Files
itsRevela-LCE_Revelations/Minecraft.World/ConsoleSaveFileOriginal.cpp
itsRevela 68521f8c92 fix: async autosave thread safety and commit path
Move StorageManager.AllocateSaveData() back under the save lock (called
on the game thread before releasing). Background thread now only does
pure zlib compression with no StorageManager calls.

Add CommitPendingAsyncSave() to both the game thread tick and
TickCoreSystems() to ensure saves commit during bootstrap, normal
gameplay, and shutdown.
2026-04-01 01:23:50 -05:00

1296 lines
39 KiB
C++

#include "stdafx.h"
#include "StringHelpers.h"
#include "ConsoleSaveFileOriginal.h"
#include "File.h"
#include <xuiapp.h>
#include "compression.h"
#include "..\Minecraft.Client\Minecraft.h"
#include "..\Minecraft.Client\MinecraftServer.h"
#include "..\Minecraft.Client\ServerLevel.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\LevelData.h"
#include "..\Minecraft.Client\Common\GameRules\LevelGenerationOptions.h"
#include "..\Minecraft.World\net.minecraft.world.level.chunk.storage.h"
#ifdef _WINDOWS64
#include <thread>
#include <atomic>
#include <mutex>
extern bool g_Win64DedicatedServer;
static std::atomic<bool> s_asyncSaveInFlight{false};
// Pending async save: background thread fills this, main thread commits it.
struct PendingAsyncSave
{
ConsoleSaveFile *self;
PBYTE thumbData;
DWORD thumbSize;
BYTE textMetadata[88];
int textMetadataBytes;
bool ready;
};
static std::mutex s_pendingSaveMutex;
static PendingAsyncSave s_pendingSave = {};
#endif
#ifdef _XBOX
#define RESERVE_ALLOCATION MEM_RESERVE | MEM_LARGE_PAGES
#define COMMIT_ALLOCATION MEM_COMMIT | MEM_LARGE_PAGES
#else
#define RESERVE_ALLOCATION MEM_RESERVE
#define COMMIT_ALLOCATION MEM_COMMIT
#endif
unsigned int ConsoleSaveFileOriginal::pagesCommitted = 0;
void *ConsoleSaveFileOriginal::pvHeap = nullptr;
ConsoleSaveFileOriginal::ConsoleSaveFileOriginal(const wstring &fileName, LPVOID pvSaveData /*= nullptr*/, DWORD dFileSize /*= 0*/, bool forceCleanSave /*= false*/, ESavePlatform plat /*= SAVE_FILE_PLATFORM_LOCAL*/)
{
InitializeCriticalSectionAndSpinCount(&m_lock,5120);
// One time initialise of static stuff required for our storage
if( pvHeap == nullptr )
{
// Reserve a chunk of 64MB of virtual address space for our saves, using 64KB pages.
// We'll only be committing these as required to grow the storage we need, which will
// the storage to grow without having to use realloc.
// AP - The Vita doesn't have virtual memory so a pretend system has been implemented in PSVitaStubs.cpp.
// All access to the memory must be done via the access function as the pointer returned from VirtualAlloc
// can't be used directly.
pvHeap = VirtualAlloc(nullptr, MAX_PAGE_COUNT * CSF_PAGE_SIZE, RESERVE_ALLOCATION, PAGE_READWRITE );
}
pvSaveMem = pvHeap;
m_fileName = fileName;
DWORD fileSize = dFileSize;
// Load a save from the game rules
bool bLevelGenBaseSave = false;
LevelGenerationOptions *levelGen = app.getLevelGenerationOptions();
if( pvSaveData == nullptr && levelGen != nullptr && levelGen->requiresBaseSave())
{
pvSaveData = levelGen->getBaseSaveData(fileSize);
if(pvSaveData && fileSize != 0) bLevelGenBaseSave = true;
}
if( pvSaveData == nullptr || fileSize == 0)
fileSize = StorageManager.GetSaveSize();
if( forceCleanSave )
fileSize = 0;
DWORD heapSize = max( fileSize, (DWORD)(1024 * 1024 * 2)); // 4J Stu - Our files are going to be bigger than 2MB so allocate high to start with
// Initially committ enough room to store headSize bytes (using CSF_PAGE_SIZE pages, so rounding up here). We should only ever have one save file at a time,
// and the pages should be decommitted in the dtor, so pages committed should always be zero at this point.
