File diff r1884:a82518e64689 → r1885:5a3b2b72280f
saveload.c
Show inline comments
 
@@ -818,6 +818,44 @@ static void UninitNoComp(void)
 
}
 

	
 
//********************************************
 
//********** START OF MEMORY CODE (in ram)****
 
//********************************************
 

	
 
enum {
 
	SAVELOAD_POOL_BLOCK_SIZE_BITS = 17,
 
	SAVELOAD_POOL_MAX_BLOCKS = 500
 
};
 

	
 
/* A maximum size of of 128K * 500 = 64.000KB savegames */
 
static MemoryPool _saveload_pool = {"Savegame", SAVELOAD_POOL_MAX_BLOCKS, SAVELOAD_POOL_BLOCK_SIZE_BITS, sizeof(byte), NULL, 0, 0, NULL};
 
static uint _save_byte_count;
 

	
 
static bool InitMem(void)
 
{
 
	CleanPool(&_saveload_pool);
 
	AddBlockToPool(&_saveload_pool);
 

	
 
	/* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */
 
	_save_byte_count = 0;
 
	_sl.bufsize = _saveload_pool.total_items;
 
	_sl.buf = (byte*)GetItemFromPool(&_saveload_pool, _save_byte_count);
 
	return true;
 
}
 

	
 
static void UnInitMem(void)
 
{
 
	CleanPool(&_saveload_pool);
 
}
 

	
 
static void WriteMem(uint size)
 
{
 
	_save_byte_count += size;
 
	/* Allocate new block and new buffer-pointer */
 
	AddBlockIfNeeded(&_saveload_pool, _save_byte_count);
 
	_sl.buf = (byte*)GetItemFromPool(&_saveload_pool, _save_byte_count);
 
}
 

	
 
//********************************************
 
//********** START OF ZLIB CODE **************
 
//********************************************
 

	
 
@@ -1064,33 +1102,35 @@ typedef struct {
 
} SaveLoadFormat;
 

	
 
static const SaveLoadFormat _saveload_formats[] = {
 
	{"lzo",  TO_BE32X('OTTD'), InitLZO,      ReadLZO,    UninitLZO,      InitLZO,       WriteLZO,    UninitLZO},
 
	{"none", TO_BE32X('OTTN'), InitNoComp,   ReadNoComp, UninitNoComp,   InitNoComp,    WriteNoComp, UninitNoComp},
 
	{"memory", 0,                NULL,         NULL,       NULL,           InitMem,       WriteMem,    UnInitMem},
 
	{"lzo",    TO_BE32X('OTTD'), InitLZO,      ReadLZO,    UninitLZO,      InitLZO,       WriteLZO,    UninitLZO},
 
	{"none",   TO_BE32X('OTTN'), InitNoComp,   ReadNoComp, UninitNoComp,   InitNoComp,    WriteNoComp, UninitNoComp},
 
#if defined(WITH_ZLIB)
 
	{"zlib", TO_BE32X('OTTZ'), InitReadZlib, ReadZlib,   UninitReadZlib, InitWriteZlib, WriteZlib,   UninitWriteZlib},
 
	{"zlib",   TO_BE32X('OTTZ'), InitReadZlib, ReadZlib,   UninitReadZlib, InitWriteZlib, WriteZlib,   UninitWriteZlib},
 
#else
 
	{"zlib", TO_BE32X('OTTZ'), NULL,         NULL,       NULL,           NULL,          NULL,        NULL}
 
	{"zlib",   TO_BE32X('OTTZ'), NULL,         NULL,       NULL,           NULL,          NULL,        NULL},
 
#endif
 
};
 

	
 
/**
 
 * Return the savegameformat of the game. Whether it was create with ZLIB compression
 
 * uncompressed, or another type
 
 * @param s Name of the savegame format
 
 * @param s Name of the savegame format. If NULL it picks the first available one
 
 * @return Pointer to @SaveLoadFormat struct giving all characteristics of this type of savegame
 
 */
 
static const SaveLoadFormat *GetSavegameFormat(const char *s)
 
{
 
	const SaveLoadFormat *def = endof(_saveload_formats) - 1;
 
	int i;
 

	
 
	// find default savegame format, the highest one with which files can be written
 
	while (!def->init_write) def--;
 

