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EstSaveStatics.cpp
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EstSaveStatics.cpp
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// Estranged is a trade mark of Alan Edwardes.
#include "EstSaveStatics.h"
#include "EstCore.h"
#include "EstPlayerController.h"
#include "Misc/UObjectToken.h"
#include "Logging/MessageLog.h"
#include "Runtime/LevelSequence/Public/LevelSequenceActor.h"
#include "PlatformFeatures.h"
#include "SaveGameSystem.h"
#include "EstPlayer.h"
#include "EstHUDWidget.h"
#include "Runtime/Core/Public/Serialization/MemoryReader.h"
#include "Runtime/CoreUObject/Public/Serialization/ObjectAndNameAsStringProxyArchive.h"
#include "Runtime/Engine/Classes/Engine/LevelStreaming.h"
#include "Runtime/Engine/Classes/Engine/Scene.h"
#include "Runtime/Engine/Classes/Camera/CameraComponent.h"
#include "Runtime/Engine/Public/EngineUtils.h"
void ApplyPostProcessingSettings(AEstPlayer* Player, UEstGameplaySave* GameplaySave)
{
if (Player->Camera == nullptr)
{
EST_WARNING(TEXT("Attempting to apply gameplay settings with null player camera"));
return;
}
Player->Camera->FieldOfView = GameplaySave->GetFieldOfView();
Player->Camera->PostProcessSettings.bOverride_MotionBlurAmount = true;
Player->Camera->PostProcessSettings.MotionBlurAmount = GameplaySave->GetDisableMotionBlur() ? 0.f : 1.f;
Player->Camera->PostProcessSettings.bOverride_MotionBlurMax = true;
Player->Camera->PostProcessSettings.MotionBlurMax = GameplaySave->GetDisableMotionBlur() ? 0.f : 1.f;
Player->Camera->PostProcessSettings.bOverride_ColorGain = true;
Player->Camera->PostProcessSettings.ColorGain = FVector4(GameplaySave->GetGamma(), GameplaySave->GetGamma(), GameplaySave->GetGamma(), GameplaySave->GetGamma());
Player->Camera->PostProcessSettings.bOverride_AmbientOcclusionIntensity = true;
Player->Camera->PostProcessSettings.AmbientOcclusionIntensity = GameplaySave->GetDisableAmbientOcclusion() ? 0.f : .5f;
Player->UpdatePostProcessingTick(0.f);
}
void ApplyPlayerSettings(AEstPlayer* Player, UEstGameplaySave* GameplaySave)
{
Player->RestingFieldOfView = GameplaySave->GetFieldOfView();
Player->bDisableDepthOfField = GameplaySave->GetDisableDepthOfField();
Player->bDisableVignette = GameplaySave->GetDisableVignette();
}
void ApplyPlayerControllerSettings(AEstPlayerController* PlayerController, UEstGameplaySave* GameplaySave)
{
static IConsoleVariable* CVarForwardShading = IConsoleManager::Get().FindConsoleVariable(TEXT("r.ForwardShading"));
const EAntiAliasingMethod AlternateAntiAliasingMethod = CVarForwardShading->GetInt() == 0 ? EAntiAliasingMethod::AAM_FXAA : EAntiAliasingMethod::AAM_MSAA;
const EAntiAliasingMethod AntiAliasingType = GameplaySave->GetDisableTemporalAntiAliasing() ? AlternateAntiAliasingMethod : EAntiAliasingMethod::AAM_TemporalAA;
PlayerController->ConsoleCommand(FString::Printf(TEXT("r.DefaultFeature.AntiAliasing %i"), (int)AntiAliasingType));
PlayerController->UpdateCameraManager(0.f);
}
void ApplyHudWidgetSettings(UEstHUDWidget* HUDWidget, UEstGameplaySave* GameplaySave)
{
if (HUDWidget == nullptr)
{
EST_WARNING(TEXT("Attempting to apply gameplay settings with null HUD"));
return;
}
HUDWidget->SetVisibility(GameplaySave->GetDisableHUD() ? ESlateVisibility::Collapsed : ESlateVisibility::Visible);
HUDWidget->bDisableSubtitles = GameplaySave->GetDisableSubtitles();
HUDWidget->bEnableClosedCaptions = GameplaySave->GetEnableClosedCaptions();
HUDWidget->bEnableStatsForNerds = GameplaySave->GetEnableStatsForNerds();
HUDWidget->bUseSimpleSubtitleFont = GameplaySave->GetUseSimpleSubtitleFont();
HUDWidget->SubtitleFontSizeMultiplier = GameplaySave->GetSubtitleFontSizeMultiplier();
HUDWidget->OnSettingsUpdated();
}
void UEstSaveStatics::ApplyGameplaySave(UEstGameplaySave* GameplaySave, APlayerController* Controller)
