraitData
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.Select(kv => new MiniYamlNode(kv.Key.ToString(), kv.Value))
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.ToList();
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file.WriteString(Encoding.UTF8, traitDataNodes.WriteToString());
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file.Write(BitConverter.GetBytes(ordersStream.Length), 0, 4);
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file.Write(BitConverter.GetBytes(traitDataOffset), 0, 4);
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file.Write(BitConverter.GetBytes(EOFMarker), 0, 4);
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}
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}
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}
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@@ -45,6 +45,9 @@ namespace OpenRA.Network
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public bool GameStarted { get { return NetFrameNumber != 0; } }
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public IConnection Connection { get; private set; }
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internal int GameSaveLastFrame = -1;
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internal int GameSaveLastSyncFrame = -1;
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List<Order> localOrders = new List<Order>();
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List<ChatLine> chatCache = new List<ChatLine>();
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@@ -70,8 +73,10 @@ namespace OpenRA.Network
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generateSyncReport = !(Connection is ReplayConnection) && LobbyInfo.GlobalSettings.EnableSyncReports;
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NetFrameNumber = 1;
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for (var i = NetFrameNumber; i <= FramesAhead; i++)
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Connection.Send(i, new List<byte[]>());
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if (GameSaveLastFrame < 0)
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for (var i = NetFrameNumber; i <= FramesAhead; i++)
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Connection.Send(i, new List<byte[]>());
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}
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public OrderManager(string host, int port, string password, IConnection conn)
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@@ -105,7 +110,7 @@ namespace OpenRA.Network
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public void TickImmediate()
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{
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var immediateOrders = localOrders.Where(o => o.IsImmediate).ToList();
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if (immediateOrders.Count != 0)
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if (immediateOrders.Count != 0 && GameSaveLastFrame < NetFrameNumber + FramesAhead)
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Connection.SendImmediate(immediateOrders.Select(o => o.Serialize()).ToList());
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localOrders.RemoveAll(o => o.IsImmediate);
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@@ -178,13 +183,18 @@ namespace OpenRA.Network
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if (!IsReadyForNextFrame)
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throw new InvalidOperationException();
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Connection.Send(NetFrameNumber + FramesAhead, localOrders.Select(o => o.Serialize()).ToList());
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if (GameSaveLastFrame < NetFrameNumber + FramesAhead)
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Connection.Send(NetFrameNumber + FramesAhead, localOrders.Select(o => o.Serialize()).ToList());
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localOrders.Clear();
