Freeciv-3.2
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savemain.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18/* utility */
19#include "log.h"
20#include "mem.h"
21#include "registry.h"
22
23/* common */
24#include "ai.h"
25#include "capability.h"
26#include "game.h"
27
28/* server */
29#include "console.h"
30#include "notify.h"
31
32/* server/savegame */
33#include "savegame2.h"
34#include "savegame3.h"
35
36#include "savemain.h"
37
39
40/************************************************************************/
43void savegame_load(struct section_file *sfile)
44{
45 const char *savefile_options;
46
47 fc_assert_ret(sfile != NULL);
48
49#ifdef DEBUG_TIMERS
50 struct timer *loadtimer = timer_new(TIMER_CPU, TIMER_DEBUG, "load");
52#endif /* DEBUG_TIMERS */
53
54 savefile_options = secfile_lookup_str(sfile, "savefile.options");
55
56 if (!savefile_options) {
57 log_error("Missing savefile options. Can not load the savegame.");
58 return;
59 }
60
61 if (has_capabilities("+version3", savefile_options)) {
62 /* load new format (freeciv 3.0.x and newer) */
63 log_verbose("loading savefile in 3.0+ format ...");
64 savegame3_load(sfile);
65 } else if (has_capabilities("+version2", savefile_options)) {
66 /* load old format (freeciv 2.3 - 2.6) */
67 log_verbose("loading savefile in 2.3 - 2.6 format ...");
68 savegame2_load(sfile);
69 } else {
70 log_error("Too old savegame format not supported any more.");
71 return;
72 }
73
74 players_iterate(pplayer) {
75 unit_list_iterate(pplayer->units, punit) {
76 CALL_FUNC_EACH_AI(unit_created, punit);
77 CALL_PLR_AI_FUNC(unit_got, pplayer, punit);
79
80 city_list_iterate(pplayer->cities, pcity) {
81 CALL_FUNC_EACH_AI(city_created, pcity);
82 CALL_PLR_AI_FUNC(city_got, pplayer, pplayer, pcity);
85
86#ifdef DEBUG_TIMERS
88 log_debug("Loading secfile in %.3f seconds.", timer_read_seconds(loadtimer));
90#endif /* DEBUG_TIMERS */
91}
92
93/************************************************************************/
96void savegame_save(struct section_file *sfile, const char *save_reason,
97 bool scenario)
98{
99 savegame3_save(sfile, save_reason, scenario);
100}
101
109
110/************************************************************************/
114{
115 secfile_destroy(stdata->sfile);
116 free(stdata);
117}
118
119/************************************************************************/
122static void save_thread_run(void *arg)
123{
124 struct save_thread_data *stdata = (struct save_thread_data *)arg;
125
126 if (!secfile_save(stdata->sfile, stdata->filepath, stdata->save_compress_level,
127 stdata->save_compress_type)) {
128 con_write(C_FAIL, _("Failed saving game as %s"), stdata->filepath);
129 log_error("Game saving failed: %s", secfile_error());
130 notify_conn(NULL, NULL, E_LOG_ERROR, ftc_warning, _("Failed saving game."));
131 } else {
132 con_write(C_OK, _("Game saved as %s"), stdata->filepath);
133 }
134
136}
137
138/************************************************************************/
142void save_game(const char *orig_filename, const char *save_reason,
143 bool scenario)
144{
145 char *dot, *filename;
146 struct timer *timer_cpu, *timer_user;
147 struct save_thread_data *stdata;
148
149 stdata = fc_malloc(sizeof(*stdata));
150
151 stdata->save_compress_type = game.server.save_compress_type;
152 stdata->save_compress_level = game.server.save_compress_level;
153
154 if (!orig_filename) {
155 stdata->filepath[0] = '\0';
156 filename = stdata->filepath;
157 } else {
158 sz_strlcpy(stdata->filepath, orig_filename);
