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Location: cpp/openttd-patchpack/source/src/saveload/saveload.h
r27443:1150c64644d0
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Fix: Check max member count in squirrel classes (#10883)
Manual cherry-pick from https://github.com/albertodemichelis/squirrel/commit/23a0620658714b996d20da3d4dd1a0dcf9b0bd98
Manual cherry-pick from https://github.com/albertodemichelis/squirrel/commit/23a0620658714b996d20da3d4dd1a0dcf9b0bd98
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* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file saveload.h Functions/types related to saving and loading games. */
#ifndef SAVELOAD_H
#define SAVELOAD_H
#include "saveload_error.hpp"
#include "../fileio_type.h"
#include "../fios.h"
#include "../core/span_type.hpp"
/** SaveLoad versions
* Previous savegame versions, the trunk revision where they were
* introduced and the released version that had that particular
* savegame version.
* Up to savegame version 18 there is a minor version as well.
*
* Older entries keep their original numbering.
*
* Newer entries should use a descriptive labels, numeric version
* and PR can be added to comment.
*
* Note that this list must not be reordered.
*/
enum SaveLoadVersion : uint16 {
SL_MIN_VERSION, ///< First savegame version
SLV_1, ///< 1.0 0.1.x, 0.2.x
SLV_2, /**< 2.0 0.3.0
* 2.1 0.3.1, 0.3.2 */
SLV_3, ///< 3.x lost
SLV_4, /**< 4.0 1
* 4.1 122 0.3.3, 0.3.4
* 4.2 1222 0.3.5
* 4.3 1417
* 4.4 1426 */
SLV_5, /**< 5.0 1429
* 5.1 1440
* 5.2 1525 0.3.6 */
SLV_6, /**< 6.0 1721
* 6.1 1768 */
SLV_7, ///< 7.0 1770
SLV_8, ///< 8.0 1786
SLV_9, ///< 9.0 1909
SLV_10, ///< 10.0 2030
SLV_11, /**< 11.0 2033
* 11.1 2041 */
SLV_12, ///< 12.1 2046
SLV_13, ///< 13.1 2080 0.4.0, 0.4.0.1
SLV_14, ///< 14.0 2441
SLV_15, ///< 15.0 2499
SLV_16, /**< 16.0 2817
* 16.1 3155 */
SLV_17, /**< 17.0 3212
* 17.1 3218 */
SLV_18, ///< 18 3227
SLV_19, ///< 19 3396
SLV_20, ///< 20 3403
SLV_21, ///< 21 3472 0.4.x
SLV_22, ///< 22 3726
SLV_23, ///< 23 3915
SLV_24, ///< 24 4150
SLV_25, ///< 25 4259
SLV_26, ///< 26 4466
SLV_27, ///< 27 4757
SLV_28, ///< 28 4987
SLV_29, ///< 29 5070
SLV_30, ///< 30 5946
SLV_31, ///< 31 5999
SLV_32, ///< 32 6001
SLV_33, ///< 33 6440
SLV_34, ///< 34 6455
SLV_35, ///< 35 6602
SLV_36, ///< 36 6624
SLV_37, ///< 37 7182
SLV_38, ///< 38 7195
SLV_39, ///< 39 7269
SLV_40, ///< 40 7326
SLV_41, ///< 41 7348 0.5.x
SLV_42, ///< 42 7573
SLV_43, ///< 43 7642
SLV_44, ///< 44 8144
SLV_45, ///< 45 8501
SLV_46, ///< 46 8705
SLV_47, ///< 47 8735
SLV_48, ///< 48 8935
SLV_49, ///< 49 8969
SLV_50, ///< 50 8973
SLV_51, ///< 51 8978
SLV_52, ///< 52 9066
SLV_53, ///< 53 9316
SLV_54, ///< 54 9613
SLV_55, ///< 55 9638
SLV_56, ///< 56 9667
SLV_57, ///< 57 9691
SLV_58, ///< 58 9762
SLV_59, ///< 59 9779
SLV_60, ///< 60 9874
SLV_61, ///< 61 9892
SLV_62, ///< 62 9905
SLV_63, ///< 63 9956
SLV_64, ///< 64 10006
SLV_65, ///< 65 10210
SLV_66, ///< 66 10211
SLV_67, ///< 67 10236
SLV_68, ///< 68 10266
