clean up my old junk from save system

This commit is contained in:
RogueAI42 2017-11-06 01:49:59 +11:00
parent f0e2d14a95
commit 6e0a3f7f98
4 changed files with 28 additions and 295 deletions

View file

@ -44,6 +44,9 @@
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="Whoa, Version=1.5.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\Whoa.1.5.0\lib\net45\Whoa.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="BSODCreator.cs" />

View file

@ -2,7 +2,7 @@
// to put some effort into cheating ;)
// During development, leave it undefined to use the
// easily modifiable JSON serialised format
//#define BINARY_SAVE
#define BINARY_SAVE
using System;
using System.Collections.Generic;
@ -18,6 +18,10 @@
using System.Text.RegularExpressions;
using System.Runtime.InteropServices;
#if BINARY_SAVE
using Whoa;
#endif
namespace Histacom2.Engine
{
public static class SaveSystem
@ -36,8 +40,7 @@ public static class SaveSystem
#endif
#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);
private static readonly int magic = 0x76534854; // 'THSv'
#endif
public static string GameDirectory
@ -65,7 +68,11 @@ public static string AllProfilesDirectory
}
public static string ProfileName = "";
public static string ProfileFile = "main.save";
#if BINARY_SAVE
public static string ProfileFile = "main.whoa";
#else
public static string ProfileFile = "main.json";
#endif
public static string ProfileDirectory
{
@ -404,162 +411,15 @@ public static void SaveDirectoryInfo(string parent, string dirname, bool isProte
File.WriteAllText(Path.Combine(Path.Combine(parent, dirname), "_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))
using (var read = new BinaryReader(fobj))
{
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))
if (read.ReadInt32() != magic)
throw new InvalidDataException("This is not a Histacom2 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;
return Whoa.Whoa.DeserialiseObject<Save>(fobj, SerialisationOptions.NonSerialized);
}
#else
return JsonConvert.DeserializeObject<Save>(File.ReadAllText(fname));
@ -570,105 +430,10 @@ public static void WriteSave(string fname, Save save)
{
#if BINARY_SAVE
using (var fobj = File.OpenWrite(fname))
using (var write = new BinaryWriter(fobj))
{
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);
write.Write(magic);
Whoa.Whoa.SerialiseObject(fobj, save, SerialisationOptions.NonSerialized);
}
#else
// Serialize the save to JSON.
@ -772,61 +537,25 @@ public static void SetTheme()
}
}
// 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.
// add all new properties/fields to the end and don't remove any.
[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 int mineSweepE { get; set; } = 999;
[Order]
public int mineSweepI { get; set; } = 999;
[Order]
public int mineSweepH { get; set; } = 999;
[Order]
public string ThemeName { get; set; }
[Order]
public int BytesLeft { get; set; }
[Order]
public Theme customTheme { get; set; }
[Order]
public bool FTime98 { get; set; }
[Order]
public bool[] installed95 { get; set; } = new bool[7]; // 0: WC98, 1: FTP, 2: SR, 3: EB, 4: SKNDWS, 5: TD0.1, 6: GTN
}

View file

@ -1,4 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Newtonsoft.Json" version="10.0.3" targetFramework="net452" />
<package id="Whoa" version="1.5.0" targetFramework="net452" />
</packages>

View file

@ -42,12 +42,12 @@ void BeginScan()
// Check if the main.save file exists
string savefile = Path.Combine(SaveSystem.ProfileDirectory, "main.save");
string oldsavefile = Path.Combine(SaveSystem.ProfileDirectory, "oldmain.save");
string savefile = Path.Combine(SaveSystem.ProfileDirectory, SaveSystem.ProfileFile);
string oldsavefile = Path.Combine(SaveSystem.ProfileDirectory, "old" + SaveSystem.ProfileFile);
if (!File.Exists(savefile))
{
WriteToLog("ISSUE FOUND! File main.save doesn't exist");
WriteToLog($"ISSUE FOUND! File {SaveSystem.ProfileFile} doesn't exist");
WriteToLog("Creating one...");
@ -58,7 +58,7 @@ void BeginScan()
EndScan(true);
return;
} else {
WriteToLog("File main.save does exist - checking contents");
WriteToLog($"File {SaveSystem.ProfileFile} does exist - checking contents");
bool readable = false;
try
@ -136,11 +136,11 @@ void BeginScan()
} catch {
// It's unusable...
WriteToLog("ISSUE FOUND! File main.save is unreadable");
WriteToLog($"ISSUE FOUND! File {SaveSystem.ProfileFile} is unreadable");
WriteToLog("Sorry, there is no repairing it easily, your data will be lost");
string backupfile = Path.Combine(SaveSystem.ProfileDirectory, "main.backup");
string backupfile = savefile + ".bak";
if (Directory.Exists(backupfile)) Directory.Delete(backupfile);