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foreach (var order in frameData.OrdersForFrame(World, NetFrameNumber))
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UnitOrders.ProcessOrder(this, World, order.Client, order.Order);
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Connection.SendSync(NetFrameNumber, OrderIO.SerializeSync(World.SyncHash()));
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if (NetFrameNumber + FramesAhead >= GameSaveLastSyncFrame)
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Connection.SendSync(NetFrameNumber, OrderIO.SerializeSync(World.SyncHash()));
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else
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Connection.SendSync(NetFrameNumber, OrderIO.SerializeSync(0));
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if (generateSyncReport)
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using (new PerfSample("sync_report"))
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@@ -202,6 +202,7 @@ namespace OpenRA.Network
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public bool EnableSingleplayer;
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public bool EnableSyncReports;
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public bool Dedicated;
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public bool GameSavesEnabled;
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[FieldLoader.Ignore]
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public Dictionary<string, LobbyOptionState> LobbyOptions = new Dictionary<string, LobbyOptionState>();
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@@ -9,6 +9,7 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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@@ -114,11 +115,45 @@ namespace OpenRA.Network
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break;
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}
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Game.AddChatLine(Color.White, ServerChatName, "The game has started.");
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if (!string.IsNullOrEmpty(order.TargetString))
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{
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var data = MiniYaml.FromString(order.TargetString);
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var saveLastOrdersFrame = data.FirstOrDefault(n => n.Key == "SaveLastOrdersFrame");
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if (saveLastOrdersFrame != null)
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orderManager.GameSaveLastFrame =
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FieldLoader.GetValue<int>("saveLastOrdersFrame", saveLastOrdersFrame.Value.Value);
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var saveSyncFrame = data.FirstOrDefault(n => n.Key == "SaveSyncFrame");
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if (saveSyncFrame != null)
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orderManager.GameSaveLastSyncFrame =
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FieldLoader.GetValue<int>("SaveSyncFrame", saveSyncFrame.Value.Value);
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}
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else
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Game.AddChatLine(Color.White, ServerChatName, "The game has started.");
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Game.StartGame(orderManager.LobbyInfo.GlobalSettings.Map, WorldType.Regular);
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break;
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}
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case "SaveTraitData":
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{
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var data = MiniYaml.FromString(order.TargetString)[0];
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var traitIndex = int.Parse(data.Key);