if( pagesCommitted != 0 )
{
#ifndef _CONTENT_PACKAGE
__debugbreak();
#endif
}
unsigned int pagesRequired = ( heapSize + (CSF_PAGE_SIZE - 1 ) ) / CSF_PAGE_SIZE;
void *pvRet = VirtualAlloc(pvHeap, pagesRequired * CSF_PAGE_SIZE, COMMIT_ALLOCATION, PAGE_READWRITE);
if( pvRet == nullptr )
{
#ifndef _CONTENT_PACKAGE
// Out of physical memory
__debugbreak();
#endif
}
pagesCommitted = pagesRequired;
if( fileSize > 0)
{
bool AllocData = false;
if(pvSaveData != nullptr)
{
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualCopyTo(pvSaveMem, pvSaveData, fileSize);
#else
memcpy(pvSaveMem, pvSaveData, fileSize);
if(bLevelGenBaseSave)
{
levelGen->deleteBaseSaveData();
}
#endif
}
else
{
unsigned int storageLength;
#ifdef __PSVITA__
// create a buffer to hold the compressed data
pvSaveData = malloc(fileSize);
AllocData = true;
StorageManager.GetSaveData( pvSaveData, &storageLength );
#else
StorageManager.GetSaveData( pvSaveMem, &storageLength );
#endif
#ifdef __PS3__
StorageManager.FreeSaveData();
#endif
app.DebugPrintf("Filesize - %d, Adjusted size - %d\n",fileSize,storageLength);
fileSize = storageLength;
}
#ifdef __PSVITA__
if(plat == SAVE_FILE_PLATFORM_PSVITA)
{
// AP - decompress via the access function. This uses a special RLE format
VirtualDecompress((unsigned char *)pvSaveData+8, fileSize-8 );
if( AllocData )
{
// free the compressed data buffer if required
free( pvSaveData );
}
else if(bLevelGenBaseSave)
{
levelGen->deleteBaseSaveData();
}
}
else
#endif
{
#ifdef __PSVITA__
void* pvSourceData = pvSaveData;
#else
void* pvSourceData = pvSaveMem;
#endif
int compressed = *static_cast<int *>(pvSourceData);
if( compressed == 0 )
{
unsigned int decompSize = *( static_cast<int *>(pvSourceData)+1 );
if(isLocalEndianDifferent(plat)) System::ReverseULONG(&decompSize);
// An invalid save, so clear the memory and start from scratch
if(decompSize == 0)
{
// 4J Stu - Saves created between 2/12/2011 and 7/12/2011 will have this problem
app.DebugPrintf("Invalid save data format\n");
ZeroMemory( pvSourceData, fileSize );
// Clear the first 8 bytes that reference the header
header.WriteHeader( pvSourceData );
}
else
{
unsigned char *buf = new unsigned char[decompSize];
#ifndef _XBOX
if(plat == SAVE_FILE_PLATFORM_PSVITA)
{
Compression::VitaVirtualDecompress(buf, &decompSize, static_cast<unsigned char *>(pvSourceData)+8, fileSize-8 );
}
else
#endif
{
Compression::getCompression()->SetDecompressionType(plat); // if this save is from another platform, set the correct decompression type
Compression::getCompression()->Decompress(buf, &decompSize, static_cast<unsigned char *>(pvSourceData)+8, fileSize-8 );
Compression::getCompression()->SetDecompressionType(SAVE_FILE_PLATFORM_LOCAL); // and then set the decompression back to the local machine's standard type
}
// Only ReAlloc if we need to (we might already have enough) and align to 512 byte boundaries
DWORD currentHeapSize = pagesCommitted * CSF_PAGE_SIZE;
DWORD desiredSize = decompSize;
if( desiredSize > currentHeapSize )
{
unsigned int pagesRequired = ( desiredSize + (CSF_PAGE_SIZE - 1 ) ) / CSF_PAGE_SIZE;
void *pvRet = VirtualAlloc(pvHeap, pagesRequired * CSF_PAGE_SIZE, COMMIT_ALLOCATION, PAGE_READWRITE);
if( pvRet == nullptr )
{
// Out of physical memory
__debugbreak();
}
pagesCommitted = pagesRequired;
}
#ifdef __PSVITA__
VirtualCopyTo(pvSaveMem, buf, decompSize);
#else
memcpy(pvSaveMem, buf, decompSize);
#endif
delete[] buf;
}
}
}
header.ReadHeader( pvSaveMem, plat );
}
else
{
// Clear the first 8 bytes that reference the header
header.WriteHeader( pvSaveMem );
}
}
ConsoleSaveFileOriginal::~ConsoleSaveFileOriginal()
{
VirtualFree( pvHeap, MAX_PAGE_COUNT * CSF_PAGE_SIZE, MEM_DECOMMIT );
pagesCommitted = 0;
// Make sure we don't have any thumbnail data still waiting round - we can't need it now we've destroyed the save file anyway
#if defined _XBOX
app.GetSaveThumbnail(NULL,NULL);
#elif defined __PS3__
app.GetSaveThumbnail(nullptr,nullptr, nullptr,nullptr);
#endif
DeleteCriticalSection(&m_lock);
}
// Add the file to our table of internal files if not already there
// Open our actual save file ready for reading/writing, and the set the file pointer to the start of this file
FileEntry *ConsoleSaveFileOriginal::createFile( const ConsoleSavePath &fileName )
{
LockSaveAccess();
FileEntry *file = header.AddFile( fileName.getName() );
ReleaseSaveAccess();
return file;
}
void ConsoleSaveFileOriginal::deleteFile( FileEntry *file )
{
if( file == nullptr ) return;
LockSaveAccess();
DWORD numberOfBytesRead = 0;
DWORD numberOfBytesWritten = 0;
const int bufferSize = 4096;
int amountToRead = bufferSize;
byte buffer[bufferSize];
DWORD bufferDataSize = 0;
char *readStartOffset = static_cast<char *>(pvSaveMem) + file->data.startOffset + file->getFileSize();
char *writeStartOffset = static_cast<char *>(pvSaveMem) + file->data.startOffset;
char *endOfDataOffset = static_cast<char *>(pvSaveMem) + header.GetStartOfNextData();
while(true)
{
// Fill buffer from file
if( readStartOffset + bufferSize > endOfDataOffset )
{
amountToRead = static_cast<int>(endOfDataOffset - readStartOffset);
}
else
{
amountToRead = bufferSize;
}
if( amountToRead == 0 )
break;
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualCopyFrom( buffer, readStartOffset, amountToRead );
#else
memcpy( buffer, readStartOffset, amountToRead );