SLV_69, ///< 69 10319
SLV_70, ///< 70 10541
SLV_71, ///< 71 10567
SLV_72, ///< 72 10601
SLV_73, ///< 73 10903
SLV_74, ///< 74 11030
SLV_75, ///< 75 11107
SLV_76, ///< 76 11139
SLV_77, ///< 77 11172
SLV_78, ///< 78 11176
SLV_79, ///< 79 11188
SLV_80, ///< 80 11228
SLV_81, ///< 81 11244
SLV_82, ///< 82 11410
SLV_83, ///< 83 11589
SLV_84, ///< 84 11822
SLV_85, ///< 85 11874
SLV_86, ///< 86 12042
SLV_87, ///< 87 12129
SLV_88, ///< 88 12134
SLV_89, ///< 89 12160
SLV_90, ///< 90 12293
SLV_91, ///< 91 12347
SLV_92, ///< 92 12381 0.6.x
SLV_93, ///< 93 12648
SLV_94, ///< 94 12816
SLV_95, ///< 95 12924
SLV_96, ///< 96 13226
SLV_97, ///< 97 13256
SLV_98, ///< 98 13375
SLV_99, ///< 99 13838
SLV_100, ///< 100 13952
SLV_101, ///< 101 14233
SLV_102, ///< 102 14332
SLV_103, ///< 103 14598
SLV_104, ///< 104 14735
SLV_105, ///< 105 14803
SLV_106, ///< 106 14919
SLV_107, ///< 107 15027
SLV_108, ///< 108 15045
SLV_109, ///< 109 15075
SLV_110, ///< 110 15148
SLV_111, ///< 111 15190
SLV_112, ///< 112 15290
SLV_113, ///< 113 15340
SLV_114, ///< 114 15601
SLV_115, ///< 115 15695
SLV_116, ///< 116 15893 0.7.x
SLV_117, ///< 117 16037
SLV_118, ///< 118 16129
SLV_119, ///< 119 16242
SLV_120, ///< 120 16439
SLV_121, ///< 121 16694
SLV_122, ///< 122 16855
SLV_123, ///< 123 16909
SLV_124, ///< 124 16993
SLV_125, ///< 125 17113
SLV_126, ///< 126 17433
SLV_127, ///< 127 17439
SLV_128, ///< 128 18281
SLV_129, ///< 129 18292
SLV_130, ///< 130 18404
SLV_131, ///< 131 18481
SLV_132, ///< 132 18522
SLV_133, ///< 133 18674
SLV_134, ///< 134 18703
SLV_135, ///< 135 18719
SLV_136, ///< 136 18764
SLV_137, ///< 137 18912
SLV_138, ///< 138 18942 1.0.x
SLV_139, ///< 139 19346
SLV_140, ///< 140 19382
SLV_141, ///< 141 19799
SLV_142, ///< 142 20003
SLV_143, ///< 143 20048
SLV_144, ///< 144 20334
SLV_145, ///< 145 20376
SLV_146, ///< 146 20446
SLV_147, ///< 147 20621
SLV_148, ///< 148 20659
SLV_149, ///< 149 20832
SLV_150, ///< 150 20857
SLV_151, ///< 151 20918
SLV_152, ///< 152 21171
SLV_153, ///< 153 21263
SLV_154, ///< 154 21426
SLV_155, ///< 155 21453
SLV_156, ///< 156 21728
SLV_157, ///< 157 21862
SLV_158, ///< 158 21933
SLV_159, ///< 159 21962
SLV_160, ///< 160 21974 1.1.x
SLV_161, ///< 161 22567
SLV_162, ///< 162 22713
SLV_163, ///< 163 22767
SLV_164, ///< 164 23290
SLV_165, ///< 165 23304
SLV_166, ///< 166 23415
SLV_167, ///< 167 23504
SLV_168, ///< 168 23637
SLV_169, ///< 169 23816
SLV_170, ///< 170 23826
SLV_171, ///< 171 23835
SLV_172, ///< 172 23947
SLV_173, ///< 173 23967 1.2.0-RC1
SLV_174, ///< 174 23973 1.2.x
SLV_175, ///< 175 24136
SLV_176, ///< 176 24446
SLV_177, ///< 177 24619
SLV_178, ///< 178 24789
SLV_179, ///< 179 24810
SLV_180, ///< 180 24998 1.3.x
SLV_181, ///< 181 25012
SLV_182, ///< 182 25115 FS#5492, r25259, r25296 Goal status
SLV_183, ///< 183 25363 Cargodist
SLV_184, ///< 184 25508 Unit localisation split
SLV_185, ///< 185 25620 Storybooks
SLV_186, ///< 186 25833 Objects storage
SLV_187, ///< 187 25899 Linkgraph - restricted flows