159 if ((filename = strrchr(stdata->filepath, '/'))) {
160 filename++;
161 } else {
162 filename = stdata->filepath;
163 }
164
165 /* Ignores the dot at the start of the filename. */
166 for (dot = filename; '.' == *dot; dot++) {
167 /* Nothing. */
168 }
169 if ('\0' == *dot) {
170 /* Only dots in this file name, consider it as empty. */
171 filename[0] = '\0';
172 } else {
173 char *end_dot;
174 char *strip_extensions[] = {
175 ".sav", ".gz", ".bz2", ".xz", ".zst", NULL };
176 bool stripped = TRUE;
177
178 while ((end_dot = strrchr(dot, '.')) && stripped) {
179 int i;
180
181 stripped = FALSE;
182
183 for (i = 0; strip_extensions[i] != NULL && !stripped; i++) {
185 *end_dot = '\0';
186 stripped = TRUE;
187 }
188 }
189 }
190 }
191 }
192
193 /* If orig_filename is NULL or empty, use a generated default name. */
194 if (filename[0] == '\0') {
195 /* manual save */
197 sizeof(stdata->filepath) + stdata->filepath - filename, "manual");
198 }
199
204
205 /* Allowing duplicates shouldn't be allowed. However, it takes very too
206 * long time for huge game saving... */
207 stdata->sfile = secfile_new(TRUE);
208 savegame_save(stdata->sfile, save_reason, scenario);
209
210 /* We have consistent game state in stdata->sfile now, so
211 * we could pass it to the saving thread already. We want to
212 * handle below notify_conn() and directory creation in
213 * main thread, though. */
214
215 /* Append ".sav" to filename. */
216 sz_strlcat(stdata->filepath, ".sav");
217
218 if (stdata->save_compress_level > 0) {
219 switch (stdata->save_compress_type) {
220#ifdef FREECIV_HAVE_LIBZ
221 case FZ_ZLIB:
222 /* Append ".gz" to filename. */
223 sz_strlcat(stdata->filepath, ".gz");
224 break;
225#endif
226#ifdef FREECIV_HAVE_LIBLZMA
227 case FZ_XZ:
228 /* Append ".xz" to filename. */
229 sz_strlcat(stdata->filepath, ".xz");
230 break;
231#endif
232#ifdef FREECIV_HAVE_LIBZSTD
233 case FZ_ZSTD:
234 /* Append ".zstd" to filename. */
235 sz_strlcat(stdata->filepath, ".zst");
236 break;
237#endif /* FREECIV_HAVE_LIBZSTD */
238 case FZ_PLAIN:
239 break;
240 default:
241 log_error(_("Unsupported compression type %d."),
242 stdata->save_compress_type);
244 _("Unsupported compression type %d."),
245 stdata->save_compress_type);
246 break;
247 }
248 }
249
250 if (!path_is_absolute(stdata->filepath)) {
251 char tmpname[600];
252
253 if (!scenario) {
254 /* Ensure the saves directory exists. */
255 if (srvarg.saves_pathname[0] != '\0'
257 log_error(_("Can't create saves directory %s!"),
259 /* Don't tell server paths to clients */
261 _("Can't create saves directory!"));
262
266
267 return;
268 }
269
271 } else {
272 /* Make sure scenario directory exist */
273 if (srvarg.scenarios_pathname[0] != '\0'
275 log_error(_("Can't create scenario saves directory %s!"),
277 /* Don't tell server paths to clients */
279 _("Can't create scenario saves directory!"));
280
284
285 return;
286 }
287
289 }
290
291 if (tmpname[0] != '\0') {
292 sz_strlcat(tmpname, "/");
293 }
294 sz_strlcat(tmpname, stdata->filepath);
295 sz_strlcpy(stdata->filepath, tmpname);
296 }
297
298 if (save_thread != NULL) {
299 /* Previously started thread */
302 /* Setting has changed since the last save */
305 }
306 } else if (game.server.threaded_save) {
308 }
309
310 if (save_thread != NULL) {
312 } else {
314 }
315
316#ifdef LOG_TIMERS
317 log_verbose("Save time: %g seconds (%g apparent)",
319#endif
320
323}
324
325/************************************************************************/
329{
330 if (save_thread != NULL) {
334 }
335}
336
#define CALL_FUNC_EACH_AI(_func,...)