#endif
numberOfBytesRead = amountToRead;
bufferDataSize = amountToRead;
readStartOffset += numberOfBytesRead;
// Write buffer to file
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualCopyTo( (void *)writeStartOffset, buffer, bufferDataSize );
#else
memcpy( (void *)writeStartOffset, buffer, bufferDataSize );
#endif
numberOfBytesWritten = bufferDataSize;
writeStartOffset += numberOfBytesWritten;
}
header.RemoveFile( file );
finalizeWrite();
ReleaseSaveAccess();
}
void ConsoleSaveFileOriginal::setFilePointer(FileEntry *file,LONG lDistanceToMove,PLONG lpDistanceToMoveHigh,DWORD dwMoveMethod)
{
LockSaveAccess();
file->currentFilePointer = file->data.startOffset + lDistanceToMove;
if( dwMoveMethod == FILE_END)
{
file->currentFilePointer += file->getFileSize();
}
ReleaseSaveAccess();
}
// If this file needs to grow, move the data after along
void ConsoleSaveFileOriginal::PrepareForWrite( FileEntry *file, DWORD nNumberOfBytesToWrite )
{
int bytesToGrowBy = ( (file->currentFilePointer - file->data.startOffset) + nNumberOfBytesToWrite) - file->getFileSize();
if( bytesToGrowBy <= 0 )
return;
// 4J Stu - Not forcing a minimum size, it is up to the caller to write data in sensible amounts
// This lets us keep some of the smaller files small
//if( bytesToGrowBy < 1024 )
// bytesToGrowBy = 1024;
// Move all the data beyond us
MoveDataBeyond(file, bytesToGrowBy);
// Update our length
if( file->data.length < 0 )
file->data.length = 0;
file->data.length += bytesToGrowBy;
// Write the header with the updated data
finalizeWrite();
}
BOOL ConsoleSaveFileOriginal::writeFile(FileEntry *file,LPCVOID lpBuffer, DWORD nNumberOfBytesToWrite, LPDWORD lpNumberOfBytesWritten)
{
assert( pvSaveMem != nullptr );
if( pvSaveMem == nullptr )
{
return 0;
}
LockSaveAccess();
PrepareForWrite( file, nNumberOfBytesToWrite );
char *writeStartOffset = static_cast<char *>(pvSaveMem) + file->currentFilePointer;
//printf("Write: pvSaveMem = %0xd, currentFilePointer = %d, writeStartOffset = %0xd\n", pvSaveMem, file->currentFilePointer, writeStartOffset);
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualCopyTo((void *)writeStartOffset, (void*)lpBuffer, nNumberOfBytesToWrite);
#else
memcpy( (void *)writeStartOffset, lpBuffer, nNumberOfBytesToWrite );
#endif
*lpNumberOfBytesWritten = nNumberOfBytesToWrite;
if(file->data.length < 0)
file->data.length = 0;
file->currentFilePointer += *lpNumberOfBytesWritten;
//wprintf(L"Wrote %d bytes to %s, new file pointer is %I64d\n", *lpNumberOfBytesWritten, file->data.filename, file->currentFilePointer);
file->updateLastModifiedTime();
ReleaseSaveAccess();
return 1;
}
BOOL ConsoleSaveFileOriginal::zeroFile(FileEntry *file, DWORD nNumberOfBytesToWrite, LPDWORD lpNumberOfBytesWritten)
{
assert( pvSaveMem != nullptr );
if( pvSaveMem == nullptr )
{
return 0;
}
LockSaveAccess();
PrepareForWrite( file, nNumberOfBytesToWrite );
char *writeStartOffset = static_cast<char *>(pvSaveMem) + file->currentFilePointer;
//printf("Write: pvSaveMem = %0xd, currentFilePointer = %d, writeStartOffset = %0xd\n", pvSaveMem, file->currentFilePointer, writeStartOffset);
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualMemset( (void *)writeStartOffset, 0, nNumberOfBytesToWrite );
#else
memset( (void *)writeStartOffset, 0, nNumberOfBytesToWrite );
#endif
*lpNumberOfBytesWritten = nNumberOfBytesToWrite;
if(file->data.length < 0)
file->data.length = 0;
file->currentFilePointer += *lpNumberOfBytesWritten;
//wprintf(L"Wrote %d bytes to %s, new file pointer is %I64d\n", *lpNumberOfBytesWritten, file->data.filename, file->currentFilePointer);
file->updateLastModifiedTime();
ReleaseSaveAccess();
return 1;
}
BOOL ConsoleSaveFileOriginal::readFile( FileEntry *file, LPVOID lpBuffer, DWORD nNumberOfBytesToRead, LPDWORD lpNumberOfBytesRead)
{
DWORD actualBytesToRead;
assert( pvSaveMem != nullptr );
if( pvSaveMem == nullptr )
{
return 0;
}
LockSaveAccess();
char *readStartOffset = static_cast<char *>(pvSaveMem) + file->currentFilePointer;
//printf("Read: pvSaveMem = %0xd, currentFilePointer = %d, readStartOffset = %0xd\n", pvSaveMem, file->currentFilePointer, readStartOffset);
assert( nNumberOfBytesToRead <= file->getFileSize() );
actualBytesToRead = nNumberOfBytesToRead;
if( file->currentFilePointer + nNumberOfBytesToRead > file->data.startOffset + file->data.length )
{
actualBytesToRead = (file->data.startOffset + file->data.length) - file->currentFilePointer;
}
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualCopyFrom( lpBuffer, readStartOffset, actualBytesToRead );
#else
memcpy( lpBuffer, readStartOffset, actualBytesToRead );
#endif
*lpNumberOfBytesRead = actualBytesToRead;
file->currentFilePointer += *lpNumberOfBytesRead;
//wprintf(L"Read %d bytes from %s, new file pointer is %I64d\n", *lpNumberOfBytesRead, file->data.filename, file->currentFilePointer);
ReleaseSaveAccess();
return 1;
}
BOOL ConsoleSaveFileOriginal::closeHandle( FileEntry *file )
{
LockSaveAccess();
finalizeWrite();
ReleaseSaveAccess();
return TRUE;
}
void ConsoleSaveFileOriginal::finalizeWrite()
{
LockSaveAccess();
// Ensure buffer is large enough for the full file including header table.
// New file entries (e.g. from RegionFile creation) increase GetFileSize()
// without triggering MoveDataBeyond, so the committed pages may be short.
