mirror of
https://github.com/HistacomUnity/Histacom2-old.git
synced 2025-01-22 00:51:57 -05:00
clean up my old junk from save system
This commit is contained in:
parent
f0e2d14a95
commit
6e0a3f7f98
4 changed files with 28 additions and 295 deletions
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@ -44,6 +44,9 @@
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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<Reference Include="Whoa, Version=1.5.0.0, Culture=neutral, processorArchitecture=MSIL">
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<HintPath>..\packages\Whoa.1.5.0\lib\net45\Whoa.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="BSODCreator.cs" />
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@ -2,7 +2,7 @@
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// to put some effort into cheating ;)
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// During development, leave it undefined to use the
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// easily modifiable JSON serialised format
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//#define BINARY_SAVE
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#define BINARY_SAVE
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using System;
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using System.Collections.Generic;
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@ -18,6 +18,10 @@
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using System.Text.RegularExpressions;
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using System.Runtime.InteropServices;
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#if BINARY_SAVE
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using Whoa;
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#endif
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namespace Histacom2.Engine
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{
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public static class SaveSystem
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@ -36,8 +40,7 @@ public static class SaveSystem
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#endif
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#if BINARY_SAVE
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private static readonly byte[] magic = Encoding.UTF8.GetBytes("THSv");
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private static readonly IOrderedEnumerable<System.Reflection.PropertyInfo> properties = typeof(Save).GetProperties().OrderBy(p => (p.GetCustomAttributes(typeof(OrderAttribute), false).SingleOrDefault() as OrderAttribute).Order);
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private static readonly int magic = 0x76534854; // 'THSv'
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#endif
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public static string GameDirectory
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@ -65,7 +68,11 @@ public static string AllProfilesDirectory
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}
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public static string ProfileName = "";
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public static string ProfileFile = "main.save";
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#if BINARY_SAVE
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public static string ProfileFile = "main.whoa";
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#else
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public static string ProfileFile = "main.json";
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#endif
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public static string ProfileDirectory
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{
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@ -404,162 +411,15 @@ public static void SaveDirectoryInfo(string parent, string dirname, bool isProte
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File.WriteAllText(Path.Combine(Path.Combine(parent, dirname), "_data.info"), toWrite);
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}
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#if BINARY_SAVE
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// Be careful with this... it trusts that the calling code has already checked
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// that T can be written by BinaryWriter.
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// No generics, because that'd be near-impossible to read back.
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private static void WriteList<T>(BinaryWriter write, List<T> list)
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{
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if (list == null)
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write.Write(0);
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else
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{
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write.Write(list.Count);
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foreach (T obj in list)
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((dynamic)write).Write(obj);
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}
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}
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private static List<T> ReadList<T>(BinaryReader read, string reader)
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{
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int count = read.ReadInt32();
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var ret = new List<T>(count);
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var function = typeof(BinaryReader).GetMethod(reader);
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for (int i = 0; i < count; i++)
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ret.Add((T) function.Invoke(read, new object[] { }));
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return ret;
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}
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private static void WriteBitfield(Stream fobj, IEnumerable<bool> bools)
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{
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sbyte bit = 7;
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int cur = 0;
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var bitfields = new byte[bools.Count() / 8 + 1];
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foreach (bool mybool in bools)
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{
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if (mybool)
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bitfields[cur] |= (byte) (1 << bit);
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bit--;
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if (bit < 0)
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{
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bit = 7;
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cur++;
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}
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}
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fobj.Write(bitfields, 0, bitfields.Length);
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}
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private static List<bool> ReadBitfield(Stream fobj, int count)
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{
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sbyte bit = 7;
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int cur = 0;
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var bitfields = new byte[count / 8 + 1];
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var bools = new List<bool>(count);
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byte val = (byte) fobj.ReadByte();
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fobj.Read(bitfields, 0, bitfields.Length);
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for (int i = 0; i < count; i++)
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{
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bools.Add(((val >> bit) & 1) == 1);
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bit--;
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if (bit < 0)
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{
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bit = 7;
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cur++;
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}
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}
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return bools;
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}
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#endif
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public static Save ReadSave(string fname)
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{
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#if BINARY_SAVE
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using (var fobj = File.OpenRead(fname))
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using (var read = new BinaryReader(fobj))
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{
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var save = new Save();
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var header = new byte[magic.Length];
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var read = new BinaryReader(fobj);
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fobj.Read(header, 0, magic.Length);
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if (!magic.SequenceEqual(header))
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if (read.ReadInt32() != magic)
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throw new InvalidDataException("This is not a Histacom2 binary save");
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int numprops = read.ReadInt32();
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var bools = new List<System.Reflection.PropertyInfo>();
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// Holy code duplication, Batman.
