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authorJason <[email protected]>2017-07-23 18:21:46 +0200
committerGitHub <[email protected]>2017-07-23 18:21:46 +0200
commitd42569b3e37e0a03835c7965d67cdf19e14ad4ba (patch)
tree98e163375aa4c5ae750df9f0ff5ded06fb702429 /TimeHACK.Engine/SaveSystem.cs
parentbc9623bbdf635cc16cc95f8a86a241a6933a8fdd (diff)
parent36931dc9860a6f1f3cf6f7b238dfda3b3c730554 (diff)
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Merge pull request #134 from RogueAI42/master
Binary Saves
Diffstat (limited to 'TimeHACK.Engine/SaveSystem.cs')
-rw-r--r--TimeHACK.Engine/SaveSystem.cs370
1 files changed, 327 insertions, 43 deletions
diff --git a/TimeHACK.Engine/SaveSystem.cs b/TimeHACK.Engine/SaveSystem.cs
index 81aa322..cda4464 100644
--- a/TimeHACK.Engine/SaveSystem.cs
+++ b/TimeHACK.Engine/SaveSystem.cs
@@ -1,4 +1,10 @@
-using System;
+// Define BINARY_SAVE before release so the player has
+// to put some effort into cheating ;)
+// During development, leave it undefined to use the
+// easily modifiable JSON serialised format
+//#define BINARY_SAVE
+
+using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
@@ -7,6 +13,7 @@ using System.Threading.Tasks;
using Newtonsoft.Json;
using System.Diagnostics;
using System.Windows.Forms;
+using System.Runtime.CompilerServices;
namespace TimeHACK.Engine
{
@@ -19,6 +26,11 @@ namespace TimeHACK.Engine
public static Theme currentTheme { get; set; }
+#if BINARY_SAVE
+ private static readonly byte[] magic = Encoding.UTF8.GetBytes("THSv");
+ private static readonly IOrderedEnumerable<System.Reflection.PropertyInfo> properties = typeof(Save).GetProperties().OrderBy(p => (p.GetCustomAttributes(typeof(OrderAttribute), false).SingleOrDefault() as OrderAttribute).Order);
+#endif
+
public static string GameDirectory
{
get
@@ -102,36 +114,6 @@ namespace TimeHACK.Engine
}
}
- public static bool LoadSave()
- {
- try
- {
- // ON A FINAL RELEASE USE THE "FINAL RELEASE THINGS"
- #region Final Release Things
- //Read base64 string from file
- //string b64 = File.ReadAllText(Path.Combine(ProfileDirectory, ProfileFile));
- //Get Unicode byte array
- //byte[] bytes = Convert.FromBase64String(b64);
- //Decode the Unicode
- //string json = Encoding.UTF8.GetString(bytes);
- //Deserialize save object.
- #endregion
- // USE THE THINGS IN THE "DEVELOPER THINGS" FOR A DEVELOPMENT RELEASE
- #region Developer Things
- string json = File.ReadAllText(Path.Combine(ProfileDirectory, ProfileFile));
- #endregion
- CurrentSave = JsonConvert.DeserializeObject<Save>(json);
-
- } catch
- {
- MessageBox.Show("WARNING! It looks like this save is corrupt!");
- MessageBox.Show("We will now open the Save troubleshooter");
-
- troubleshooter.ShowDialog();
- }
- return true;
- }
-
public static void NewGame()
{
var save = new Save();
@@ -247,21 +229,297 @@ namespace TimeHACK.Engine
File.WriteAllText(Path.Combine(directory, "_data.info"), toWrite);
}
+#if BINARY_SAVE
+ // Be careful with this... it trusts that the calling code has already checked
+ // that T can be written by BinaryWriter.
+ // No generics, because that'd be near-impossible to read back.