{
if (GameplaySave == nullptr)
{
EST_WARNING(TEXT("Attempting to apply gameplay settings with null save"));
return;
}
AEstPlayerController* PlayerController = Cast<AEstPlayerController>(Controller);
if (PlayerController == nullptr)
{
EST_WARNING(TEXT("Attempting to apply gameplay settings with null player controller"));
return;
}
AEstPlayer* Player = Cast<AEstPlayer>(PlayerController->GetPawn());
if (Player == nullptr)
{
EST_WARNING(TEXT("Attempting to apply gameplay settings with null player or player camera"));
return;
}
ApplyPostProcessingSettings(Player, GameplaySave);
ApplyPlayerSettings(Player, GameplaySave);
ApplyPlayerControllerSettings(PlayerController, GameplaySave);
ApplyHudWidgetSettings(Player->HUDWidget, GameplaySave);
}
bool UEstSaveStatics::IsActorValidForSaving(AActor* Actor)
{
if (!Actor)
{
return false;
}
if (!Actor->Implements<UEstSaveRestore>())
{
return false;
}
if (Actor->IsChildActor())
{
return false;
}
if (!IEstSaveRestore::Execute_GetSaveId(Actor).IsValid())
{
UE_LOG(LogEstGeneral, Warning, TEXT("Class %s does not implement GetSaveId(). This actor will be skipped in save games"), *Actor->GetClass()->GetName());
#if WITH_EDITOR
FMessageLog("PIE").Error()
->AddToken(FTextToken::Create(FText::FromString("Class")))
->AddToken(FUObjectToken::Create(Actor->GetClass()))
->AddToken(FTextToken::Create(FText::FromString("does not implement GetSaveId(). This actor will be skipped in save games")));
#endif
return false;
}
if (IEstSaveRestore::Execute_GetSaveId(Actor) != IEstSaveRestore::Execute_GetSaveId(Actor))
{
UE_LOG(LogEstGeneral, Warning, TEXT("Class %s does have a deterministic implementation of GetSaveId(). This actor will be skipped in save games"), *Actor->GetClass()->GetName());
#if WITH_EDITOR
FMessageLog("PIE").Error()
->AddToken(FTextToken::Create(FText::FromString("Class")))
->AddToken(FUObjectToken::Create(Actor->GetClass()))
->AddToken(FTextToken::Create(FText::FromString("does have a deterministic implementation of GetSaveId(). This actor will be skipped in save games")));
#endif
return false;
}
return true;
}
bool UEstSaveStatics::PersistSave(UEstSave* SaveGame)
{
if (SaveGame == nullptr)
{
EST_WARNING(TEXT("UEstSaveStatics::PersistSave() called with null save game object!"));
return false;
}
return UGameplayStatics::SaveGameToSlot(SaveGame, SaveGame->GetSlotName(), 0);
};
FEstWorldState UEstSaveStatics::SerializeWorld(UObject* WorldContextObject)
{
FEstWorldState WorldState;
UWorld* World = WorldContextObject->GetWorld();
SerializeLevel(World->PersistentLevel, WorldState.PersistentLevelState);
WorldState.PersistentLevelState.LevelName = World->PersistentLevel->GetOuter()->GetFName();
for (ULevelStreaming* StreamingLevel : World->GetStreamingLevels())
{
ULevel* LoadedLevel = StreamingLevel->GetLoadedLevel();
if (!LoadedLevel)
{
continue;
}
FEstLevelState LevelState;
SerializeLevel(LoadedLevel, LevelState);
LevelState.LevelName = StreamingLevel->GetWorldAssetPackageFName();
WorldState.StreamingLevelStates.Add(LevelState);
}
return WorldState;
}
void UEstSaveStatics::SerializeLevel(ULevel* Level, FEstLevelState &LevelState)
{
for (AActor* Actor : TSet<AActor*>(Level->Actors))
{
if (Actor == nullptr)
{
continue;
}
if (Actor->ActorHasTag(TAG_NOSAVERESTORE))
{
continue;
}
if (Actor->IsPendingKill())
{
continue;
}
if (Actor->GetClass()->IsChildOf(ALevelSequenceActor::StaticClass()))
{
ALevelSequenceActor* LevelSequenceActor = Cast<ALevelSequenceActor>(Actor);
if (LevelSequenceActor->SequencePlayer == nullptr)
{
continue;
}
LevelState.SequenceStates.Add(SerializeSequence(LevelSequenceActor));
}
if (IsActorValidForSaving(Actor))
{
FEstActorState ActorState;
SerializeActor(Actor, ActorState);
LevelState.ActorStates.Add(ActorState);
}
}
}
void UEstSaveStatics::RestoreWorld(UObject* WorldContextObject, FEstWorldState WorldState)
