Hi. This week I've add new features to events recorder. Now it can replay game without display it on screen: it initialize memory buffer instead of initializing of SDL context. Next feature: user can switch recording mode to normal game play. I. e.while user is recording his gameplay he may interrupt it and continue playig in normal mode. You may see on this diagram how it works:
Friday, July 27, 2012
Friday, July 20, 2012
Finished save files embedding
On this week I've finished savefiles embedding. Following the fuzzie's idea, I created class which inherits DefaultSaveFileManager and implements listFiles and openForLoading functions. During the recording or playback it calls functions of events recorder. This functions read hold or read save files from recording file.
Also, I've begin work on onsreen recording dialog. This dialog will show during the recording and playback and allow to control the recording process. You may see very first version of this dialog on following video:
http://www.youtube.com/watch?v=EylL9saw8lQ
Also, I've begin work on onsreen recording dialog. This dialog will show during the recording and playback and allow to control the recording process. You may see very first version of this dialog on following video:
http://www.youtube.com/watch?v=EylL9saw8lQ
Friday, July 13, 2012
Refactoring week
So, I'm still working on integration of save files into recording file. On last week I did alot of things to this. After code studying, I saw that every engine supporting states loading, have some kind of fucntion which generates file name by slot's number. Some engines have this function as is a class static method, others like public method, few engines have this function inlined to code of saves-related functions. In other words, we have same behavior and different interface. So after discussion with mentor we decided to unificete interface of save files name generation and make all engines compatible with this interface. Then we produced some requirements to name generation function:
1) It should be accessible without class instancing. Because MetaEngine use it for removeSaveState and querySaveMetaInfo functions.
2) It should be accessible inside of class methods (obviously)
3) It should be accessible outside of class using the pointer of abstract class Engine. It to make possible to use it from eventRecorder
4) Logic of name generation should be in one place. Because it's possible to get error relate to duplicated code. For instance, in current version of queen engine, function QueenEngine::makeGameStateName uses constant string "queen" and function QueenMetaEngine::removeSaveState uses variable target for name generation. This may cause a problems.
5) Preferably to have a fucntion which check number of saving's slot is special (for ecample used for autosave or recording file) and generate name without depending to engine implementation
As most engines generate file name by formula fileName = preffix + "." + pattern, where preffix is a name of engine and pattern is function from slot number (for example "%03d"). Firstly I thought that it would be a nice idea to make a universal method in Engine class. Parameters of this function would be preffix (usualy target name) and pattern to generate extension of save file. This method could look like Engine::getSaveName(prefix, pattern, slot). But some engine need different algorithm of names generation and each time we call this method we should pass to many params to it, which is not very comfortable and can be cause of errors.
Then I decided that it should be good to make and AbstractNameGenerator class with abstract generateSaveName method, and inherited it for each engine. You can see it on diagram:
I would be consistent to all requirements, but create class without state which contains only one method is definitely overengineerng.
So, we decided to make static method and wrap it by virtual function in each engine. And in every virtual function call checking for special slot.
And then fuzzie suggested to wrap the SaveFileManager's openForLoading function, for the event recorder. And this idea looks very attractive, cause at first, it can be realized without changing of existing codem and at second it corresponds to the logic of other eventrecorder's systems. So at the moment I'm working on implementation this idea
Friday, July 6, 2012
Savefiles embedding
It's needed to make a recording self-sufficient and independent from save files. At the moment, user should make following sequence of actions to playback loaded game:
1) choose game
2) select playback record
3) press "Playback" button
4) in pop up dialog box select is it need to load from savegame.
5) if loading from savegame choosed, show load game dialog
After I implement this feature, 4th and 5th steps will be removed. Also, will be sufficient only recording file to playback the gameplay. Will not be necessary to share save file.
At first glance, it's easy to implement this feature: just current save file during the recording and give it to
engine during the playback. But it's not so easy to do, using the current engine API.
First of all, every function related to saving and loading works only with slot numbers and save files name generation is different for each engine, so our function can't get filename of current save. I've tried to solve this by adding the virtual funtion getSaveFileName to engine class. Anyway, this function is in every engine in different forms: somewhere it part of loading function, somewhere it's separate function, but it exists in any engine. So, i think it's a good idea to make an unificated interface for it.
Next issue is to load savefile from recording. As I said above, we can load savefiles only by their slot number. There was to ways to solve it: write procedure which loads game state from given stream or create some virtual slot used only for recordings. First way requires to large code rewriting, so we chosen second.
I've almost implemented it, and now I'm doing testing and fixing a bugs. Hope to show a demo soon.
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