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// If you know a better way to get C# to do this, I'm all ears.
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foreach (var property in properties.Take(numprops))
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{
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if (property.PropertyType == typeof(string))
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property.SetValue(save, read.ReadString());
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else if (property.PropertyType == typeof(int))
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property.SetValue(save, read.ReadInt32());
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else if (property.PropertyType == typeof(uint))
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property.SetValue(save, read.ReadUInt32());
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else if (property.PropertyType == typeof(long))
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property.SetValue(save, read.ReadInt64());
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else if (property.PropertyType == typeof(ulong))
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property.SetValue(save, read.ReadUInt64());
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else if (property.PropertyType == typeof(short))
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property.SetValue(save, read.ReadInt16());
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else if (property.PropertyType == typeof(ushort))
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property.SetValue(save, read.ReadUInt16());
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else if (property.PropertyType == typeof(byte))
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property.SetValue(save, read.ReadByte());
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else if (property.PropertyType == typeof(sbyte))
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property.SetValue(save, read.ReadSByte());
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else if (property.PropertyType == typeof(char))
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property.SetValue(save, read.ReadChar());
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else if (property.PropertyType == typeof(float))
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property.SetValue(save, read.ReadSingle());
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else if (property.PropertyType == typeof(double))
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property.SetValue(save, read.ReadDouble());
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else if (property.PropertyType == typeof(decimal))
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property.SetValue(save, read.ReadDecimal());
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else if (property.PropertyType == typeof(List<string>))
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property.SetValue(save, ReadList<string>(read, "ReadString"));
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else if (property.PropertyType == typeof(List<int>))
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property.SetValue(save, ReadList<string>(read, "ReadInt32"));
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else if (property.PropertyType == typeof(List<uint>))
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property.SetValue(save, ReadList<string>(read, "ReadUInt32"));
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else if (property.PropertyType == typeof(List<long>))
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property.SetValue(save, ReadList<string>(read, "ReadInt64"));
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else if (property.PropertyType == typeof(List<ulong>))
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property.SetValue(save, ReadList<string>(read, "ReadUInt64"));
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else if (property.PropertyType == typeof(List<short>))
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property.SetValue(save, ReadList<string>(read, "ReadInt16"));
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else if (property.PropertyType == typeof(List<ushort>))
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property.SetValue(save, ReadList<string>(read, "ReadUInt16"));
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else if (property.PropertyType == typeof(List<byte>))
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property.SetValue(save, ReadList<string>(read, "ReadByte"));
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else if (property.PropertyType == typeof(List<sbyte>))
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property.SetValue(save, ReadList<string>(read, "ReadSByte"));
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else if (property.PropertyType == typeof(List<char>))
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property.SetValue(save, ReadList<string>(read, "ReadChar"));
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else if (property.PropertyType == typeof(List<float>))
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property.SetValue(save, ReadList<string>(read, "ReadSingle"));
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else if (property.PropertyType == typeof(List<double>))
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property.SetValue(save, ReadList<string>(read, "ReadDouble"));
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else if (property.PropertyType == typeof(List<decimal>))
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property.SetValue(save, ReadList<string>(read, "ReadDecimal"));
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// Remember to read this boolean from the bitfield at the end.
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else if (property.PropertyType == typeof(bool))
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bools.Add(property);
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else if (property.PropertyType == typeof(List<bool>))
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property.SetValue(save, ReadBitfield(fobj, read.ReadInt32()));
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// RIP
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else
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throw new InvalidDataException("There is no deserialisation method specified for " + property.PropertyType.ToString());
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}
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// Let's read the ultra tiny bitfield.
