- make SaveGame use Binary and UUEncode (sun.misc package, available on android?)

- add test

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8445 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
nor..67 13 years ago
parent f9bd837a7d
commit 3198415cce
  1. 84
      engine/src/test/jme3test/tools/TestSaveGame.java
  2. 26
      engine/src/tools/jme3tools/savegame/SaveGame.java

@ -0,0 +1,84 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.tools;
import com.jme3.app.SimpleApplication;
import com.jme3.light.AmbientLight;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import jme3tools.savegame.SaveGame;
public class TestSaveGame extends SimpleApplication {
public static void main(String[] args) {
TestSaveGame app = new TestSaveGame();
app.start();
}
@Override
public void simpleUpdate(float tpf) {
}
public void simpleInitApp() {
//node that is used to store player data
Node myPlayer = new Node();
myPlayer.setName("PlayerNode");
myPlayer.setUserData("name", "Mario");
myPlayer.setUserData("health", 100.0f);
myPlayer.setUserData("points", 0);
//the actual model would be attached to this node
Spatial model = (Spatial) assetManager.loadModel("Models/Oto/Oto.mesh.xml");
myPlayer.attachChild(model);
//before saving the game, the model should be detached so its not saved along with the node
myPlayer.detachAllChildren();
SaveGame.saveGame("mycompany/mygame", "savegame_001", myPlayer);
//later the game is loaded again
Node player = (Node) SaveGame.loadGame("mycompany/mygame", "savegame_001");
player.attachChild(model);
rootNode.attachChild(player);
//and the data is available
System.out.println("Name: " + player.getUserData("name"));
System.out.println("Health: " + player.getUserData("health"));
System.out.println("Points: " + player.getUserData("points"));
AmbientLight al = new AmbientLight();
rootNode.addLight(al);
//note you can also implement your own classes that implement the Savable interface.
}
}

@ -6,16 +6,17 @@ package jme3tools.savegame;
import com.jme3.asset.AssetManager;
import com.jme3.export.Savable;
import com.jme3.export.xml.XMLExporter;
import com.jme3.export.xml.XMLImporter;
import com.jme3.export.binary.BinaryExporter;
import com.jme3.export.binary.BinaryImporter;
import java.io.ByteArrayInputStream;
import java.io.ByteArrayOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.UnsupportedEncodingException;
import java.util.logging.Level;
import java.util.logging.Logger;
import java.util.prefs.Preferences;
import sun.misc.UUDecoder;
import sun.misc.UUEncoder;
/**
* Tool for saving Savables as SaveGame entries in a system-dependent way.
@ -31,7 +32,7 @@ public class SaveGame {
*/
public static void saveGame(String gamePath, String dataName, Savable data) {
Preferences prefs = Preferences.userRoot().node(gamePath);
XMLExporter ex = XMLExporter.getInstance();
BinaryExporter ex = BinaryExporter.getInstance();
ByteArrayOutputStream out = new ByteArrayOutputStream();
try {
ex.save(data, out);
@ -39,12 +40,12 @@ public class SaveGame {
Logger.getLogger(SaveGame.class.getName()).log(Level.SEVERE, "Error saving data: {0}", ex1);
ex1.printStackTrace();
}
try {
prefs.put(dataName, out.toString("UTF-8"));
} catch (UnsupportedEncodingException ex1) {
Logger.getLogger(SaveGame.class.getName()).log(Level.SEVERE, "Error saving data: {0}", ex1);
ex1.printStackTrace();
UUEncoder enc = new UUEncoder();
String dataString = enc.encodeBuffer(out.toByteArray());
if (dataString.length() > Preferences.MAX_VALUE_LENGTH) {
throw new IllegalStateException("SaveGame dataset too large");
}
prefs.put(dataName, dataString);
}
/**
@ -66,12 +67,13 @@ public class SaveGame {
*/
public static Savable loadGame(String gamePath, String dataName, AssetManager manager) {
Preferences prefs = Preferences.userRoot().node(gamePath);
String data = prefs.get(gamePath, dataName);
String data = prefs.get(dataName, "");
InputStream is = null;
Savable sav = null;
UUDecoder dec = new UUDecoder();
try {
is = new ByteArrayInputStream(data.getBytes("UTF-8"));
XMLImporter imp = XMLImporter.getInstance();
is = new ByteArrayInputStream(dec.decodeBuffer(data));
BinaryImporter imp = BinaryImporter.getInstance();
if (manager != null) {
imp.setAssetManager(manager);
}

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