Use collapsed saves when using stamp browser, fix memory leak when saving stamps
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b6736f967e
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@ -805,7 +805,26 @@ RequestStatus Client::UploadSave(SaveInfo & save)
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SaveFile * Client::GetStamp(std::string stampID)
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SaveFile * Client::GetStamp(std::string stampID)
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{
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{
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std::ifstream stampFile;
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std::string stampFile = std::string(STAMPS_DIR PATH_SEP + stampID + ".stm");
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if(FileExists(stampFile))
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{
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SaveFile * file = new SaveFile(stampID);
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try
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{
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GameSave * tempSave = new GameSave(ReadFile(stampFile));
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file->SetGameSave(tempSave);
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}
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catch (ParseException & e)
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{
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std::cerr << "Client: Invalid stamp file, " << stampID << " " << std::string(e.what()) << std::endl;
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}
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return file;
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}
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else
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{
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return NULL;
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}
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/*std::ifstream stampFile;
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stampFile.open(std::string(STAMPS_DIR PATH_SEP + stampID + ".stm").c_str(), std::ios::binary);
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stampFile.open(std::string(STAMPS_DIR PATH_SEP + stampID + ".stm").c_str(), std::ios::binary);
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if(stampFile.is_open())
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if(stampFile.is_open())
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{
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{
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@ -835,7 +854,7 @@ SaveFile * Client::GetStamp(std::string stampID)
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else
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else
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{
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{
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return NULL;
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return NULL;
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}
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}*/
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}
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}
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void Client::DeleteStamp(std::string stampID)
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void Client::DeleteStamp(std::string stampID)
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@ -886,6 +905,8 @@ std::string Client::AddStamp(GameSave * saveData)
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stampStream.write((const char *)gameData, gameDataLength);
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stampStream.write((const char *)gameData, gameDataLength);
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stampStream.close();
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stampStream.close();
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delete[] gameData;
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stampIDs.push_front(saveID.str());
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stampIDs.push_front(saveID.str());
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updateStamps();
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updateStamps();
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@ -657,7 +657,7 @@ void GameModel::AddStamp(GameSave * save)
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{
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{
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if(stamp)
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if(stamp)
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delete stamp;
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delete stamp;
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stamp = new GameSave(*save);
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stamp = save;
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Client::Ref().AddStamp(save);
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Client::Ref().AddStamp(save);
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}
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}
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