DWORD currentHeapSize = pagesCommitted * CSF_PAGE_SIZE;
DWORD desiredSize = header.GetFileSize();
if( desiredSize > currentHeapSize )
{
unsigned int pagesRequired = ( desiredSize + (CSF_PAGE_SIZE - 1 ) ) / CSF_PAGE_SIZE;
void *pvRet = VirtualAlloc(pvHeap, pagesRequired * CSF_PAGE_SIZE, COMMIT_ALLOCATION, PAGE_READWRITE);
if( pvRet == NULL )
{
__debugbreak();
}
pagesCommitted = pagesRequired;
}
header.WriteHeader( pvSaveMem );
ReleaseSaveAccess();
}
void ConsoleSaveFileOriginal::MoveDataBeyond(FileEntry *file, DWORD nNumberOfBytesToWrite)
{
DWORD numberOfBytesRead = 0;
DWORD numberOfBytesWritten = 0;
const DWORD bufferSize = 4096;
DWORD amountToRead = bufferSize;
//assert( nNumberOfBytesToWrite <= bufferSize );
static byte buffer1[bufferSize];
static byte buffer2[bufferSize];
DWORD buffer1Size = 0;
DWORD buffer2Size = 0;
// Only ReAlloc if we need to (we might already have enough) and align to 512 byte boundaries
DWORD currentHeapSize = pagesCommitted * CSF_PAGE_SIZE;
DWORD desiredSize = header.GetFileSize() + nNumberOfBytesToWrite;
if( desiredSize > currentHeapSize )
{
unsigned int pagesRequired = ( desiredSize + (CSF_PAGE_SIZE - 1 ) ) / CSF_PAGE_SIZE;
void *pvRet = VirtualAlloc(pvHeap, pagesRequired * CSF_PAGE_SIZE, COMMIT_ALLOCATION, PAGE_READWRITE);
if( pvRet == nullptr )
{
// Out of physical memory
__debugbreak();
}
pagesCommitted = pagesRequired;
}
// This is the start of where we want the space to be, and the start of the data that we need to move
char *spaceStartOffset = static_cast<char *>(pvSaveMem) + file->data.startOffset + file->getFileSize();
// This is the end of where we want the space to be
char *spaceEndOffset = spaceStartOffset + nNumberOfBytesToWrite;
// This is the current end of the data that we want to move
char *beginEndOfDataOffset = static_cast<char *>(pvSaveMem) + header.GetStartOfNextData();
// This is where the end of the data is going to be
char *finishEndOfDataOffset = beginEndOfDataOffset + nNumberOfBytesToWrite;
// This is where we are going to read from (with the amount we want to read subtracted before we read)
char *readStartOffset = beginEndOfDataOffset;
// This is where we can safely write to (with the amount we want write subtracted before we write)
char *writeStartOffset = finishEndOfDataOffset;
//printf("\n******* MOVEDATABEYOND *******\n");
//printf("Space start: %d, space end: %d\n", spaceStartOffset - (char *)pvSaveMem, spaceEndOffset - (char *)pvSaveMem);
//printf("Current end of data: %d, new end of data: %d\n", beginEndOfDataOffset - (char *)pvSaveMem, finishEndOfDataOffset - (char *)pvSaveMem);
// Optimisation for things that are being moved in whole region file sector (4K chunks). We could generalise this a bit more but seems safest at the moment to identify this particular type
// of move and code explicitly for this situation
if( ( nNumberOfBytesToWrite & 4095 ) == 0 )
{
if( nNumberOfBytesToWrite > 0 )
{
// Get addresses for start & end of the region we are copying from as uintptr_t, for easier maths
uintptr_t uiFromStart = (uintptr_t)spaceStartOffset;
uintptr_t uiFromEnd = (uintptr_t)beginEndOfDataOffset;
// Round both of these values to get 4096 byte chunks that we will need to at least partially move
uintptr_t uiFromStartChunk = uiFromStart & ~static_cast<uintptr_t>(4095);
uintptr_t uiFromEndChunk = (uiFromEnd - 1 ) & ~static_cast<uintptr_t>(4095);
// Loop through all the affected source 4096 chunks, going backwards so we don't overwrite anything we'll need in the future
for( uintptr_t uiCurrentChunk = uiFromEndChunk; uiCurrentChunk >= uiFromStartChunk; uiCurrentChunk -= 4096 )
{
// Establish chunk we'll need to copy
uintptr_t uiCopyStart = uiCurrentChunk;
uintptr_t uiCopyEnd = uiCurrentChunk + 4096;
// Clamp chunk to the bounds of the full region we are trying to copy
if( uiCopyStart < uiFromStart )
{
// Needs to be clampged against the start of our region
uiCopyStart = uiFromStart;
}
if ( uiCopyEnd > uiFromEnd )
{
// Needs to be clamped to the end of our region
uiCopyEnd = uiFromEnd;
}
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualMove( (void *)(uiCopyStart + nNumberOfBytesToWrite), ( void *)uiCopyStart, uiCopyEnd - uiCopyStart);
#else
XMemCpy( (void *)(uiCopyStart + nNumberOfBytesToWrite), ( void *)uiCopyStart, uiCopyEnd - uiCopyStart );
#endif
}
}
}
else
{
while(true)
{
// Copy buffer 1 to buffer 2
memcpy( buffer2, buffer1, buffer1Size);
buffer2Size = buffer1Size;
// Fill buffer 1 from file
if( (readStartOffset - bufferSize) < spaceStartOffset )
{
amountToRead = static_cast<DWORD>(readStartOffset - spaceStartOffset);
}
else
{
amountToRead = bufferSize;
}
// Push the read point back by the amount of bytes that we are going to read
readStartOffset -= amountToRead;
//printf("About to read %u from %d\n", amountToRead, readStartOffset - (char *)pvSaveMem );
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualCopyFrom(buffer1, readStartOffset, amountToRead);
#else
memcpy( buffer1, readStartOffset, amountToRead );
#endif
numberOfBytesRead = amountToRead;
buffer1Size = amountToRead;
// Move back the write pointer by the amount of bytes we are going to write
writeStartOffset -= buffer2Size;
// Write buffer 2 to file
if( (writeStartOffset + buffer2Size) <= finishEndOfDataOffset)
{
//printf("About to write %u to %d\n", buffer2Size, writeStartOffset - (char *)pvSaveMem );
#ifdef __PSVITA__
// AP - use this to access the virtual memory
VirtualCopyTo((void *)writeStartOffset, buffer2, buffer2Size);
#else
memcpy( (void *)writeStartOffset, buffer2, buffer2Size );
#endif
numberOfBytesWritten = buffer2Size;
}
else
{
assert((writeStartOffset + buffer2Size) <= finishEndOfDataOffset);