	
 
	if (_savegame_format[0]) {
 
		for (i = 0; i != lengthof(_saveload_formats); i++)
 
			if (_saveload_formats[i].init_write && !strcmp(s, _saveload_formats[i].name))
 
				return _saveload_formats + i;
 
	if (s != NULL && s[0] != '\0') {
 
		const SaveLoadFormat *slf;
 
		for (slf = &_saveload_formats[0]; slf != endof(_saveload_formats); slf++) {
 
			if (slf->init_write != NULL && strcmp(s, slf->name) == 0)
 
				return slf;
 
		}
 

	
 
		ShowInfoF("Savegame format '%s' is not available. Reverting to '%s'.", s, def->name);
 
	}
 
@@ -1112,6 +1152,95 @@ static inline int AbortSaveLoad(void)
 
	return SL_ERROR;
 
}
 

	
 
#include "network.h"
 
#include "table/strings.h"
 
#include "table/sprites.h"
 
#include "gfx.h"
 
#include "gui.h"
 

	
 
static bool _saving_game = false;
 

	
 
/** Update the gui accordingly when starting saving
 
 * and set locks on saveload */
 
static inline void SaveFileStart(void)
 
{
 
	SetMouseCursor(SPR_CURSOR_ZZZ);
 
	SendWindowMessage(WC_STATUS_BAR, 0, true, 0, 0);
 
	_saving_game = true;
 
}
 

	
 
/** Update the gui accordingly when saving is done and release locks
 
 * on saveload */
 
static inline void SaveFileDone(void)
 
{
 
	if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
 
	SendWindowMessage(WC_STATUS_BAR, 0, false, 0, 0);
 
	_saving_game = false;
 
}
 

	
 
/** We have written the whole game into memory, _saveload_pool, now find
 
 * and appropiate compressor and start writing to file.
 
 */
 
static bool SaveFileToDisk(void *ptr)
 
{
 
	const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format);
 
	/* XXX - backup _sl.buf cause it is used internally by the writer
 
	 * and we update it for our own purposes */
 
	byte *tmp = _sl.buf;
 
	uint32 hdr[2];
 

	
 
	SaveFileStart();
 

	
 
	/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
 
	 * loading/saving execute a longjmp() and continue execution here */
 
	if (setjmp(_sl.excpt)) {
 
		AbortSaveLoad();
 
		_sl.buf = tmp;
 
		_sl.excpt_uninit();
 

	
 
		ShowInfoF("Save game failed: %s.", _sl.excpt_msg);
 
		ShowErrorMessage(STR_4007_GAME_SAVE_FAILED, STR_NULL, 0, 0);
 

	
 
		SaveFileDone();
 
		return false;
 
	}
 

	
 
	/* We have written our stuff to memory, now write it to file! */
 
	hdr[0] = fmt->tag;
 
	hdr[1] = TO_BE32((SAVEGAME_MAJOR_VERSION << 16) + (SAVEGAME_MINOR_VERSION << 8));
 
	if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError("file write failed");
 

	
 
	if (!fmt->init_write()) SlError("cannot initialize compressor");
 
	tmp = _sl.buf; // XXX - init_write can change _sl.buf, so update it
 

	
 
	{
 
		uint i;
 
		uint count = 1 << _saveload_pool.block_size_bits;
 

	
 
		assert(_save_byte_count == _sl.offs_base);
 
		for (i = 0; i != _saveload_pool.current_blocks - 1; i++) {
 
			_sl.buf = _saveload_pool.blocks[i];
 
			fmt->writer(count);
 
		}
 

	
 
		/* The last block is (almost) always not fully filled, so only write away
 
		 * as much data as it is in there */
 
		_sl.buf = _saveload_pool.blocks[i];
 
		fmt->writer(_save_byte_count - (i * count));
 

	
 
		_sl.buf = tmp; // XXX - reset _sl.buf to its original value to let it continue its internal usage
 
	}
 

	
 
	fmt->uninit_write();
 
	assert(_save_byte_count == _sl.offs_base);
 
	GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
 
	fclose(_sl.fh);
 

	
 
	SaveFileDone();
 
	CloseOTTDThread();
 
	return true;
 
}
 

	
 