SLV_188, ///< 188 26169 v1.4 FS#5831 Unify RV travel time
SLV_189, ///< 189 26450 Hierarchical vehicle subgroups
SLV_190, ///< 190 26547 Separate order travel and wait times
SLV_191, ///< 191 26636 FS#6026 Fix disaster vehicle storage (No bump)
///< 191 26646 FS#6041 Linkgraph - store locations
SLV_192, ///< 192 26700 FS#6066 Fix saving of order backups
SLV_193, ///< 193 26802
SLV_194, ///< 194 26881 v1.5
SLV_195, ///< 195 27572 v1.6.1
SLV_196, ///< 196 27778 v1.7
SLV_197, ///< 197 27978 v1.8
SLV_198, ///< 198 PR#6763 Switch town growth rate and counter to actual game ticks
SLV_EXTEND_CARGOTYPES, ///< 199 PR#6802 Extend cargotypes to 64
SLV_EXTEND_RAILTYPES, ///< 200 PR#6805 Extend railtypes to 64, adding uint16 to map array.
SLV_EXTEND_PERSISTENT_STORAGE, ///< 201 PR#6885 Extend NewGRF persistent storages.
SLV_EXTEND_INDUSTRY_CARGO_SLOTS, ///< 202 PR#6867 Increase industry cargo slots to 16 in, 16 out
SLV_SHIP_PATH_CACHE, ///< 203 PR#7072 Add path cache for ships
SLV_SHIP_ROTATION, ///< 204 PR#7065 Add extra rotation stages for ships.
SLV_GROUP_LIVERIES, ///< 205 PR#7108 Livery storage change and group liveries.
SLV_SHIPS_STOP_IN_LOCKS, ///< 206 PR#7150 Ship/lock movement changes.
SLV_FIX_CARGO_MONITOR, ///< 207 PR#7175 v1.9 Cargo monitor data packing fix to support 64 cargotypes.
SLV_TOWN_CARGOGEN, ///< 208 PR#6965 New algorithms for town building cargo generation.
SLV_SHIP_CURVE_PENALTY, ///< 209 PR#7289 Configurable ship curve penalties.
SLV_SERVE_NEUTRAL_INDUSTRIES, ///< 210 PR#7234 Company stations can serve industries with attached neutral stations.
SLV_ROADVEH_PATH_CACHE, ///< 211 PR#7261 Add path cache for road vehicles.
SLV_REMOVE_OPF, ///< 212 PR#7245 Remove OPF.
SLV_TREES_WATER_CLASS, ///< 213 PR#7405 WaterClass update for tree tiles.
SLV_ROAD_TYPES, ///< 214 PR#6811 NewGRF road types.
SLV_SCRIPT_MEMLIMIT, ///< 215 PR#7516 Limit on AI/GS memory consumption.
SLV_MULTITILE_DOCKS, ///< 216 PR#7380 Multiple docks per station.
SLV_TRADING_AGE, ///< 217 PR#7780 Configurable company trading age.
SLV_ENDING_YEAR, ///< 218 PR#7747 v1.10 Configurable ending year.
SLV_REMOVE_TOWN_CARGO_CACHE, ///< 219 PR#8258 Remove town cargo acceptance and production caches.
/* Patchpacks for a while considered it a good idea to jump a few versions
* above our version for their savegames. But as time continued, this gap
* has been closing, up to the point we would start to reuse versions from
* their patchpacks. This is not a problem from our perspective: the
* savegame will simply fail to load because they all contain chunks we
* cannot digest. But, this gives for ugly errors. As we have plenty of
* versions anyway, we simply skip the versions we know belong to
* patchpacks. This way we can present the user with a clean error
* indicate they are loading a savegame from a patchpack.
* For future patchpack creators: please follow a system like JGRPP, where
* the version is masked with 0x8000, and the true version is stored in
* its own chunk with feature toggles.