numberOfBytesWritten = 0;
}
if( numberOfBytesRead == 0 )
{
//printf("\n************** MOVE COMPLETED *************** \n\n");
assert( writeStartOffset == spaceEndOffset );
break;
}
}
}
header.AdjustStartOffsets( file, nNumberOfBytesToWrite );
}
bool ConsoleSaveFileOriginal::doesFileExist(ConsoleSavePath file)
{
LockSaveAccess();
bool exists = header.fileExists( file.getName() );
ReleaseSaveAccess();
return exists;
}
void ConsoleSaveFileOriginal::Flush(bool autosave, bool updateThumbnail )
{
LockSaveAccess();
#ifdef __PSVITA__
// On Vita we've had problems with saves being corrupted on rapid save/save-exiting so seems prudent to wait for idle
while( StorageManager.GetSaveState() != C4JStorage::ESaveGame_Idle )
{
app.DebugPrintf("Flush wait\n");
Sleep(10);
}
#endif
finalizeWrite();
// Get the frequency of the timer
LARGE_INTEGER qwTicksPerSec, qwTime, qwNewTime, qwDeltaTime;
float fElapsedTime = 0.0f;
QueryPerformanceFrequency( &qwTicksPerSec );
float fSecsPerTick = 1.0f / static_cast<float>(qwTicksPerSec.QuadPart);
unsigned int fileSize = header.GetFileSize();
#ifdef _WINDOWS64
// --- Dedicated server async flush path ---
// Snapshot pvSaveMem while holding the lock (fast memcpy), then release
// the lock immediately so the main thread can continue ticking. Compression
// and disk write happen on a detached background thread.
if (g_Win64DedicatedServer)
{
// If a previous async save is still compressing, fall through to the
// synchronous path to avoid queuing unbounded background work.
if (s_asyncSaveInFlight.load(std::memory_order_acquire))
{
app.DebugPrintf("Async save: previous still in flight, falling back to sync\n");
goto sync_flush;
}
// Snapshot: copy the entire save buffer so we can release the lock
QueryPerformanceCounter(&qwTime);
byte *snapshot = new (std::nothrow) byte[fileSize];
if (snapshot == nullptr)
{
app.DebugPrintf("Async save: failed to allocate %u byte snapshot, falling back to sync\n", fileSize);
goto sync_flush;
}
memcpy(snapshot, pvSaveMem, fileSize);
QueryPerformanceCounter(&qwNewTime);
qwDeltaTime.QuadPart = qwNewTime.QuadPart - qwTime.QuadPart;
fElapsedTime = fSecsPerTick * static_cast<FLOAT>(qwDeltaTime.QuadPart);
app.DebugPrintf("Async save: snapshot %u bytes in %.3f sec\n", fileSize, fElapsedTime);
// Gather metadata while still on the main thread
PBYTE pbThumbnailData = nullptr;
DWORD dwThumbnailDataSize = 0;
app.GetSaveThumbnail(&pbThumbnailData, &dwThumbnailDataSize);
BYTE bTextMetadata[88];
ZeroMemory(bTextMetadata, 88);
int64_t seed = 0;
bool hasSeed = false;
if (MinecraftServer::getInstance() != nullptr && MinecraftServer::getInstance()->levels[0] != nullptr)
{
seed = MinecraftServer::getInstance()->levels[0]->getLevelData()->getSeed();
hasSeed = true;
}
int iTextMetadataBytes = app.CreateImageTextData(bTextMetadata, seed, hasSeed,
app.GetGameHostOption(eGameHostOption_All), Minecraft::GetInstance()->getCurrentTexturePackId());
INT saveOrCheckpointId = 0;
StorageManager.GetSaveUniqueNumber(&saveOrCheckpointId);
TelemetryManager->RecordLevelSaveOrCheckpoint(ProfileManager.GetPrimaryPad(), saveOrCheckpointId, fileSize);
// Allocate compression buffer while still on the game thread and
// holding the lock (StorageManager is not thread-safe).
byte *compData = static_cast<byte *>(StorageManager.AllocateSaveData(fileSize + 8));
if (compData == nullptr)
{
app.DebugPrintf("Async save: failed to allocate compression buffer, falling back to sync\n");
delete[] snapshot;
goto sync_flush;
}
// Release the lock -- main thread and chunk trickle saves can resume
ReleaseSaveAccess();
// Pack context for the background thread
struct AsyncSaveContext
{
byte *snapshot;
byte *compData;
unsigned int fileSize;
ConsoleSaveFile *self;
PBYTE thumbData;
DWORD thumbSize;
BYTE textMetadata[88];
int textMetadataBytes;
};
auto *ctx = new AsyncSaveContext();
ctx->snapshot = snapshot;
ctx->compData = compData;
ctx->fileSize = fileSize;
ctx->self = this;
ctx->thumbData = pbThumbnailData;
ctx->thumbSize = dwThumbnailDataSize;
memcpy(ctx->textMetadata, bTextMetadata, 88);
ctx->textMetadataBytes = iTextMetadataBytes;
s_asyncSaveInFlight.store(true, std::memory_order_release);
std::thread([ctx]()
{
unsigned int compLength = ctx->fileSize + 8;
Compression::getCompression()->Compress(
ctx->compData + 8, &compLength, ctx->snapshot, ctx->fileSize);
ZeroMemory(ctx->compData, 8);
int saveVer = 0;
memcpy(ctx->compData, &saveVer, sizeof(int));
unsigned int fs = ctx->fileSize;
memcpy(ctx->compData + 4, &fs, sizeof(int));
app.DebugPrintf("Async save: compressed %u -> %u bytes\n", ctx->fileSize, compLength);
// Queue for the main thread to commit via StorageManager
{
std::lock_guard<std::mutex> lock(s_pendingSaveMutex);
s_pendingSave.self = ctx->self;
s_pendingSave.thumbData = ctx->thumbData;
s_pendingSave.thumbSize = ctx->thumbSize;
memcpy(s_pendingSave.textMetadata, ctx->textMetadata, 88);
s_pendingSave.textMetadataBytes = ctx->textMetadataBytes;
s_pendingSave.ready = true;
}
delete[] ctx->snapshot;
delete ctx;
}).detach();
return;
}
sync_flush:
#endif
// --- Original synchronous flush path (game client / non-server) ---
// Assume that the compression will make it smaller so initially attempt to allocate the current file size
// We add 4 bytes to the start so that we can signal compressed data
// And another 4 bytes to store the decompressed data size
unsigned int compLength = fileSize+8;
// 4J Stu - Added TU-1 interim
#ifdef __PS3__
// On PS3, don't compress the data as we can't really afford the extra memory this requires for the output buffer. Instead we'll be writing
// directly from the save data.