{
UWorld* World = WorldContextObject->GetWorld();
TArray<UObject*> RestoredObjects;
RestoreLevel(World->PersistentLevel, WorldState.PersistentLevelState, RestoredObjects);
for (FEstLevelState StreamingLevelState : WorldState.StreamingLevelStates)
{
const ULevelStreaming* StreamingLevel = UGameplayStatics::GetStreamingLevel(WorldContextObject, StreamingLevelState.LevelName);
const ULevel* FoundLevel = StreamingLevel->GetLoadedLevel();
RestoreLevel(FoundLevel, StreamingLevelState, RestoredObjects);
}
for (UObject* RestoredObject : RestoredObjects)
{
IEstSaveRestore::Execute_OnPostRestore(RestoredObject);
}
}
void UEstSaveStatics::RestoreLevel(const ULevel* Level, FEstLevelState LevelState, TArray<UObject*> &RestoredObjects)
{
// Restore all actors
for (const FEstActorState ActorState : LevelState.ActorStates)
{
AActor* FoundActor = UEstGameplayStatics::FindActorBySaveIdInWorld(Level->GetWorld(), ActorState.SaveId);
if (FoundActor == nullptr)
{
// We likely have an actor which was moved
UE_LOG(LogEstGeneral, Warning, TEXT("Unable to find level actor %s by save ID %s, spawning"), *ActorState.ActorClass->GetName(), *ActorState.SaveId.ToString());
FoundActor = SpawnMovedActor(Level->GetWorld(), ActorState);
}
RestoreActor(FoundActor, ActorState);
// Restore all components
for (FEstComponentState ComponentState : ActorState.ComponentStates)
{
RestoredObjects.Add(RestoreComponent(FoundActor, ComponentState));
}
RestoredObjects.Add(FoundActor);
}
// Restore all level sequences
for (const FEstSequenceState SequenceState : LevelState.SequenceStates)
{
RestoreSequence(Level->GetWorld(), SequenceState);
}
}
FEstSequenceState UEstSaveStatics::SerializeSequence(ALevelSequenceActor* LevelSequenceActor)
{
FEstSequenceState SequenceState;
SequenceState.ActorName = LevelSequenceActor->GetFName();
SequenceState.FrameNumber = LevelSequenceActor->SequencePlayer->GetCurrentTime().Time.FrameNumber.Value;
SequenceState.PlayRate = LevelSequenceActor->SequencePlayer->GetPlayRate();
SequenceState.bIsPlaying = LevelSequenceActor->SequencePlayer->IsPlaying();
return SequenceState;
}
void UEstSaveStatics::SerializeActor(AActor* Actor, FEstActorState& ActorState)
{
IEstSaveRestore::Execute_OnPreSave(Actor);
ActorState.SaveId = IEstSaveRestore::Execute_GetSaveId(Actor);
ActorState.ActorName = Actor->GetFName();
ActorState.ActorClass = Actor->GetClass();
ActorState.ActorTransform = Actor->GetActorTransform();
ActorState.ActorTags = Actor->Tags;
SerializeLowLevel(Actor, ActorState.ActorData);
for (UActorComponent* Component : Actor->GetComponents())
{
if (!Component->Implements<UEstSaveRestore>())
{
continue;
}
ActorState.ComponentStates.Add(SerializeComponent(Component));
}
IEstSaveRestore::Execute_OnPostSave(Actor);
}
FEstComponentState UEstSaveStatics::SerializeComponent(UActorComponent* Component)
{
IEstSaveRestore::Execute_OnPreSave(Component);
FEstComponentState ComponentState;
ComponentState.ComponentName = Component->GetFName();
ComponentState.ComponentClass = Component->GetClass();
SerializeLowLevel(Component, ComponentState.ComponentData);
const USceneComponent* SceneComponent = Cast<USceneComponent>(Component);
if (SceneComponent != nullptr)
{
ComponentState.ComponentTransform = SceneComponent->GetRelativeTransform();
}
IEstSaveRestore::Execute_OnPostSave(Component);
return ComponentState;
}
UActorComponent* UEstSaveStatics::RestoreComponent(AActor* Parent, const FEstComponentState &ComponentState)
{
UActorComponent* FoundComponent = nullptr;
TArray<UActorComponent*> ActorComponents;
Parent->GetComponents(ActorComponents);
for (UActorComponent* Component : ActorComponents)
{
if (Component->GetFName() == ComponentState.ComponentName)
{
FoundComponent = Component;
break;
}
}
check(FoundComponent);
IEstSaveRestore::Execute_OnPreRestore(FoundComponent);