*/
SLV_START_PATCHPACKS, ///< 220 First known patchpack to use a version just above ours.
SLV_END_PATCHPACKS = 286, ///< 286 Last known patchpack to use a version just above ours.
SLV_GS_INDUSTRY_CONTROL, ///< 287 PR#7912 and PR#8115 GS industry control.
SLV_VEH_MOTION_COUNTER, ///< 288 PR#8591 Desync safe motion counter
SLV_INDUSTRY_TEXT, ///< 289 PR#8576 v1.11.0-RC1 Additional GS text for industries.
SLV_MAPGEN_SETTINGS_REVAMP, ///< 290 PR#8891 v1.11 Revamp of some mapgen settings (snow coverage, desert coverage, heightmap height, custom terrain type).
SLV_GROUP_REPLACE_WAGON_REMOVAL, ///< 291 PR#7441 Per-group wagon removal flag.
SLV_CUSTOM_SUBSIDY_DURATION, ///< 292 PR#9081 Configurable subsidy duration.
SLV_SAVELOAD_LIST_LENGTH, ///< 293 PR#9374 Consistency in list length with SL_STRUCT / SL_STRUCTLIST / SL_DEQUE / SL_REFLIST.
SLV_RIFF_TO_ARRAY, ///< 294 PR#9375 Changed many CH_RIFF chunks to CH_ARRAY chunks.
SLV_TABLE_CHUNKS, ///< 295 PR#9322 Introduction of CH_TABLE and CH_SPARSE_TABLE.
SLV_SCRIPT_INT64, ///< 296 PR#9415 SQInteger is 64bit but was saved as 32bit.
SLV_LINKGRAPH_TRAVEL_TIME, ///< 297 PR#9457 v12.0-RC1 Store travel time in the linkgraph.
SLV_DOCK_DOCKINGTILES, ///< 298 PR#9578 All tiles around docks may be docking tiles.
SLV_REPAIR_OBJECT_DOCKING_TILES, ///< 299 PR#9594 v12.0 Fixing issue with docking tiles overlapping objects.
SLV_U64_TICK_COUNTER, ///< 300 PR#10035 Make tick counter 64bit to avoid wrapping.
SLV_LAST_LOADING_TICK, ///< 301 PR#9693 Store tick of last loading for vehicles.
SLV_MULTITRACK_LEVEL_CROSSINGS, ///< 302 PR#9931 v13.0 Multi-track level crossings.
SLV_NEWGRF_ROAD_STOPS, ///< 303 PR#10144 NewGRF road stops.
SLV_LINKGRAPH_EDGES, ///< 304 PR#10314 Explicitly store link graph edges destination, PR#10471 int64 instead of uint64 league rating
SLV_VELOCITY_NAUTICAL, ///< 305 PR#10594 Separation of land and nautical velocity (knots!)
SLV_CONSISTENT_PARTIAL_Z, ///< 306 PR#10570 Conversion from an inconsistent partial Z calculation for slopes, to one that is (more) consistent.
SLV_MORE_CARGO_AGE, ///< 307 PR#10596 Track cargo age for a longer period.
SLV_LINKGRAPH_SECONDS, ///< 308 PR#10610 Store linkgraph update intervals in seconds instead of days.
SLV_AI_START_DATE, ///< 309 PR#10653 Removal of individual AI start dates and added a generic one.
SLV_EXTEND_VEHICLE_RANDOM, ///< 310 PR#10701 Extend vehicle random bits.
SLV_EXTEND_ENTITY_MAPPING, ///< 311 PR#10672 Extend entity mapping range.
SLV_DISASTER_VEH_STATE, ///< 312 PR#10798 Explicit storage of disaster vehicle state.
SLV_SAVEGAME_ID, ///< 313 PR#10719 Add an unique ID to every savegame (used to deduplicate surveys).
SLV_STRING_GAMELOG, ///< 314 PR#10801 Use std::string in gamelog.
SLV_INDUSTRY_CARGO_REORGANISE, ///< 315 PR#10853 Industry accepts/produced data reorganised.