+ private static void WriteList<T>(BinaryWriter write, List<T> list)
+ {
+ if (list == null)
+ write.Write(0);
+ else
+ {
+ write.Write(list.Count);
+ foreach (T obj in list)
+ ((dynamic)write).Write(obj);
+ }
+ }
+
+ private static List<T> ReadList<T>(BinaryReader read, string reader)
+ {
+ int count = read.ReadInt32();
+ var ret = new List<T>(count);
+ var function = typeof(BinaryReader).GetMethod(reader);
+ for (int i = 0; i < count; i++)
+ ret.Add((T) function.Invoke(read, new object[] { }));
+ return ret;
+ }
+
+ private static void WriteBitfield(Stream fobj, IEnumerable<bool> bools)
+ {
+ sbyte bit = 7;
+ int cur = 0;
+ var bitfields = new byte[bools.Count() / 8 + 1];
+ foreach (bool mybool in bools)
+ {
+ if (mybool)
+ bitfields[cur] |= (byte) (1 << bit);
+ bit--;
+ if (bit < 0)
+ {
+ bit = 7;
+ cur++;
+ }
+ }
+ fobj.Write(bitfields, 0, bitfields.Length);
+ }
+
+ private static List<bool> ReadBitfield(Stream fobj, int count)
+ {
+ sbyte bit = 7;
+ int cur = 0;
+ var bitfields = new byte[count / 8 + 1];
+ var bools = new List<bool>(count);
+ byte val = (byte) fobj.ReadByte();
+ fobj.Read(bitfields, 0, bitfields.Length);
+ for (int i = 0; i < count; i++)
+ {
+ bools.Add(((val >> bit) & 1) == 1);
+ bit--;
+ if (bit < 0)
+ {
+ bit = 7;
+ cur++;
+ }
+ }
+ return bools;
+ }
+#endif
+
+ public static Save ReadSave(string fname)
+ {
+#if BINARY_SAVE
+ using (var fobj = File.OpenRead(fname))
+ {
+ var save = new Save();
+ var header = new byte[magic.Length];
+ var read = new BinaryReader(fobj);
+ fobj.Read(header, 0, magic.Length);
+ if (!magic.SequenceEqual(header))
+ throw new InvalidDataException("This is not a TimeHACK binary save");
+ int numprops = read.ReadInt32();
+ var bools = new List<System.Reflection.PropertyInfo>();
+ // Holy code duplication, Batman.
+ // If you know a better way to get C# to do this, I'm all ears.
+ foreach (var property in properties.Take(numprops))
+ {
+ if (property.PropertyType == typeof(string))
+ property.SetValue(save, read.ReadString());
+ else if (property.PropertyType == typeof(int))
+ property.SetValue(save, read.ReadInt32());
+ else if (property.PropertyType == typeof(uint))
+ property.SetValue(save, read.ReadUInt32());
+ else if (property.PropertyType == typeof(long))
+ property.SetValue(save, read.ReadInt64());
+ else if (property.PropertyType == typeof(ulong))
+ property.SetValue(save, read.ReadUInt64());
+ else if (property.PropertyType == typeof(short))
+ property.SetValue(save, read.ReadInt16());
+ else if (property.PropertyType == typeof(ushort))
+ property.SetValue(save, read.ReadUInt16());
+ else if (property.PropertyType == typeof(byte))
+ property.SetValue(save, read.ReadByte());
+ else if (property.PropertyType == typeof(sbyte))
+ property.SetValue(save, read.ReadSByte());
+ else if (property.PropertyType == typeof(char))
+ property.SetValue(save, read.ReadChar());
+ else if (property.PropertyType == typeof(float))
+ property.SetValue(save, read.ReadSingle());
+ else if (property.PropertyType == typeof(double))
+ property.SetValue(save, read.ReadDouble());
+ else if (property.PropertyType == typeof(decimal))
+ property.SetValue(save, read.ReadDecimal());
+
+ else if (property.PropertyType == typeof(List<string>))
+ property.SetValue(save, ReadList<string>(read, "ReadString"));
+ else if (property.PropertyType == typeof(List<int>))
+ property.SetValue(save, ReadList<string>(read, "ReadInt32"));
+ else if (property.PropertyType == typeof(List<uint>))
+ property.SetValue(save, ReadList<string>(read, "ReadUInt32"));
+ else if (property.PropertyType == typeof(List<long>))
+ property.SetValue(save, ReadList<string>(read, "ReadInt64"));
+ else if (property.PropertyType == typeof(List<ulong>))
+ property.SetValue(save, ReadList<string>(read, "ReadUInt64"));
+ else if (property.PropertyType == typeof(List<short>))
+ property.SetValue(save, ReadList<string>(read, "ReadInt16"));
+ else if (property.PropertyType == typeof(List<ushort>))
+ property.SetValue(save, ReadList<string>(read, "ReadUInt16"));
+ else if (property.PropertyType == typeof(List<byte>))
+ property.SetValue(save, ReadList<string>(read, "ReadByte"));
+ else if (property.PropertyType == typeof(List<sbyte>))
+ property.SetValue(save, ReadList<string>(read, "ReadSByte"));
+ else if (property.PropertyType == typeof(List<char>))
+ property.SetValue(save, ReadList<string>(read, "ReadChar"));
+ else if (property.PropertyType == typeof(List<float>))
+ property.SetValue(save, ReadList<string>(read, "ReadSingle"));
+ else if (property.PropertyType == typeof(List<double>))
+ property.SetValue(save, ReadList<string>(read, "ReadDouble"));
+ else if (property.PropertyType == typeof(List<decimal>))
+ property.SetValue(save, ReadList<string>(read, "ReadDecimal"));
+
+ // Remember to read this boolean from the bitfield at the end.