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if (world != null)
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world.AddGameSaveTraitData(traitIndex, data.Value);
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break;
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}
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case "GameSaved":
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if (!orderManager.World.IsReplay)
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Game.AddChatLine(Color.White, ServerChatName, "Game saved");
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foreach (var nsr in orderManager.World.WorldActor.TraitsImplementing<INotifyGameSaved>())
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nsr.GameSaved(orderManager.World);
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break;
|
||||
|
||||
case "PauseGame":
|
||||
{
|
||||
var client = orderManager.LobbyInfo.ClientWithIndex(clientId);
|
||||
|
||||
@@ -100,6 +100,7 @@
|
||||
<Compile Include="CacheStorage.cs" />
|
||||
<Compile Include="FileFormats\Png.cs" />
|
||||
<Compile Include="FileSystem\IPackage.cs" />
|
||||
<Compile Include="Network\GameSave.cs" />
|
||||
<Compile Include="Primitives\Color.cs" />
|
||||
<Compile Include="Primitives\Int32Matrix4x4.cs" />
|
||||
<Compile Include="LogProxy.cs" />
|
||||
|
||||
@@ -54,6 +54,7 @@ namespace OpenRA.Server
|
||||
|
||||
// Managed by LobbyCommands
|
||||
public MapPreview Map;
|
||||
public GameSave GameSave = null;
|
||||
|
||||
readonly int randomSeed;
|
||||
readonly TcpListener listener;
|
||||
@@ -558,6 +559,9 @@ namespace OpenRA.Server
|
||||
InterpretServerOrders(conn, data);
|
||||
else
|
||||
DispatchOrdersToClients(conn, frame, data);
|
||||
|
||||
if (GameSave != null && conn != null)
|
||||
GameSave.DispatchOrders(conn, frame, data);
|
||||
}
|
||||
|
||||
void InterpretServerOrders(Connection conn, byte[] data)
|
||||
@@ -661,6 +665,119 @@ namespace OpenRA.Server
|
||||
|
||||
SyncClientPing();
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case "GameSaveTraitData":
|
||||
{
|
||||
if (GameSave != null)
|
||||
{
|
||||
var data = MiniYaml.FromString(so.Data)[0];
|
||||
GameSave.AddTraitData(int.Parse(data.Key), data.Value);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case "CreateGameSave":
|
||||
{
|
||||
if (GameSave != null)
|
||||
{
|
||||
// Sanitize potentially malicious input
|
||||
var filename = so.Data;
|
||||
var invalidIndex = -1;
|
||||
var invalidChars = Path.GetInvalidFileNameChars();
|
||||
while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1)
|
||||
filename = filename.Remove(invalidIndex, 1);
|
||||
|
||||
var baseSavePath = Platform.ResolvePath(
|
||||
Platform.SupportDirPrefix,
|
||||
"Saves",
|
||||
ModData.Manifest.Id,
|
||||
ModData.Manifest.Metadata.Version);
|
||||
|
||||
if (!Directory.Exists(baseSavePath))
|
||||
Directory.CreateDirectory(baseSavePath);
|
||||
|
||||
GameSave.Save(Path.Combine(baseSavePath, filename));
|
||||
DispatchOrdersToClients(null, 0, new ServerOrder("GameSaved", filename).Serialize());
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case "LoadGameSave":
|
||||
{
|
||||
if (Dedicated || State >= ServerState.GameStarted)
|
||||
break;
|
||||
|
||||
// Sanitize potentially malicious input
|
||||
var filename = so.Data;
|
||||
var invalidIndex = -1;
|
||||
var invalidChars = Path.GetInvalidFileNameChars();
|
||||
while ((invalidIndex = filename.IndexOfAny(invalidChars)) != -1)
|
||||
filename = filename.Remove(invalidIndex, 1);
|
||||
|
||||
var savePath = Platform.ResolvePath(
|
||||
Platform.SupportDirPrefix,
|
||||
"Saves",
|
||||
ModData.Manifest.Id,
|
||||
ModData.Manifest.Metadata.Version,
|
||||
filename);
|
||||
|
||||
GameSave = new GameSave(savePath);
|
||||
LobbyInfo.GlobalSettings = GameSave.GlobalSettings;
|
||||
LobbyInfo.Slots = GameSave.Slots;
|
||||
|
||||
// Reassign clients to slots
|
||||
// - Bot ordering is preserved
|
||||