SL_MAX_VERSION, ///< Highest possible saveload version
};
/** Save or load result codes. */
enum SaveOrLoadResult {
SL_OK = 0, ///< completed successfully
SL_ERROR = 1, ///< error that was caught before internal structures were modified
SL_REINIT = 2, ///< error that was caught in the middle of updating game state, need to clear it. (can only happen during load)
};
/** Deals with the type of the savegame, independent of extension */
struct FileToSaveLoad {
SaveLoadOperation file_op; ///< File operation to perform.
DetailedFileType detail_ftype; ///< Concrete file type (PNG, BMP, old save, etc).
AbstractFileType abstract_ftype; ///< Abstract type of file (scenario, heightmap, etc).
std::string name; ///< Name of the file.
std::string title; ///< Internal name of the game.
void SetMode(FiosType ft);
void SetMode(SaveLoadOperation fop, AbstractFileType aft, DetailedFileType dft);
void Set(const FiosItem &item);
};
/** Types of save games. */
enum SavegameType {
SGT_TTD, ///< TTD savegame (can be detected incorrectly)
SGT_TTDP1, ///< TTDP savegame ( -//- ) (data at NW border)
SGT_TTDP2, ///< TTDP savegame in new format (data at SE border)
SGT_OTTD, ///< OTTD savegame
SGT_TTO, ///< TTO savegame
SGT_INVALID = 0xFF, ///< broken savegame (used internally)
};
extern FileToSaveLoad _file_to_saveload;
void GenerateDefaultSaveName(char *buf, const char *last);
void SetSaveLoadError(StringID str);
const char *GetSaveLoadErrorString();
SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded = true);
void WaitTillSaved();
void ProcessAsyncSaveFinish();
void DoExitSave();
void DoAutoOrNetsave(FiosNumberedSaveName &counter);
SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded);
SaveOrLoadResult LoadWithFilter(struct LoadFilter *reader);
typedef void AutolengthProc(void *arg);
/** Type of a chunk. */
enum ChunkType {
CH_RIFF = 0,
CH_ARRAY = 1,
CH_SPARSE_ARRAY = 2,
CH_TABLE = 3,
CH_SPARSE_TABLE = 4,
CH_TYPE_MASK = 0xf, ///< All ChunkType values have to be within this mask.
CH_READONLY, ///< Chunk is never saved.
};
/** Handlers and description of chunk. */
struct ChunkHandler {
uint32 id; ///< Unique ID (4 letters).
ChunkType type; ///< Type of the chunk. @see ChunkType
ChunkHandler(uint32 id, ChunkType type) : id(id), type(type) {}
virtual ~ChunkHandler() = default;
/**
* Save the chunk.
* Must be overridden, unless Chunk type is CH_READONLY.
*/
virtual void Save() const { NOT_REACHED(); }
/**
* Load the chunk.
* Must be overridden.
*/
virtual void Load() const = 0;
/**
* Fix the pointers.
* Pointers are saved using the index of the pointed object.
* On load, pointers are filled with indices and need to be fixed to point to the real object.
* Must be overridden if the chunk saves any pointer.
*/
virtual void FixPointers() const {}
/**
* Load the chunk for game preview.
* Default implementation just skips the data.
* @param len Number of bytes to skip.
*/
virtual void LoadCheck(size_t len = 0) const;
std::string GetName() const
{
return std::string()
+ static_cast<char>(this->id >> 24)
+ static_cast<char>(this->id >> 16)
+ static_cast<char>(this->id >> 8)
+ static_cast<char>(this->id);
}
};
/** A reference to ChunkHandler. */
using ChunkHandlerRef = std::reference_wrapper<const ChunkHandler>;
/** A table of ChunkHandler entries. */
using ChunkHandlerTable = span<const ChunkHandlerRef>;
/** A table of SaveLoad entries. */
using SaveLoadTable = span<const struct SaveLoad>;
/** A table of SaveLoadCompat entries. */
using SaveLoadCompatTable = span<const struct SaveLoadCompat>;
/** Handler for saving/loading an object to/from disk. */
class SaveLoadHandler {
public:
std::optional<std::vector<SaveLoad>> load_description;
virtual ~SaveLoadHandler() = default;
/**
* Save the object to disk.
* @param object The object to store.
*/
virtual void Save(void *object) const {}
/**
* Load the object from disk.
* @param object The object to load.
*/
virtual void Load(void *object) const {}
/**
* Similar to load, but used only to validate savegames.
* @param object The object to load.
