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SavedGame.h
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1 /* Copyright (C) 2021 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
4  * 0 A.D. is free software: you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation, either version 2 of the License, or
7  * (at your option) any later version.
8  *
9  * 0 A.D. is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 #ifndef INCLUDED_SAVEDGAME
19 #define INCLUDED_SAVEDGAME
20 
21 #include "ps/CStr.h"
23 
24 class CSimulation2;
25 
26 /**
27  * @file
28  * Contains functions for managing saved game archives.
29  *
30  * A saved game is simply a zip archive with the extension '0adsave'
31  * and containing two files:
32  * <ul>
33  * <li>metadata.json - JSON data file containing the game metadata</li>
34  * <li>simulation.dat - the serialized simulation state data</li>
35  * </ul>
36  */
37 
38 namespace SavedGames
39 {
40  /**
41  * Create new saved game archive with given name and simulation data
42  *
43  * @param name Name to save the game with
44  * @param description A user-given description of the save
45  * @param simulation
46  * @param guiMetadataClone if not NULL, store some UI-related data with the saved game
47  * @return INFO::OK if successfully saved, else an error Status
48  */
49  Status Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone);
50 
51  /**
52  * Create new saved game archive with given prefix and simulation data
53  *
54  * @param prefix Create new numbered file starting with this prefix
55  * @param description A user-given description of the save
56  * @param simulation
57  * @param guiMetadataClone if not NULL, store some UI-related data with the saved game
58  * @return INFO::OK if successfully saved, else an error Status
59  */
60  Status SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone);
61 
62  /**
63  * Load saved game archive with the given name
64  *
65  * @param name filename of saved game (without path or extension)
66  * @param scriptInterface
67  * @param[out] metadata object containing metadata associated with saved game,
68  * parsed from metadata.json inside the archive.
69  * @param[out] savedState serialized simulation state stored as string of bytes,
70  * loaded from simulation.dat inside the archive.
71  * @return INFO::OK if successfully loaded, else an error Status
72  */
73  Status Load(const std::wstring& name, const ScriptInterface& scriptInterface, JS::MutableHandleValue metadata, std::string& savedState);
74 
75  /**
76  * Get list of saved games for GUI script usage
77  *
78  * @param scriptInterface the ScriptInterface in which to create the return data.
79  * @return array of objects containing saved game data
80  */
81  JS::Value GetSavedGames(const ScriptInterface& scriptInterface);
82 
83  /**
84  * Permanently deletes the saved game archive with the given name
85  *
86  * @param name filename of saved game (without path or extension)
87  * @return true if deletion was successful, or false on error
88  */
89  bool DeleteSavedGame(const std::wstring& name);
90 }
91 
92 #endif // INCLUDED_SAVEDGAME
bool DeleteSavedGame(const std::wstring &name)
Permanently deletes the saved game archive with the given name.
Definition: SavedGame.cpp:285
std::shared_ptr< JSStructuredCloneData > StructuredClone
Structured clones are a way to serialize &#39;simple&#39; JS::Values into a buffer that can safely be passed ...
Definition: StructuredClone.h:36
Public API for simulation system.
Definition: Simulation2.h:46
Config::Value_type Value
Definition: json_spirit_value.h:182
i64 Status
Error handling system.
Definition: status.h:169
Definition: SavedGame.h:38
Status Save(const CStrW &name, const CStrW &description, CSimulation2 &simulation, const Script::StructuredClone &guiMetadataClone)
Create new saved game archive with given name and simulation data.
Definition: SavedGame.cpp:56
Status Load(const std::wstring &name, const ScriptInterface &scriptInterface, JS::MutableHandleValue metadata, std::string &savedState)
Load saved game archive with the given name.
Definition: SavedGame.cpp:207
Abstraction around a SpiderMonkey JS::Realm.
Definition: ScriptInterface.h:71
Status SavePrefix(const CStrW &prefix, const CStrW &description, CSimulation2 &simulation, const Script::StructuredClone &guiMetadataClone)
Create new saved game archive with given prefix and simulation data.
Definition: SavedGame.cpp:41
JS::Value GetSavedGames(const ScriptInterface &scriptInterface)
Get list of saved games for GUI script usage.
Definition: SavedGame.cpp:231