// - Humans are assigned on a first-come-first-serve basis
|
||||
// - Leftover humans become spectators
|
||||
|
||||
// Start by removing all bots and assigning all players as spectators
|
||||
foreach (var c in LobbyInfo.Clients)
|
||||
{
|
||||
if (c.Bot != null)
|
||||
{
|
||||
LobbyInfo.Clients.Remove(c);
|
||||
var ping = LobbyInfo.PingFromClient(c);
|
||||
if (ping != null)
|
||||
LobbyInfo.ClientPings.Remove(ping);
|
||||
}
|
||||
else
|
||||
c.Slot = null;
|
||||
}
|
||||
|
||||
// Rebuild/remap the saved client state
|
||||
// TODO: Multiplayer saves should leave all humans as spectators so they can manually pick slots
|
||||
var adminClientIndex = LobbyInfo.Clients.First(c => c.IsAdmin).Index;
|
||||
foreach (var kv in GameSave.SlotClients)
|
||||
{
|
||||
if (kv.Value.Bot != null)
|
||||
{
|
||||
var bot = new Session.Client()
|
||||
{
|
||||
Index = ChooseFreePlayerIndex(),
|
||||
State = Session.ClientState.NotReady,
|
||||
BotControllerClientIndex = adminClientIndex
|
||||
};
|
||||
|
||||
kv.Value.ApplyTo(bot);
|
||||
LobbyInfo.Clients.Add(bot);
|
||||
}
|
||||
else
|
||||
{
|
||||
// This will throw if the server doesn't have enough human clients to fill all player slots
|
||||
// See TODO above - this isn't a problem in practice because MP saves won't use this
|
||||
var client = LobbyInfo.Clients.First(c => c.Slot == null);
|
||||
kv.Value.ApplyTo(client);
|
||||
}
|
||||
}
|
||||
|
||||
SyncLobbyInfo();
|
||||
SyncLobbyClients();
|
||||
SyncClientPing();
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -810,6 +927,12 @@ namespace OpenRA.Server
|
||||
if (LobbyInfo.NonBotClients.Count() == 1)
|
||||
LobbyInfo.GlobalSettings.OrderLatency = 1;
|
||||
|
||||
// Enable game saves for singleplayer missions only
|
||||
// TODO: Enable for skirmish once the AI supports state-restoration
|
||||
// TODO: Enable for multiplayer (non-dedicated servers only) once the lobby UI has been created
|
||||
LobbyInfo.GlobalSettings.GameSavesEnabled = !Dedicated && Map.Visibility == MapVisibility.MissionSelector &&
|
||||
LobbyInfo.NonBotClients.Count() == 1;
|
||||
|
||||
SyncLobbyInfo();
|
||||
State = ServerState.GameStarted;
|
||||
|
||||
@@ -817,11 +940,37 @@ namespace OpenRA.Server
|
||||
foreach (var d in Conns)
|
||||
DispatchOrdersToClient(c, d.PlayerIndex, 0x7FFFFFFF, new byte[] { 0xBF });
|
||||
|
||||
if (GameSave == null && LobbyInfo.GlobalSettings.GameSavesEnabled)
|
||||
GameSave = new GameSave();
|
||||
|
||||
var startGameData = "";
|
||||
if (GameSave != null)
|
||||
{
|
||||
GameSave.StartGame(LobbyInfo, Map);
|
||||
if (GameSave.LastOrdersFrame >= 0)
|
||||
{
|
||||
startGameData = new List<MiniYamlNode>()
|
||||
{
|
||||
new MiniYamlNode("SaveLastOrdersFrame", GameSave.LastOrdersFrame.ToString()),
|
||||
new MiniYamlNode("SaveSyncFrame", GameSave.LastSyncFrame.ToString())
|
||||
}.WriteToString();
|
||||
}
|
||||
}
|
||||
|
||||
DispatchOrders(null, 0,
|
||||
new ServerOrder("StartGame", "").Serialize());
|
||||
new ServerOrder("StartGame", startGameData).Serialize());
|
||||
|
||||
foreach (var t in serverTraits.WithInterface<IStartGame>())
|
||||
t.GameStarted(this);
|
||||
|
||||
if (GameSave != null && GameSave.LastOrdersFrame >= 0)
|
||||
{
|
||||
GameSave.ParseOrders(LobbyInfo, (frame, client, data) =>
|
||||
{
|
||||
foreach (var c in Conns)
|
||||
DispatchOrdersToClient(c, client, frame, data);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -356,6 +356,15 @@ namespace OpenRA.Traits
|
||||
public interface INotifySelection { void SelectionChanged(); }
|
||||
|
||||
public interface IWorldLoaded { void WorldLoaded(World w, WorldRenderer wr); }
|
||||
public interface INotifyGameLoading { void GameLoading(World w); }
|
||||
public interface INotifyGameLoaded { void GameLoaded(World w); }
|
||||
public interface INotifyGameSaved { void GameSaved(World w); }
|
||||
|
||||
public interface IGameSaveTraitData
|
||||
{
|
||||
List<MiniYamlNode> IssueTraitData(Actor self);
|
||||
void ResolveTraitData(Actor self, List<MiniYamlNode> data);