*/
virtual void LoadCheck(void *object) const {}
/**
* A post-load callback to fix #SL_REF integers into pointers.
* @param object The object to fix.
*/
virtual void FixPointers(void *object) const {}
/**
* Get the description of the fields in the savegame.
*/
virtual SaveLoadTable GetDescription() const = 0;
/**
* Get the pre-header description of the fields in the savegame.
*/
virtual SaveLoadCompatTable GetCompatDescription() const = 0;
/**
* Get the description for how to load the chunk. Depending on the
* savegame version this can either use the headers in the savegame or
* fall back to backwards compatibility and uses hard-coded headers.
*/
SaveLoadTable GetLoadDescription() const;
};
/**
* Default handler for saving/loading an object to/from disk.
*
* This handles a few common things for handlers, meaning the actual handler
* needs less code.
*
* Usage: class SlMine : public DefaultSaveLoadHandler<SlMine, MyObject> {}
*
* @tparam TImpl The class initializing this template.
* @tparam TObject The class of the object using this SaveLoadHandler.
*/
template <class TImpl, class TObject>
class DefaultSaveLoadHandler : public SaveLoadHandler {
public:
SaveLoadTable GetDescription() const override { return static_cast<const TImpl *>(this)->description; }
SaveLoadCompatTable GetCompatDescription() const override { return static_cast<const TImpl *>(this)->compat_description; }
virtual void Save(TObject *object) const {}
void Save(void *object) const override { this->Save(static_cast<TObject *>(object)); }
virtual void Load(TObject *object) const {}
void Load(void *object) const override { this->Load(static_cast<TObject *>(object)); }
virtual void LoadCheck(TObject *object) const {}
void LoadCheck(void *object) const override { this->LoadCheck(static_cast<TObject *>(object)); }
virtual void FixPointers(TObject *object) const {}
void FixPointers(void *object) const override { this->FixPointers(static_cast<TObject *>(object)); }
};
/** Type of reference (#SLE_REF, #SLE_CONDREF). */
enum SLRefType {
REF_ORDER = 0, ///< Load/save a reference to an order.
REF_VEHICLE = 1, ///< Load/save a reference to a vehicle.
REF_STATION = 2, ///< Load/save a reference to a station.
REF_TOWN = 3, ///< Load/save a reference to a town.
REF_VEHICLE_OLD = 4, ///< Load/save an old-style reference to a vehicle (for pre-4.4 savegames).
REF_ROADSTOPS = 5, ///< Load/save a reference to a bus/truck stop.
REF_ENGINE_RENEWS = 6, ///< Load/save a reference to an engine renewal (autoreplace).
REF_CARGO_PACKET = 7, ///< Load/save a reference to a cargo packet.
REF_ORDERLIST = 8, ///< Load/save a reference to an orderlist.
REF_STORAGE = 9, ///< Load/save a reference to a persistent storage.
REF_LINK_GRAPH = 10, ///< Load/save a reference to a link graph.
REF_LINK_GRAPH_JOB = 11, ///< Load/save a reference to a link graph job.
};
/**
* VarTypes is the general bitmasked magic type that tells us
* certain characteristics about the variable it refers to. For example
* SLE_FILE_* gives the size(type) as it would be in the savegame and
* SLE_VAR_* the size(type) as it is in memory during runtime. These are
* the first 8 bits (0-3 SLE_FILE, 4-7 SLE_VAR).
* Bits 8-15 are reserved for various flags as explained below
*/
enum VarTypes {
/* 4 bits allocated a maximum of 16 types for NumberType.
* NOTE: the SLE_FILE_NNN values are stored in the savegame! */
SLE_FILE_END = 0, ///< Used to mark end-of-header in tables.
SLE_FILE_I8 = 1,
SLE_FILE_U8 = 2,
SLE_FILE_I16 = 3,
SLE_FILE_U16 = 4,
SLE_FILE_I32 = 5,
SLE_FILE_U32 = 6,
SLE_FILE_I64 = 7,
SLE_FILE_U64 = 8,
SLE_FILE_STRINGID = 9, ///< StringID offset into strings-array
SLE_FILE_STRING = 10,
SLE_FILE_STRUCT = 11,
/* 4 more possible file-primitives */
SLE_FILE_TYPE_MASK = 0xf, ///< Mask to get the file-type (and not any flags).
