- use JmeSystem.getStorageFolder() for SaveGame util
- move SaveGame util to core plugins - fix BinaryImporter accessing assetManager if null git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8871 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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/*
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* To change this template, choose Tools | Templates
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* and open the template in the editor.
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*/
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package jme3tools.savegame;
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import com.jme3.asset.AssetManager;
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import com.jme3.export.Savable;
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import com.jme3.export.binary.BinaryExporter;
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import com.jme3.export.binary.BinaryImporter;
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import java.io.ByteArrayInputStream;
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import java.io.ByteArrayOutputStream;
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import java.io.IOException;
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import java.io.InputStream;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import java.util.prefs.Preferences;
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import java.util.zip.GZIPInputStream;
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import java.util.zip.GZIPOutputStream;
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import sun.misc.UUDecoder;
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import sun.misc.UUEncoder;
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/**
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* Tool for saving Savables as SaveGame entries in a system-dependent way.
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* @author normenhansen
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*/
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public class SaveGame {
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/**
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* Saves a savable in a system-dependent way. Note that only small amounts of data can be saved.
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* @param gamePath A unique path for this game, e.g. com/mycompany/mygame
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* @param dataName A unique name for this savegame, e.g. "save_001"
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* @param data The Savable to save
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*/
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public static void saveGame(String gamePath, String dataName, Savable data) {
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Preferences prefs = Preferences.userRoot().node(gamePath);
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BinaryExporter ex = BinaryExporter.getInstance();
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ByteArrayOutputStream out = new ByteArrayOutputStream();
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try {
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GZIPOutputStream zos = new GZIPOutputStream(out);
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ex.save(data, zos);
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zos.close();
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} catch (IOException ex1) {
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Logger.getLogger(SaveGame.class.getName()).log(Level.SEVERE, "Error saving data: {0}", ex1);
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ex1.printStackTrace();
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}
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UUEncoder enc = new UUEncoder();
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String dataString = enc.encodeBuffer(out.toByteArray());
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// System.out.println(dataString);
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if (dataString.length() > Preferences.MAX_VALUE_LENGTH) {
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throw new IllegalStateException("SaveGame dataset too large");
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}
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prefs.put(dataName, dataString);
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}
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/**
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* Loads a savable that has been saved on this system with saveGame() before.
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* @param gamePath A unique path for this game, e.g. com/mycompany/mygame
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* @param dataName A unique name for this savegame, e.g. "save_001"
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* @return The savable that was saved
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*/
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public static Savable loadGame(String gamePath, String dataName) {
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return loadGame(gamePath, dataName, null);
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}
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/**
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* Loads a savable that has been saved on this system with saveGame() before.
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* @param gamePath A unique path for this game, e.g. com/mycompany/mygame
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* @param dataName A unique name for this savegame, e.g. "save_001"
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* @param assetManager Link to an AssetManager if required for loading the data (e.g. models with textures)
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* @return The savable that was saved
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*/
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public static Savable loadGame(String gamePath, String dataName, AssetManager manager) {
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Preferences prefs = Preferences.userRoot().node(gamePath);
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String data = prefs.get(dataName, "");
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InputStream is = null;
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Savable sav = null;
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UUDecoder dec = new UUDecoder();
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try {
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is = new GZIPInputStream(new ByteArrayInputStream(dec.decodeBuffer(data)));
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BinaryImporter imp = BinaryImporter.getInstance();
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if (manager != null) {
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imp.setAssetManager(manager);
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}
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sav = imp.load(is);
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} catch (IOException ex) {
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Logger.getLogger(SaveGame.class.getName()).log(Level.SEVERE, "Error loading data: {0}", ex);
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ex.printStackTrace();
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} finally {
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if (is != null) {
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try {
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is.close();
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} catch (IOException ex) {
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Logger.getLogger(SaveGame.class.getName()).log(Level.SEVERE, "Error loading data: {0}", ex);
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ex.printStackTrace();
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}
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}
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}
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return sav;
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}
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}
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