/// <summary>
        /// Loads a <see cref="Universe"/> from a compressed XML file (map file).
        /// </summary>
        /// <param name="path">The file to load from.</param>
        /// <returns>The loaded <see cref="Universe"/>.</returns>
        /// <exception cref="IOException">A problem occurred while reading the file.</exception>
        /// <exception cref="UnauthorizedAccessException">Read access to the file is not permitted.</exception>
        /// <exception cref="InvalidOperationException">A problem occurred while deserializing the XML data.</exception>
        public static Universe Load(string path)
        {
            // Load the core data but without terrain data yet (that is delay-loaded)
            var universe = XmlStorage.LoadXmlZip <Universe>(path);

            universe.SourceFile = path;
            return(universe);
        }
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        public void TestIncorrectPassword()
        {
            var tempStream = new MemoryStream();
            var testData   = new TestData {
                Data = "Hello"
            };

            testData.SaveXmlZip(tempStream, "Correct password");
            tempStream.Seek(0, SeekOrigin.Begin);
            Assert.Throws <ZipException>(() => XmlStorage.LoadXmlZip <TestData>(tempStream, password: "******"));
        }
        /// <summary>
        /// Loads a <see cref="Universe"/> from the game content source via the <see cref="ContentManager"/>.
        /// </summary>
        /// <param name="id">The ID of the <see cref="Universe"/> to load.</param>
        /// <returns>The loaded <see cref="Universe"/>.</returns>
        public static Universe FromContent(string id)
        {
            Log.Info("Loading map: " + id);

            using (var stream = ContentManager.GetFileStream("World/Maps", id))
            {
                var universe = XmlStorage.LoadXmlZip <Universe>(stream);
                universe.SourceFile = id;
                return(universe);
            }
        }
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        public void TestZipPassword()
        {
            // Write and read file
            var testData1 = new TestData {
                Data = "Hello"
            };
            var tempStream = new MemoryStream();

            testData1.SaveXmlZip(tempStream, "Test password");
            tempStream.Seek(0, SeekOrigin.Begin);
            var testData2 = XmlStorage.LoadXmlZip <TestData>(tempStream, password: "******");

            // Ensure data stayed the same
            testData2.Data.Should().Be(testData1.Data);
        }
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        /// <summary>
        /// Loads a <see cref="Session"/> from a encrypted XML file (savegame).
        /// </summary>
        /// <param name="path">The file to load from.</param>
        /// <returns>The loaded <see cref="Session"/>.</returns>
        /// <exception cref="IOException">A problem occurred while reading the file.</exception>
        /// <exception cref="UnauthorizedAccessException">Read access to the file is not permitted.</exception>
        /// <exception cref="InvalidOperationException">A problem occurred while deserializing the XML data.</exception>
        public static Session Load(string path)
        {
            // Load the file
            Session session;

            try
            {
                session = XmlStorage.LoadXmlZip <Session>(path, EncryptionKey);
            }
            #region Error handling
            catch (ZipException ex)
            {
                throw new IOException(ex.Message, ex);
            }
            #endregion

            // Restore the orginal map filename
            session.Universe.SourceFile = session.MapSourceFile;

            return(session);
        }
        /// <summary>
        /// Performs the deferred loading of <see cref="Terrain"/> data.
        /// </summary>
        private void LoadTerrainData()
        {
            // Load the data
            using (var stream = ContentManager.GetFileStream("World/Maps", SourceFile))
            {
                XmlStorage.LoadXmlZip <Universe>(stream, additionalFiles: new[]
                {
                    // Callbacks for loading terrain data
                    new EmbeddedFile("height.png", TerrainSerialize.LoadHeightMap),
                    new EmbeddedFile("texture.png", TerrainSerialize.LoadTextureMap),
                    new EmbeddedFile("occlusion.png", TerrainSerialize.LoadOcclusionIntervalMap)
                });
            }

            if (!TerrainSerialize.DataLoaded)
            {
                throw new InvalidOperationException(Resources.TerrainDataNotLoaded);
            }

            using (new TimedLogEvent("Initialize pathfinding"))
                InitializePathfinding();
        }