+ else if (property.PropertyType == typeof(bool))
+ bools.Add(property);
+
+ else if (property.PropertyType == typeof(List<bool>))
+ property.SetValue(save, ReadBitfield(fobj, read.ReadInt32()));
+
+ // RIP
+ else
+ throw new InvalidDataException("There is no deserialisation method specified for " + property.PropertyType.ToString());
+ }
+
+ // Let's read the ultra tiny bitfield.
+ var loaded = ReadBitfield(fobj, bools.Count);
+ foreach (var item in bools.Zip(loaded, (p, b) => new { Property = p, Value = b }))
+ item.Property.SetValue(save, item.Value);
+
+ return save;
+ }
+#else
+ return JsonConvert.DeserializeObject<Save>(File.ReadAllText(fname));
+#endif
+ }
+
+ public static void WriteSave(string fname, Save save)
+ {
+#if BINARY_SAVE
+ using (var fobj = File.OpenWrite(fname))
+ {
+ var write = new BinaryWriter(fobj);
+ var bools = new List<bool>();
+ fobj.Write(magic, 0, magic.Length);
+ write.Write(properties.Count()); // The number of properties basically acts as the version number.
+
+ foreach (var property in properties)
+ {
+ if (property == null)
+ continue;
+
+ // Types that can be written by BinaryWriter, except booleans.
+ if (property.PropertyType == typeof(string))
+ {
+ var val = property.GetValue(save) as string;
+ if (val == null)
+ write.Write("");
+ else
+ write.Write(val);
+ }
+ else if (property.PropertyType == typeof(int))
+ write.Write((int) property.GetValue(save));
+ else if (property.PropertyType == typeof(uint))
+ write.Write((uint) property.GetValue(save));
+ else if (property.PropertyType == typeof(long))
+ write.Write((long) property.GetValue(save));
+ else if (property.PropertyType == typeof(ulong))
+ write.Write((ulong) property.GetValue(save));
+ else if (property.PropertyType == typeof(short))
+ write.Write((short) property.GetValue(save));
+ else if (property.PropertyType == typeof(ushort))
+ write.Write((ushort) property.GetValue(save));
+ else if (property.PropertyType == typeof(byte))
+ write.Write((byte) property.GetValue(save));
+ else if (property.PropertyType == typeof(sbyte))
+ write.Write((sbyte) property.GetValue(save));
+ else if (property.PropertyType == typeof(char))
+ write.Write((char) property.GetValue(save));
+ else if (property.PropertyType == typeof(float))
+ write.Write((float) property.GetValue(save));
+ else if (property.PropertyType == typeof(double))
+ write.Write((double) property.GetValue(save));
+ else if (property.PropertyType == typeof(decimal))
+ write.Write((double) property.GetValue(save));
+
+ // ... and their lists.