/**
 
 * Main Save or Load function where the high-level saveload functions are
 
 * handled. It opens the savegame, selects format and checks versions
 
@@ -1133,6 +1262,12 @@ int SaveOrLoad(const char *filename, int
 
		return SL_OK;
 
	}
 

	
 
	/* An instance of saving is already active, don't start any other cause of global variables */
 
	if (_saving_game == true) {
 
		if (!_do_autosave) ShowErrorMessage(_error_message, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
 
		return SL_ERROR;
 
	}
 

	
 
	_sl.fh = fopen(filename, (mode == SL_SAVE) ? "wb" : "rb");
 
	if (_sl.fh == NULL) {
 
		DEBUG(misc, 0) ("Cannot open savegame for saving/loading.");
 
@@ -1147,7 +1282,8 @@ int SaveOrLoad(const char *filename, int
 
	_sl.includes = _desc_includes;
 
	_sl.chs = _chunk_handlers;
 

	
 
	/* Setup setjmp error handler, if it fails don't even bother loading the game */
 
	/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
 
	 * loading/saving execute a longjmp() and continue execution here */
 
	if (setjmp(_sl.excpt)) {
 
		AbortSaveLoad();
 

	
 
@@ -1168,8 +1304,10 @@ int SaveOrLoad(const char *filename, int
 
   * be clobbered by `longjmp' or `vfork'" */
 
	version = 0;
 

	
 
	/* General tactic is to first save the game to memory, then use an available writer
 
	 * to write it to file, either in threaded mode if possible, or single-threaded */
 
	if (mode == SL_SAVE) { /* SAVE game */
 
		fmt = GetSavegameFormat(_savegame_format);
 
		fmt = GetSavegameFormat("memory"); // write to memory
 

	
 
		_sl.write_bytes = fmt->writer;
 
		_sl.excpt_uninit = fmt->uninit_write;
 
@@ -1178,20 +1316,23 @@ int SaveOrLoad(const char *filename, int
 
			return AbortSaveLoad();
 
		}
 

	
 
		hdr[0] = fmt->tag;
 
		hdr[1] = TO_BE32((SAVEGAME_MAJOR_VERSION << 16) + (SAVEGAME_MINOR_VERSION << 8));
 
		if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError("Writing savegame header failed");
 

	
 
		_sl.version = SAVEGAME_MAJOR_VERSION;
 

	
 
		BeforeSaveGame();
 
		SlSaveChunks();
 
		SlWriteFill(); // flush the save buffer
 
		fmt->uninit_write();
 

	
 
		/* Write to file */
 
		if (_network_server || !CreateOTTDThread(&SaveFileToDisk, NULL)) {
 
			DEBUG(misc, 1) ("cannot create savegame thread, reverting to single-threaded mode...");
 
			SaveFileToDisk(NULL);
 
		}
 

	
 
	} else { /* LOAD game */
 
		assert(mode == SL_LOAD);
 

	
 
		if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) {
 
			DEBUG(misc, 0) ("Cannot read Savegame header, aborting.");
 
			DEBUG(misc, 0) ("Cannot read savegame header, aborting.");
 
			return AbortSaveLoad();
 
		}
 

	
 
@@ -1237,21 +1378,19 @@ int SaveOrLoad(const char *filename, int
 
			return AbortSaveLoad();
 
		}
 

	
 
		/* XXX - ??? Set the current map to 256x256, in case of an old map.
 
		 * Else MAPS will read the wrong information. This should initialize
 
		 * to savegame mapsize no?? */
 
		/* Old maps were hardcoded to 256x256 and thus did not contain
 
		 * any mapsize information. Pre-initialize to 256x256 to not to
 
		 * confuse old games */
 
		InitializeGame(8, 8);
 

	
 
		SlLoadChunks();
 
		fmt->uninit_read();
 
	}
 

	
 
	fclose(_sl.fh);
 
		fclose(_sl.fh);
 

	
 
	/* After loading fix up savegame for any internal changes that
 
	 * might've occured since then. If it fails, load back the old game */
 
	if (mode == SL_LOAD && !AfterLoadGame(version))
 
			return SL_REINIT;
 
		/* After loading fix up savegame for any internal changes that
 
		* might've occured since then. If it fails, load back the old game */
 
		if (!AfterLoadGame(version)) return SL_REINIT;
 
	}
 

	
 
	return SL_OK;
 
}