StorageManager.SetSaveData(pvSaveMem,fileSize);
byte *compData = (byte *)pvSaveMem;
#else
// Attempt to allocate the required memory
// We do not own this, it belongs to the StorageManager
byte *compData = static_cast<byte *>(StorageManager.AllocateSaveData(compLength));
#ifdef __PSVITA__
// AP - make sure we always allocate just what is needed so it will only SAVE what is needed.
// If we don't do this the StorageManager will save a file of uncompressed size unnecessarily.
compData = nullptr;
#endif
// If we failed to allocate then compData will be nullptr
// Pre-calculate the compressed data size so that we can attempt to allocate a smaller buffer
if(compData == nullptr)
{
// Length should be 0 here so that the compression call knows that we want to know the length back
compLength = 0;
// Pre-calculate the buffer size required for the compressed data
PIXBeginNamedEvent(0,"Pre-calc save compression");
// Save the start time
QueryPerformanceCounter( &qwTime );
#ifdef __PSVITA__
// AP - get the compressed size via the access function. This uses a special RLE format
VirtualCompress(nullptr,&compLength,pvSaveMem,fileSize);
#else
Compression::getCompression()->Compress(nullptr,&compLength,pvSaveMem,fileSize);
#endif
QueryPerformanceCounter( &qwNewTime );
qwDeltaTime.QuadPart = qwNewTime.QuadPart - qwTime.QuadPart;
fElapsedTime = fSecsPerTick * static_cast<FLOAT>(qwDeltaTime.QuadPart);
app.DebugPrintf("Check buffer size: Elapsed time %f\n", fElapsedTime);
PIXEndNamedEvent();
// We add 4 bytes to the start so that we can signal compressed data
// And another 4 bytes to store the decompressed data size
compLength = compLength+8;
// Attempt to allocate the required memory
compData = static_cast<byte *>(StorageManager.AllocateSaveData(compLength));
}
#endif
if(compData != nullptr)
{
// No compression on PS3 - see comment above
#ifndef __PS3__
// Re-compress all save data before we save it to disk
PIXBeginNamedEvent(0,"Actual save compression");
// Save the start time
QueryPerformanceCounter( &qwTime );
#ifdef __PSVITA__
// AP - compress via the access function. This uses a special RLE format
VirtualCompress(compData+8,&compLength,pvSaveMem,fileSize);
#else
Compression::getCompression()->Compress(compData+8,&compLength,pvSaveMem,fileSize);
#endif
QueryPerformanceCounter( &qwNewTime );
qwDeltaTime.QuadPart = qwNewTime.QuadPart - qwTime.QuadPart;
fElapsedTime = fSecsPerTick * static_cast<FLOAT>(qwDeltaTime.QuadPart);
app.DebugPrintf("Compress: Elapsed time %f\n", fElapsedTime);
PIXEndNamedEvent();
ZeroMemory(compData,8);
int saveVer = 0;
memcpy( compData, &saveVer, sizeof(int) );
memcpy( compData+4, &fileSize, sizeof(int) );
app.DebugPrintf("Save data compressed from %d to %d\n", fileSize, compLength);
#endif
PBYTE pbThumbnailData=nullptr;
DWORD dwThumbnailDataSize=0;
PBYTE pbDataSaveImage=nullptr;
DWORD dwDataSizeSaveImage=0;
#if ( defined _XBOX || defined _DURANGO || defined _WINDOWS64 )
app.GetSaveThumbnail(&pbThumbnailData,&dwThumbnailDataSize);
#elif ( defined __PS3__ || defined __ORBIS__ || defined __PSVITA__ )
app.GetSaveThumbnail(&pbThumbnailData,&dwThumbnailDataSize,&pbDataSaveImage,&dwDataSizeSaveImage);
#endif
BYTE bTextMetadata[88];
ZeroMemory(bTextMetadata,88);
int64_t seed = 0;
bool hasSeed = false;
if(MinecraftServer::getInstance()!= nullptr && MinecraftServer::getInstance()->levels[0]!=nullptr)
{
seed = MinecraftServer::getInstance()->levels[0]->getLevelData()->getSeed();
hasSeed = true;
}
int iTextMetadataBytes = app.CreateImageTextData(bTextMetadata, seed, hasSeed, app.GetGameHostOption(eGameHostOption_All), Minecraft::GetInstance()->getCurrentTexturePackId());
INT saveOrCheckpointId = 0;
bool validSave = StorageManager.GetSaveUniqueNumber(&saveOrCheckpointId);
TelemetryManager->RecordLevelSaveOrCheckpoint(ProfileManager.GetPrimaryPad(), saveOrCheckpointId, compLength+8);
#ifdef _XBOX
StorageManager.SaveSaveData( compLength+8,pbThumbnailData,dwThumbnailDataSize,bTextMetadata,iTextMetadataBytes );
delete [] pbThumbnailData;
#ifndef _CONTENT_PACKAGE
if( app.DebugSettingsOn())
{
if(app.GetWriteSavesToFolderEnabled() )
{
DebugFlushToFile(compData, compLength+8);
}
}
#endif
}
else
{
// We have failed to allocate the memory required to save this file. Now what?
