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Remove redundant client access to server save game files and redundant includes
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113527c80c
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@ -10,27 +10,16 @@
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#include "StdInc.h"
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#include "Client.h"
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#include "CMusicHandler.h"
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#include "../lib/mapping/CCampaignHandler.h"
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#include "../CCallback.h"
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#include "adventureMap/CAdvMapInt.h"
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#include "mapView/mapHandler.h"
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#include "../lib/CConsoleHandler.h"
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#include "CGameInfo.h"
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#include "../lib/CGameState.h"
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#include "CPlayerInterface.h"
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#include "../lib/StartInfo.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/serializer/CTypeList.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/serializer/CLoadIntegrityValidator.h"
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#include "../lib/NetPacks.h"
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#include "ClientNetPackVisitors.h"
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#include "../lib/VCMI_Lib.h"
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@ -39,15 +28,12 @@
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#include "../lib/mapping/CMapService.h"
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#include "../lib/JsonNode.h"
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#include "../lib/CConfigHandler.h"
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#include "mainmenu/CMainMenu.h"
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#include "mainmenu/CCampaignScreen.h"
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#include "lobby/CBonusSelection.h"
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#include "battle/BattleInterface.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/registerTypes/RegisterTypes.h"
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#include "gui/CGuiHandler.h"
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#include "CServerHandler.h"
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#include "../lib/ScriptHandler.h"
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#include "serializer/BinaryDeserializer.h"
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#include <vcmi/events/EventBus.h>
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#ifdef VCMI_ANDROID
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@ -219,25 +205,11 @@ void CClient::loadGame(CGameState * initializedGameState)
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try
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{
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boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
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boost::filesystem::path controlServerSaveName;
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if(CResourceHandler::get("local")->existsResource(ResourceID(CSH->si->mapname, EResType::SERVER_SAVEGAME)))
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{
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controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::SERVER_SAVEGAME));
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}
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else // create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
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{
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controlServerSaveName = boost::filesystem::path(clientSaveName).replace_extension(".vsgm1");
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CResourceHandler::get("local")->createResource(controlServerSaveName.string(), true);
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}
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if(clientSaveName.empty())
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throw std::runtime_error("Cannot open client part of " + CSH->si->mapname);
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if(controlServerSaveName.empty() || !boost::filesystem::exists(controlServerSaveName))
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throw std::runtime_error("Cannot open server part of " + CSH->si->mapname);
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CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, MINIMAL_SERIALIZATION_VERSION);
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std::unique_ptr<CLoadFile> loader = checkingLoader.decay();
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std::unique_ptr<CLoadFile> loader (new CLoadFile(clientSaveName));
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serialize(loader->serializer, loader->serializer.fileVersion);
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logNetwork->info("Client data loaded.");
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