Implement game save/load backend.
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313
OpenRA.Game/Network/GameSave.cs
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313
OpenRA.Game/Network/GameSave.cs
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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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