Definition ai.h:387
#define CALL_PLR_AI_FUNC(_func, _player,...)
Definition ai.h:377
bool has_capabilities(const char *us, const char *them)
Definition capability.c:86
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_list_iterate_end
Definition city.h:510
char * incite_cost
Definition comments.c:75
void con_write(enum rfc_status rfc_status, const char *message,...)
Definition console.c:203
@ C_FAIL
Definition console.h:45
@ C_OK
Definition console.h:41
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
#define _(String)
Definition fcintl.h:67
int fc_thread_start(fc_thread *thread, void(*function)(void *arg), void *arg)
void fc_thread_wait(fc_thread *thread)
const struct ft_color ftc_warning
struct civ_game game
Definition game.c:62
int generate_save_name(const char *format, char *buf, int buflen, const char *reason)
Definition game.c:791
fz_method
Definition ioz.h:36
@ FZ_PLAIN
Definition ioz.h:37
#define fc_assert_ret(condition)
Definition log.h:191
#define log_verbose(message,...)
Definition log.h:109
#define log_debug(message,...)
Definition log.h:115
#define log_error(message,...)
Definition log.h:103
#define fc_malloc(sz)
Definition mem.h:34
void notify_conn(struct conn_list *dest, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:238
#define players_iterate_end
Definition player.h:537
#define players_iterate(_pplayer)
Definition player.h:532
struct section_file * secfile_new(bool allow_duplicates)
const char * secfile_error(void)
void secfile_destroy(struct section_file *secfile)
const char * secfile_lookup_str(const struct section_file *secfile, const char *path,...)
bool secfile_save(const struct section_file *secfile, const char *filename, int compression_level, enum fz_method compression_method)
void savegame2_load(struct section_file *file)
Definition savegame2.c:402
void savegame3_save(struct section_file *sfile, const char *save_reason, bool scenario)
Definition savegame3.c:429
void savegame3_load(struct section_file *file)
Definition savegame3.c:456
void savegame_load(struct section_file *sfile)
Definition savemain.c:43
void savegame_save(struct section_file *sfile, const char *save_reason, bool scenario)
Definition savemain.c:96
void save_system_close(void)
Definition savemain.c:328
static void save_thread_run(void *arg)
Definition savemain.c:122
static void save_thread_data_free(struct save_thread_data *stdata)
Definition savemain.c:113
void save_game(const char *orig_filename, const char *save_reason, bool scenario)
Definition savemain.c:142
static fc_thread * save_thread
Definition savemain.c:38
bool make_dir(const char *pathname)
Definition shared.c:1782
bool path_is_absolute(const char *filename)
Definition shared.c:1883
struct server_arguments srvarg
Definition srv_main.c:176
bool threaded_save
Definition game.h:184
int save_compress_level
Definition game.h:185
char save_name[MAX_LEN_NAME]
Definition game.h:224
enum fz_method save_compress_type
Definition game.h:186
struct civ_game::@31::@35 server
int save_compress_level
Definition savemain.c:106
enum fz_method save_compress_type
Definition savemain.c:107
struct section_file * sfile
Definition savemain.c:104
char filepath[600]
Definition savemain.c:105
char * scenarios_pathname
Definition srv_main.h:47
char * saves_pathname
Definition srv_main.h:46
Definition timing.c:81
#define sz_strlcpy(dest, src)
Definition support.h:195
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
#define sz_strlcat(dest, src)
Definition support.h:196
void timer_destroy(struct timer *t)
Definition timing.c:208
void timer_start(struct timer *t)
Definition timing.c:264
void timer_stop(struct timer *t)
Definition timing.c:308
struct timer * timer_new(enum timer_timetype type, enum timer_use use, const char *name)
Definition timing.c:160
double timer_read_seconds(struct timer *t)
Definition timing.c:384
@ TIMER_ACTIVE
Definition timing.h:46
#define TIMER_DEBUG
Definition timing.h:61
@ TIMER_CPU
Definition timing.h:41
@ TIMER_USER
Definition timing.h:42
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_end
Definition unitlist.h:33