Revamp of the Windows command-line parsing and puzzle-loading code.

The Windows puzzles now accept similar command-line syntax to the GTK
ones, in that you can give them either a game ID (descriptive, random
or just plain params) or the name of a save file. Unlike the GTK ones,
however, the save file interpretation is tried first; this is because
some puzzles (e.g. Black Box) will interpret any old string as a valid
(if boring) game ID, and unlike the GTK puzzles it's not feasible to
require users to disambiguate via a command-line option, because on
Windows a thing that might easily happen is that a user passes a save
file to a puzzle binary via 'Open With' in the GUI shell, where they
don't get the chance to add extra options.

In order to make this work sensibly in the all-in-one Windows app, I
had to get round to another thing I've been planning to do for a
while, which is to write a function to examine a saved game file and
find out which puzzle it's for. So the combined Windows binary will
auto-switch to the right game if you pass a save file on its command
line, and also if you use Load while the program is running.

Another utility function I needed is one to split the WinMain single
command line string into argv. For this I've imported a copy of
split_into_argv() from Windows PuTTY (which doesn't affect this
package's list of copyright holders, since that function was all my
own code anyway).

[originally from svn r9749]
This commit is contained in:
Simon Tatham
2013-01-19 18:56:05 +00:00
parent d1ffb55d26
commit 6b6442b16c
3 changed files with 507 additions and 47 deletions

110
midend.c
View File

@ -172,6 +172,11 @@ midend *midend_new(frontend *fe, const game *ourgame,
return me;
}
const game *midend_which_game(midend *me)
{
return me->ourgame;
}
static void midend_purge_states(midend *me)
{
while (me->nstates > me->statepos) {
@ -1949,6 +1954,111 @@ char *midend_deserialise(midend *me,
return ret;
}
/*
* This function examines a saved game file just far enough to
* determine which game type it contains. It returns NULL on success
* and the game name string in 'name' (which will be dynamically
* allocated and should be caller-freed), or an error message on
* failure.
*/
char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
void *rctx)
{
int nstates = 0, statepos = -1, gotstates = 0;
int started = FALSE;
char *val = NULL;
/* Initially all errors give the same report */
char *ret = "Data does not appear to be a saved game file";
*name = NULL;
/*
* Loop round and round reading one key/value pair at a time from
* the serialised stream, until we've found the game name.
*/
while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
char key[9], c;
int len;
do {
if (!read(rctx, key, 1)) {
/* unexpected EOF */
goto cleanup;
}
} while (key[0] == '\r' || key[0] == '\n');
if (!read(rctx, key+1, 8)) {
/* unexpected EOF */
goto cleanup;
}
if (key[8] != ':') {
if (started)
ret = "Data was incorrectly formatted for a saved game file";
goto cleanup;
}
len = strcspn(key, ": ");
assert(len <= 8);
key[len] = '\0';
len = 0;
while (1) {
if (!read(rctx, &c, 1)) {
/* unexpected EOF */
goto cleanup;
}
if (c == ':') {
break;
} else if (c >= '0' && c <= '9') {
len = (len * 10) + (c - '0');
} else {
if (started)
ret = "Data was incorrectly formatted for a"
" saved game file";
goto cleanup;
}
}
val = snewn(len+1, char);
if (!read(rctx, val, len)) {
if (started)
goto cleanup;
}
val[len] = '\0';
if (!started) {
if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
/* ret already has the right message in it */
goto cleanup;
}
/* Now most errors are this one, unless otherwise specified */
ret = "Saved data ended unexpectedly";
started = TRUE;
} else {
if (!strcmp(key, "VERSION")) {
if (strcmp(val, SERIALISE_VERSION)) {
ret = "Cannot handle this version of the saved game"
" file format";
goto cleanup;
}
} else if (!strcmp(key, "GAME")) {
*name = dupstr(val);
ret = NULL;
goto cleanup;
}
}
sfree(val);
val = NULL;
}
cleanup:
sfree(val);
return ret;
}
char *midend_print_puzzle(midend *me, document *doc, int with_soln)
{
game_state *soln = NULL;