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var loaded = ReadBitfield(fobj, bools.Count);
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foreach (var item in bools.Zip(loaded, (p, b) => new { Property = p, Value = b }))
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item.Property.SetValue(save, item.Value);
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return save;
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return Whoa.Whoa.DeserialiseObject<Save>(fobj, SerialisationOptions.NonSerialized);
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}
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#else
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return JsonConvert.DeserializeObject<Save>(File.ReadAllText(fname));
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@ -570,105 +430,10 @@ public static void WriteSave(string fname, Save save)
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{
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#if BINARY_SAVE
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using (var fobj = File.OpenWrite(fname))
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using (var write = new BinaryWriter(fobj))
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{
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var write = new BinaryWriter(fobj);
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var bools = new List<bool>();
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fobj.Write(magic, 0, magic.Length);
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write.Write(properties.Count()); // The number of properties basically acts as the version number.
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foreach (var property in properties)
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{
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if (property == null)
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continue;
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// Types that can be written by BinaryWriter, except booleans.
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if (property.PropertyType == typeof(string))
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{
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var val = property.GetValue(save) as string;
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if (val == null)
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write.Write("");
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else
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write.Write(val);
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}
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else if (property.PropertyType == typeof(int))
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write.Write((int) property.GetValue(save));
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else if (property.PropertyType == typeof(uint))
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write.Write((uint) property.GetValue(save));
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else if (property.PropertyType == typeof(long))
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write.Write((long) property.GetValue(save));
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else if (property.PropertyType == typeof(ulong))
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write.Write((ulong) property.GetValue(save));
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else if (property.PropertyType == typeof(short))
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write.Write((short) property.GetValue(save));
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else if (property.PropertyType == typeof(ushort))
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write.Write((ushort) property.GetValue(save));
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else if (property.PropertyType == typeof(byte))
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write.Write((byte) property.GetValue(save));
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else if (property.PropertyType == typeof(sbyte))
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write.Write((sbyte) property.GetValue(save));
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else if (property.PropertyType == typeof(char))
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write.Write((char) property.GetValue(save));
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else if (property.PropertyType == typeof(float))
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write.Write((float) property.GetValue(save));
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else if (property.PropertyType == typeof(double))
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write.Write((double) property.GetValue(save));
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else if (property.PropertyType == typeof(decimal))
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write.Write((double) property.GetValue(save));
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// ... and their lists.
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else if (property.PropertyType == typeof(List<string>))
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WriteList(write, property.GetValue(save) as List<string>);
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else if (property.PropertyType == typeof(List<int>))
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WriteList(write, property.GetValue(save) as List<int>);
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else if (property.PropertyType == typeof(List<uint>))
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WriteList(write, property.GetValue(save) as List<uint>);
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else if (property.PropertyType == typeof(List<long>))
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WriteList(write, property.GetValue(save) as List<long>);
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else if (property.PropertyType == typeof(List<ulong>))
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WriteList(write, property.GetValue(save) as List<ulong>);
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else if (property.PropertyType == typeof(List<short>))
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WriteList(write, property.GetValue(save) as List<short>);
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else if (property.PropertyType == typeof(List<ushort>))
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WriteList(write, property.GetValue(save) as List<ushort>);
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else if (property.PropertyType == typeof(List<byte>))
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WriteList(write, property.GetValue(save) as List<byte>);
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else if (property.PropertyType == typeof(List<sbyte>))
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WriteList(write, property.GetValue(save) as List<sbyte>);
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else if (property.PropertyType == typeof(List<char>))
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WriteList(write, property.GetValue(save) as List<char>);
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else if (property.PropertyType == typeof(List<float>))
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WriteList(write, property.GetValue(save) as List<float>);
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else if (property.PropertyType == typeof(List<double>))
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WriteList(write, property.GetValue(save) as List<double>);
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else if (property.PropertyType == typeof(List<decimal>))
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WriteList(write, property.GetValue(save) as List<decimal>);
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// Booleans - they go in the bitfield at the end.
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else if (property.PropertyType == typeof(bool))
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bools.Add((bool) property.GetValue(save));
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// List of booleans - it gets its own bitfield.