}
ReleaseSaveAccess();
#elif (defined __PS3__ || defined __ORBIS__ || defined __PSVITA__ || defined _DURANGO || defined _WINDOWS64)
// set the icon and save image
StorageManager.SetSaveImages(pbThumbnailData,dwThumbnailDataSize,pbDataSaveImage,dwDataSizeSaveImage,bTextMetadata,iTextMetadataBytes);
app.DebugPrintf("Save thumbnail size %d\n",dwThumbnailDataSize);
// save the data
StorageManager.SaveSaveData( &ConsoleSaveFileOriginal::SaveSaveDataCallback, this );
#ifndef _CONTENT_PACKAGE
if( app.DebugSettingsOn())
{
if(app.GetWriteSavesToFolderEnabled() )
{
DebugFlushToFile(compData, compLength+8);
}
}
#endif
ReleaseSaveAccess();
}
#else
}
ReleaseSaveAccess();
#endif
}
#if (defined __PS3__ || defined __ORBIS__ || defined __PSVITA__ || defined _DURANGO || defined _WINDOWS64)
int ConsoleSaveFileOriginal::SaveSaveDataCallback(LPVOID lpParam,bool bRes)
{
ConsoleSaveFile *pClass=static_cast<ConsoleSaveFile *>(lpParam);
#ifdef _WINDOWS64
// 4J Added: After save completes, capture the save folder name for hardcore world deletion
if (bRes && app.GetCurrentSaveFolderName().empty())
{
// Try 1: Ask the library for the folder name
char szSaveFolder[MAX_SAVEFILENAME_LENGTH] = {};
if (StorageManager.GetSaveUniqueFilename(szSaveFolder) && szSaveFolder[0] != '\0')
{
wchar_t wFolder[MAX_SAVEFILENAME_LENGTH] = {};
mbstowcs(wFolder, szSaveFolder, MAX_SAVEFILENAME_LENGTH - 1);
app.SetCurrentSaveFolderName(wFolder);
app.DebugPrintf("SaveSaveDataCallback: captured save folder '%s'\n", szSaveFolder);
}
// Try 2: Scan GameHDD for the newest folder — right after save, it's guaranteed to be ours
if (app.GetCurrentSaveFolderName().empty())
{
WIN32_FIND_DATAW fd;
HANDLE hFind = FindFirstFileW(L"Windows64\\GameHDD\\*", &fd);
if (hFind != INVALID_HANDLE_VALUE)
{
FILETIME newestTime = {};
wchar_t newestFolder[MAX_PATH] = {};
do
{
if ((fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) &&
wcscmp(fd.cFileName, L".") != 0 && wcscmp(fd.cFileName, L"..") != 0)
{
if (CompareFileTime(&fd.ftLastWriteTime, &newestTime) > 0)
{
newestTime = fd.ftLastWriteTime;
wcscpy_s(newestFolder, MAX_PATH, fd.cFileName);
}
}
} while (FindNextFileW(hFind, &fd));
FindClose(hFind);
if (newestFolder[0] != L'\0')
{
app.SetCurrentSaveFolderName(newestFolder);
app.DebugPrintf("SaveSaveDataCallback: captured save folder via scan '%ls'\n", newestFolder);
}
}
}
}
#endif
return 0;
}
#endif
#ifndef _CONTENT_PACKAGE
void ConsoleSaveFileOriginal::DebugFlushToFile(void *compressedData /*= nullptr*/, unsigned int compressedDataSize /*= 0*/)
{
LockSaveAccess();
finalizeWrite();
unsigned int fileSize = header.GetFileSize();
DWORD numberOfBytesWritten = 0;
#ifdef _XBOX
File targetFileDir(L"GAME:\\Saves");
#else
File targetFileDir(L"Saves");
#endif // _XBOX
if(!targetFileDir.exists())
targetFileDir.mkdir();
wchar_t *fileName = new wchar_t[XCONTENT_MAX_FILENAME_LENGTH+1];
SYSTEMTIME t;
GetSystemTime( &t );
//14 chars for the digits
//11 chars for the separators + suffix
//25 chars total
wstring cutFileName = m_fileName;
if(m_fileName.length() > XCONTENT_MAX_FILENAME_LENGTH - 25)
{
cutFileName = m_fileName.substr(0, XCONTENT_MAX_FILENAME_LENGTH - 25);
}
swprintf(fileName, XCONTENT_MAX_FILENAME_LENGTH+1, L"\\v%04d-%ls%02d.%02d.%02d.%02d.%02d.mcs",VER_PRODUCTBUILD,cutFileName.c_str(), t.wMonth, t.wDay, t.wHour, t.wMinute, t.wSecond);
#ifdef _UNICODE
wstring wtemp = targetFileDir.getPath() + wstring(fileName);
LPCWSTR lpFileName = wtemp.c_str();
#else
LPCSTR lpFileName = wstringtofilename( targetFileDir.getPath() + wstring(fileName) );
#endif
#ifndef __PSVITA__
HANDLE hSaveFile = CreateFile( lpFileName, GENERIC_WRITE, 0, nullptr, OPEN_ALWAYS, FILE_FLAG_RANDOM_ACCESS, nullptr);
#endif
if(compressedData != nullptr && compressedDataSize > 0)
{
#ifdef __PSVITA__
// AP - Use the access function to save
VirtualWriteFile( lpFileName, compressedData, compressedDataSize, &numberOfBytesWritten, nullptr);
#else
WriteFile( hSaveFile,compressedData,compressedDataSize,&numberOfBytesWritten,nullptr);
#endif
assert(numberOfBytesWritten == compressedDataSize);
}
else
{
#ifdef __PSVITA__
// AP - Use the access function to save
VirtualWriteFile( lpFileName, compressedData, compressedDataSize, &numberOfBytesWritten, nullptr);
#else
WriteFile(hSaveFile,pvSaveMem,fileSize,&numberOfBytesWritten,nullptr);
#endif
assert(numberOfBytesWritten == fileSize);