USceneComponent* SceneComponent = Cast<USceneComponent>(FoundComponent);
if (SceneComponent && SceneComponent->Mobility == EComponentMobility::Movable)
{
SceneComponent->SetRelativeTransform(ComponentState.ComponentTransform);
}
RestoreLowLevel(FoundComponent, ComponentState.ComponentData);
return FoundComponent;
}
AActor* UEstSaveStatics::SpawnMovedActor(UWorld* World, const FEstActorState &ActorState)
{
FActorSpawnParameters Parameters;
Parameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
Parameters.bNoFail = true;
AActor* SpawnedActor = World->SpawnActor<AActor>(ActorState.ActorClass, ActorState.ActorTransform, Parameters);
IEstSaveRestore::Execute_OnPreRestore(SpawnedActor);
SpawnedActor->Tags = ActorState.ActorTags;
RestoreLowLevel(SpawnedActor, ActorState.ActorData);
return SpawnedActor;
}
void UEstSaveStatics::RestoreActor(AActor* Actor, const FEstActorState &ActorState)
{
IEstSaveRestore::Execute_OnPreRestore(Actor);
Actor->Tags = ActorState.ActorTags;
const bool bShouldIgnoreTransform = EnumHasAnyFlags(IEstSaveRestore::Execute_GetSaveFlags(Actor), EEstSaveFlags::IgnoreTransform);
if (!bShouldIgnoreTransform && Actor->GetRootComponent() && Actor->GetRootComponent()->Mobility == EComponentMobility::Movable)
{
Actor->SetActorTransform(ActorState.ActorTransform);
}
RestoreLowLevel(Actor, ActorState.ActorData);
}
ALevelSequenceActor* UEstSaveStatics::RestoreSequence(UWorld* World, const FEstSequenceState SequenceState)
{
for (TActorIterator<ALevelSequenceActor> LevelSequenceActor(World); LevelSequenceActor; ++LevelSequenceActor)
{
if (*LevelSequenceActor == nullptr)
{
continue;
}
if (LevelSequenceActor->IsPendingKill())
{
continue;
}
if (LevelSequenceActor->GetFName() == SequenceState.ActorName)
{
// There have been crash reports from this area of the code, do some sanity checks
check(LevelSequenceActor->SequencePlayer != nullptr);
const bool bIsAtStart = SequenceState.FrameNumber == 0;
const bool bIsAtEnd = SequenceState.FrameNumber >= LevelSequenceActor->SequencePlayer->GetEndTime().Time.FrameNumber.Value;
LevelSequenceActor->SequencePlayer->SetPlayRate(SequenceState.PlayRate);
// Don't explicitly set the position if at start
// this can cause frames to get dropped (and events on frame 0 skipped)
if (!bIsAtStart)
{
LevelSequenceActor->SequencePlayer->PlayToFrame(FFrameTime(SequenceState.FrameNumber));
}
// Start playing if at end of sequence too, this
// causes any events on the final frame to be fired
if (SequenceState.bIsPlaying || bIsAtEnd)
{
LevelSequenceActor->SequencePlayer->Play();
}
return *LevelSequenceActor;
}
}
return nullptr;
}
struct FEstSaveGameArchive : public FObjectAndNameAsStringProxyArchive
{
FEstSaveGameArchive(FArchive& InInnerArchive)
: FObjectAndNameAsStringProxyArchive(InInnerArchive, true)
{
ArIsSaveGame = true;
ArNoDelta = true;
}
};
void UEstSaveStatics::RestoreLowLevel(UObject* Object, TArray<uint8> Bytes)
{
FMemoryReader MemoryReader(Bytes, true);
FEstSaveGameArchive Ar(MemoryReader);
Object->Serialize(Ar);
}
void UEstSaveStatics::SerializeLowLevel(UObject* Object, TArray<uint8>& InBytes)
{
FMemoryWriter MemoryWriter(InBytes, true);
FEstSaveGameArchive Ar(MemoryWriter);
Object->Serialize(Ar);
}
bool UEstSaveStatics::PersistSaveRaw(const TArray<uint8>& SrcData, const FString & SlotName, const int32 UserIndex)
{
ISaveGameSystem* SaveSystem = IPlatformFeaturesModule::Get().GetSaveGameSystem();
if (SaveSystem && (SlotName.Len() > 0))
{
return SaveSystem->SaveGame(false, *SlotName, UserIndex, SrcData);
}
return false;
}
bool UEstSaveStatics::LoadSaveRaw(TArray<uint8>& DstData, const FString & SlotName, const int32 UserIndex)
{
ISaveGameSystem* SaveSystem = IPlatformFeaturesModule::Get().GetSaveGameSystem();
if (SaveSystem && (SlotName.Len() > 0))
{
return SaveSystem->LoadGame(false, *SlotName, UserIndex, DstData);
}
return false;
}