+ else if (property.PropertyType == typeof(List<string>))
+ WriteList(write, property.GetValue(save) as List<string>);
+ else if (property.PropertyType == typeof(List<int>))
+ WriteList(write, property.GetValue(save) as List<int>);
+ else if (property.PropertyType == typeof(List<uint>))
+ WriteList(write, property.GetValue(save) as List<uint>);
+ else if (property.PropertyType == typeof(List<long>))
+ WriteList(write, property.GetValue(save) as List<long>);
+ else if (property.PropertyType == typeof(List<ulong>))
+ WriteList(write, property.GetValue(save) as List<ulong>);
+ else if (property.PropertyType == typeof(List<short>))
+ WriteList(write, property.GetValue(save) as List<short>);
+ else if (property.PropertyType == typeof(List<ushort>))
+ WriteList(write, property.GetValue(save) as List<ushort>);
+ else if (property.PropertyType == typeof(List<byte>))
+ WriteList(write, property.GetValue(save) as List<byte>);
+ else if (property.PropertyType == typeof(List<sbyte>))
+ WriteList(write, property.GetValue(save) as List<sbyte>);
+ else if (property.PropertyType == typeof(List<char>))
+ WriteList(write, property.GetValue(save) as List<char>);
+ else if (property.PropertyType == typeof(List<float>))
+ WriteList(write, property.GetValue(save) as List<float>);
+ else if (property.PropertyType == typeof(List<double>))
+ WriteList(write, property.GetValue(save) as List<double>);
+ else if (property.PropertyType == typeof(List<decimal>))
+ WriteList(write, property.GetValue(save) as List<decimal>);
+
+ // Booleans - they go in the bitfield at the end.
+ else if (property.PropertyType == typeof(bool))
+ bools.Add((bool) property.GetValue(save));
+
+ // List of booleans - it gets its own bitfield.
+ else if (property.PropertyType == typeof(List<bool>))
+ {
+ var val = property.GetValue(save) as List<bool>;
+ if (val == null)
+ write.Write(0);
+ else
+ {
+ write.Write(val.Count());
+ WriteBitfield(fobj, val);
+ }
+ }
+
+ // Now what?
+ else
+ throw new InvalidDataException("There is no serialisation method specified for " + property.PropertyType.ToString());
+ }
+
+ // In order to save space, we store bools in a bitfield at the end.
+ // One byte can store 8 bools, saving a whopping 7 bytes which can then be used for
+ // extremely short text documents or something.
+ WriteBitfield(fobj, bools);
+ }
+#else
+ // Serialize the save to JSON.
+ File.WriteAllText(fname, JsonConvert.SerializeObject(save, Formatting.Indented));
+#endif
+ }
public static void SaveGame()
{
- //Serialize the save to JSON.
- string json = JsonConvert.SerializeObject(CurrentSave, Formatting.Indented);
-
- // ADD THE TWO LINES OF CODE BELOW ON A FINAL RELEASE
- //Get JSON bytes (Unicode format).
- //var bytes = Encoding.UTF8.GetBytes(json);
- //Encode the array into Base64.
- //string b64 = Convert.ToBase64String(bytes);
- //Write to disk.
-
- // CHANGE THE "JSON" TO "B64" ON A FINAL RELEASE!
- File.WriteAllText(Path.Combine(ProfileDirectory, ProfileFile), json);
+ WriteSave(Path.Combine(ProfileDirectory, ProfileFile), CurrentSave);
+ }
+
+ public static bool LoadSave()
+ {
+ string savefile = Path.Combine(ProfileDirectory, ProfileFile);
+ try
+ {
+ CurrentSave = ReadSave(savefile);
+ }
+ catch
+ {
+ MessageBox.Show("WARNING! It looks like this save is corrupt! We will now open the Save troubleshooter");
+
+ troubleshooter.ShowDialog();
+ }
+ return true;
}
public static byte[] GetAchievements()
@@ -295,14 +553,40 @@ namespace TimeHACK.Engine
}
}
+
+ // This lets us preserve the order of properties.
+ // Thanks to "ghord" from StackOverflow.
+ public sealed class OrderAttribute : Attribute
+ {
+ private readonly int order_;
+ public OrderAttribute([CallerLineNumber]int order = 0)
+ {
+ order_ = order;
+ }
+ public int Order { get { return order_; } }
+ }
+
public class Save
{
+ // To maintain binary save compatibility,
+ // add all new properties to the end and don't remove any.
+ // Also, every property needs an "Order" attribute.
+
+ [Order]
public string Username { get; set; }
+ [Order]
public string CurrentOS { get; set; }
+
// public Dictionary<string, bool> InstalledPrograms { get; set; } InstallProgram is no longer needed... we have that data in the FileSystem
+
+ [Order]
public List<string> ExperiencedStories { get; set; }
+
+ [Order]
public bool FTime95 { get; set; }
+
+ [Order]
public string ThemeName { get; set; }
}