}
#ifndef __PSVITA__
CloseHandle( hSaveFile );
#endif
delete[] fileName;
ReleaseSaveAccess();
}
#endif
unsigned int ConsoleSaveFileOriginal::getSizeOnDisk()
{
return header.GetFileSize();
}
wstring ConsoleSaveFileOriginal::getFilename()
{
return m_fileName;
}
vector<FileEntry *> *ConsoleSaveFileOriginal::getFilesWithPrefix(const wstring &prefix)
{
return header.getFilesWithPrefix( prefix );
}
vector<FileEntry *> *ConsoleSaveFileOriginal::getRegionFilesByDimension(unsigned int dimensionIndex)
{
return nullptr;
}
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
wstring ConsoleSaveFileOriginal::getPlayerDataFilenameForLoad(const PlayerUID& pUID)
{
return header.getPlayerDataFilenameForLoad( pUID );
}
wstring ConsoleSaveFileOriginal::getPlayerDataFilenameForSave(const PlayerUID& pUID)
{
return header.getPlayerDataFilenameForSave( pUID );
}
vector<FileEntry *> *ConsoleSaveFileOriginal::getValidPlayerDatFiles()
{
return header.getValidPlayerDatFiles();
}
#endif
int ConsoleSaveFileOriginal::getSaveVersion()
{
return header.getSaveVersion();
}
int ConsoleSaveFileOriginal::getOriginalSaveVersion()
{
return header.getOriginalSaveVersion();
}
void ConsoleSaveFileOriginal::LockSaveAccess()
{
EnterCriticalSection(&m_lock);
}
void ConsoleSaveFileOriginal::ReleaseSaveAccess()
{
LeaveCriticalSection(&m_lock);
}
ESavePlatform ConsoleSaveFileOriginal::getSavePlatform()
{
return header.getSavePlatform();
}
bool ConsoleSaveFileOriginal::isSaveEndianDifferent()
{
return header.isSaveEndianDifferent();
}
void ConsoleSaveFileOriginal::setLocalPlatform()
{
header.setLocalPlatform();
}
void ConsoleSaveFileOriginal::setPlatform(ESavePlatform plat)
{
header.setPlatform(plat);
}
ByteOrder ConsoleSaveFileOriginal::getSaveEndian()
{
return header.getSaveEndian();
}
ByteOrder ConsoleSaveFileOriginal::getLocalEndian()
{
return header.getLocalEndian();
}
void ConsoleSaveFileOriginal::setEndian(ByteOrder endian)
{
header.setEndian(endian);
}
bool ConsoleSaveFileOriginal::isLocalEndianDifferent( ESavePlatform plat )
{
return getLocalEndian() != header.getEndian(plat);
}
void ConsoleSaveFileOriginal::ConvertRegionFile(File sourceFile)
{
DWORD numberOfBytesWritten = 0;
DWORD numberOfBytesRead = 0;
RegionFile sourceRegionFile(this, &sourceFile);
for(unsigned int x = 0; x < 32; ++x)
{
for(unsigned int z = 0; z < 32; ++z)
{
DataInputStream *dis = sourceRegionFile.getChunkDataInputStream(x,z);
if(dis)
{
byteArray inData(1024*1024);
int read = dis->read(inData);
dis->close();
dis->deleteChildStream();
delete dis;
DataOutputStream *dos = sourceRegionFile.getChunkDataOutputStream(x,z);
dos->write(inData, 0, read);
dos->close();
dos->deleteChildStream();
delete dos;
delete inData.data;
}
}
}
sourceRegionFile.writeAllOffsets(); // saves all the endian swapped offsets back out to the file (not all of these are written in the above processing).
}
void ConsoleSaveFileOriginal::ConvertToLocalPlatform()
{
if(getSavePlatform() == SAVE_FILE_PLATFORM_LOCAL)
{
// already in the correct format
return;
}
// convert each of the region files to the local platform
vector<FileEntry *> *allFilesInSave = getFilesWithPrefix(wstring(L""));
if ( allFilesInSave )
{
for (FileEntry* fe : *allFilesInSave)
{
wstring fName(fe->data.filename);
wstring suffix(L".mcr");
if (fName.compare(fName.length() - suffix.length(), suffix.length(), suffix) == 0)
{
app.DebugPrintf("Processing a region file: %ls\n", fName.c_str());
ConvertRegionFile(File(fe->data.filename));
}
else
{
app.DebugPrintf("%ls is not a region file, ignoring\n", fName.c_str());
}
}
}
setLocalPlatform(); // set the platform of this save to the local platform, now that it's been coverted
}
void *ConsoleSaveFileOriginal::getWritePointer(FileEntry *file)
{
return static_cast<char *>(pvSaveMem) + file->currentFilePointer;;
}
#ifdef _WINDOWS64
void ConsoleSaveFileOriginal::CommitPendingAsyncSave()
{
std::lock_guard<std::mutex> lock(s_pendingSaveMutex);
if (!s_pendingSave.ready)
return;
StorageManager.SetSaveImages(
s_pendingSave.thumbData, s_pendingSave.thumbSize,
nullptr, 0, s_pendingSave.textMetadata, s_pendingSave.textMetadataBytes);
StorageManager.SaveSaveData(
&ConsoleSaveFileOriginal::SaveSaveDataCallback, s_pendingSave.self);
s_pendingSave.ready = false;
s_asyncSaveInFlight.store(false, std::memory_order_release);
}
#endif