|
||||
}
|
||||
|
||||
[RequireExplicitImplementation]
|
||||
public interface ICreatePlayers { void CreatePlayers(World w); }
|
||||
|
||||
@@ -98,6 +98,16 @@ namespace OpenRA
|
||||
get { return OrderManager.Connection is ReplayConnection; }
|
||||
}
|
||||
|
||||
public bool IsLoadingGameSave
|
||||
{
|
||||
get { return OrderManager.NetFrameNumber <= OrderManager.GameSaveLastFrame; }
|
||||
}
|
||||
|
||||
public int GameSaveLoadingPercentage
|
||||
{
|
||||
get { return OrderManager.NetFrameNumber * 100 / OrderManager.GameSaveLastFrame; }
|
||||
}
|
||||
|
||||
void SetLocalPlayer(Player localPlayer)
|
||||
{
|
||||
if (localPlayer == null)
|
||||
@@ -162,6 +172,8 @@ namespace OpenRA
|
||||
|
||||
public bool RulesContainTemporaryBlocker { get; private set; }
|
||||
|
||||
bool wasLoadingGameSave;
|
||||
|
||||
internal World(ModData modData, Map map, OrderManager orderManager, WorldType type)
|
||||
{
|
||||
Type = type;
|
||||
@@ -230,6 +242,14 @@ namespace OpenRA
|
||||
|
||||
public void LoadComplete(WorldRenderer wr)
|
||||
{
|
||||
if (IsLoadingGameSave)
|
||||
{
|
||||
wasLoadingGameSave = true;
|
||||
Game.Sound.DisableAllSounds = true;
|
||||
foreach (var nsr in WorldActor.TraitsImplementing<INotifyGameLoading>())
|
||||
nsr.GameLoading(this);
|
||||
}
|
||||
|
||||
// ScreenMap must be initialized before anything else
|
||||
using (new PerfTimer("ScreenMap.WorldLoaded"))
|
||||
ScreenMap.WorldLoaded(this, wr);
|
||||
@@ -344,6 +364,12 @@ namespace OpenRA
|
||||
|
||||
public int WorldTick { get; private set; }
|
||||
|
||||
Dictionary<int, MiniYaml> gameSaveTraitData = new Dictionary<int, MiniYaml>();
|
||||
internal void AddGameSaveTraitData(int traitIndex, MiniYaml yaml)
|
||||
{
|
||||
gameSaveTraitData[traitIndex] = yaml;
|
||||
}
|
||||
|
||||
public void SetPauseState(bool paused)
|
||||
{
|
||||
if (PauseStateLocked)
|
||||
@@ -360,6 +386,29 @@ namespace OpenRA
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
if (wasLoadingGameSave && !IsLoadingGameSave)
|
||||
{
|
||||
foreach (var kv in gameSaveTraitData)
|
||||
{
|
||||
var tp = TraitDict.ActorsWithTrait<IGameSaveTraitData>()
|
||||
.Skip(kv.Key)
|
||||
.FirstOrDefault();
|
||||
|
||||
if (tp.Actor == null)
|
||||
break;
|
||||
|
||||
tp.Trait.ResolveTraitData(tp.Actor, kv.Value.Nodes);
|
||||
}
|
||||
|
||||
gameSaveTraitData.Clear();
|
||||
|
||||
Game.Sound.DisableAllSounds = false;
|
||||
foreach (var nsr in WorldActor.TraitsImplementing<INotifyGameLoaded>())
|
||||
nsr.GameLoaded(this);
|
||||
|
||||
wasLoadingGameSave = false;
|
||||
}
|
||||
|
||||
if (!Paused)
|
||||
{
|
||||
WorldTick++;
|
||||
@@ -460,6 +509,35 @@ namespace OpenRA
|
||||
}
|
||||
}
|
||||
|
||||
public void RequestGameSave(string filename)
|
||||
{
|
||||
// Allow traits to save arbitrary data that will be passed back via IGameSaveTraitData.ResolveTraitData
|
||||
// at the end of the save restoration
|
||||
// TODO: This will need to be generalized to a request / response pair for multiplayer game saves
|
||||
var i = 0;
|
||||
foreach (var tp in TraitDict.ActorsWithTrait<IGameSaveTraitData>())
|
||||
{
|
||||
var data = tp.Trait.IssueTraitData(tp.Actor);
|
||||
if (data != null)
|
||||
{
|
||||
var yaml = new List<MiniYamlNode>() { new MiniYamlNode(i.ToString(), new MiniYaml("", data)) };
|
||||
IssueOrder(new Order("GameSaveTraitData", null, false)
|
||||
{
|
||||
IsImmediate = true,
|
||||
TargetString = yaml.WriteToString()
|
||||
});
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
IssueOrder(new Order("CreateGameSave", null, false)
|
||||
{
|
||||
IsImmediate = true,
|
||||
TargetString = filename
|
||||
});
|
||||
}
|
||||
|
||||
public bool Disposing;
|
||||
|
||||
public void Dispose()
|
||||
@@ -470,6 +548,8 @@ namespace OpenRA
|
||||
|
||||
Game.Sound.StopAudio();
|
||||
Game.Sound.StopVideo();
|
||||
if (IsLoadingGameSave)
|
||||
Game.Sound.DisableAllSounds = false;
|
||||
|
||||
ModelCache.Dispose();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user