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else if (property.PropertyType == typeof(List<bool>))
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{
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var val = property.GetValue(save) as List<bool>;
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if (val == null)
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write.Write(0);
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else
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{
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write.Write(val.Count());
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WriteBitfield(fobj, val);
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}
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}
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// Now what?
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else
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throw new InvalidDataException("There is no serialisation method specified for " + property.PropertyType.ToString());
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}
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// In order to save space, we store bools in a bitfield at the end.
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// One byte can store 8 bools, saving a whopping 7 bytes which can then be used for
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// extremely short text documents or something.
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WriteBitfield(fobj, bools);
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write.Write(magic);
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Whoa.Whoa.SerialiseObject(fobj, save, SerialisationOptions.NonSerialized);
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}
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#else
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// Serialize the save to JSON.
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@ -772,61 +537,25 @@ public static void SetTheme()
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}
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}
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// This lets us preserve the order of properties.
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// Thanks to "ghord" from StackOverflow.
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public sealed class OrderAttribute : Attribute
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{
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private readonly int order_;
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public OrderAttribute([CallerLineNumber]int order = 0)
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{
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order_ = order;
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}
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public int Order { get { return order_; } }
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}
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public class Save
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{
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// To maintain binary save compatibility,
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// add all new properties to the end and don't remove any.
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// Also, every property needs an "Order" attribute.
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// add all new properties/fields to the end and don't remove any.
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[Order]
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public string Username { get; set; }
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[Order]
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public string CurrentOS { get; set; }
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// public Dictionary<string, bool> InstalledPrograms { get; set; } InstallProgram is no longer needed... we have that data in the FileSystem
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[Order]
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public List<string> ExperiencedStories { get; set; }
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[Order]
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public bool FTime95 { get; set; }
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[Order]
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public int mineSweepE { get; set; } = 999;
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[Order]
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public int mineSweepI { get; set; } = 999;
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[Order]
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public int mineSweepH { get; set; } = 999;
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[Order]
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public string ThemeName { get; set; }
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[Order]
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public int BytesLeft { get; set; }
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[Order]
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public Theme customTheme { get; set; }
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[Order]
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public bool FTime98 { get; set; }
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[Order]
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public bool[] installed95 { get; set; } = new bool[7]; // 0: WC98, 1: FTP, 2: SR, 3: EB, 4: SKNDWS, 5: TD0.1, 6: GTN
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}
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@ -1,4 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<packages>
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<package id="Newtonsoft.Json" version="10.0.3" targetFramework="net452" />
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<package id="Whoa" version="1.5.0" targetFramework="net452" />
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</packages>
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@ -42,12 +42,12 @@ void BeginScan()
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// Check if the main.save file exists
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string savefile = Path.Combine(SaveSystem.ProfileDirectory, "main.save");
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string oldsavefile = Path.Combine(SaveSystem.ProfileDirectory, "oldmain.save");
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string savefile = Path.Combine(SaveSystem.ProfileDirectory, SaveSystem.ProfileFile);
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string oldsavefile = Path.Combine(SaveSystem.ProfileDirectory, "old" + SaveSystem.ProfileFile);
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if (!File.Exists(savefile))
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{
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WriteToLog("ISSUE FOUND! File main.save doesn't exist");
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WriteToLog($"ISSUE FOUND! File {SaveSystem.ProfileFile} doesn't exist");
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WriteToLog("Creating one...");
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@ -58,7 +58,7 @@ void BeginScan()
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EndScan(true);
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return;
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} else {
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WriteToLog("File main.save does exist - checking contents");
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WriteToLog($"File {SaveSystem.ProfileFile} does exist - checking contents");
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bool readable = false;
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try
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@ -136,11 +136,11 @@ void BeginScan()
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} catch {
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// It's unusable...
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WriteToLog("ISSUE FOUND! File main.save is unreadable");
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WriteToLog($"ISSUE FOUND! File {SaveSystem.ProfileFile} is unreadable");
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WriteToLog("Sorry, there is no repairing it easily, your data will be lost");
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string backupfile = Path.Combine(SaveSystem.ProfileDirectory, "main.backup");
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string backupfile = savefile + ".bak";
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if (Directory.Exists(backupfile)) Directory.Delete(backupfile);
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