SLE_FILE_HAS_LENGTH_FIELD = 1 << 4, ///< Bit stored in savegame to indicate field has a length field for each entry.
/* 4 bits allocated a maximum of 16 types for NumberType */
SLE_VAR_BL = 0 << 4,
SLE_VAR_I8 = 1 << 4,
SLE_VAR_U8 = 2 << 4,
SLE_VAR_I16 = 3 << 4,
SLE_VAR_U16 = 4 << 4,
SLE_VAR_I32 = 5 << 4,
SLE_VAR_U32 = 6 << 4,
SLE_VAR_I64 = 7 << 4,
SLE_VAR_U64 = 8 << 4,
SLE_VAR_NULL = 9 << 4, ///< useful to write zeros in savegame.
SLE_VAR_STR = 12 << 4, ///< string pointer
SLE_VAR_STRQ = 13 << 4, ///< string pointer enclosed in quotes
SLE_VAR_NAME = 14 << 4, ///< old custom name to be converted to a char pointer
/* 1 more possible memory-primitives */
/* Shortcut values */
SLE_VAR_CHAR = SLE_VAR_I8,
/* Default combinations of variables. As savegames change, so can variables
* and thus it is possible that the saved value and internal size do not
* match and you need to specify custom combo. The defaults are listed here */
SLE_BOOL = SLE_FILE_I8 | SLE_VAR_BL,
SLE_INT8 = SLE_FILE_I8 | SLE_VAR_I8,
SLE_UINT8 = SLE_FILE_U8 | SLE_VAR_U8,
SLE_INT16 = SLE_FILE_I16 | SLE_VAR_I16,
SLE_UINT16 = SLE_FILE_U16 | SLE_VAR_U16,
SLE_INT32 = SLE_FILE_I32 | SLE_VAR_I32,
SLE_UINT32 = SLE_FILE_U32 | SLE_VAR_U32,
SLE_INT64 = SLE_FILE_I64 | SLE_VAR_I64,
SLE_UINT64 = SLE_FILE_U64 | SLE_VAR_U64,
SLE_CHAR = SLE_FILE_I8 | SLE_VAR_CHAR,
SLE_STRINGID = SLE_FILE_STRINGID | SLE_VAR_U32,
SLE_STRING = SLE_FILE_STRING | SLE_VAR_STR,
SLE_STRINGQUOTE = SLE_FILE_STRING | SLE_VAR_STRQ,
SLE_NAME = SLE_FILE_STRINGID | SLE_VAR_NAME,
/* Shortcut values */
SLE_UINT = SLE_UINT32,
SLE_INT = SLE_INT32,
SLE_STR = SLE_STRING,
SLE_STRQ = SLE_STRINGQUOTE,
/* 8 bits allocated for a maximum of 8 flags
* Flags directing saving/loading of a variable */
SLF_ALLOW_CONTROL = 1 << 8, ///< Allow control codes in the strings.
SLF_ALLOW_NEWLINE = 1 << 9, ///< Allow new lines in the strings.
};
typedef uint32 VarType;
/** Type of data saved. */
enum SaveLoadType : byte {
SL_VAR = 0, ///< Save/load a variable.
SL_REF = 1, ///< Save/load a reference.
SL_STRUCT = 2, ///< Save/load a struct.
SL_STDSTR = 4, ///< Save/load a \c std::string.
SL_ARR = 5, ///< Save/load a fixed-size array of #SL_VAR elements.
SL_DEQUE = 6, ///< Save/load a deque of #SL_VAR elements.
SL_VECTOR = 7, ///< Save/load a vector of #SL_VAR elements.
SL_REFLIST = 8, ///< Save/load a list of #SL_REF elements.
SL_STRUCTLIST = 9, ///< Save/load a list of structs.
SL_SAVEBYTE = 10, ///< Save (but not load) a byte.
SL_NULL = 11, ///< Save null-bytes and load to nowhere.
};
typedef void *SaveLoadAddrProc(void *base, size_t extra);
/** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */
struct SaveLoad {
std::string name; ///< Name of this field (optional, used for tables).
SaveLoadType cmd; ///< The action to take with the saved/loaded type, All types need different action.
VarType conv; ///< Type of the variable to be saved; this field combines both FileVarType and MemVarType.
uint16 length; ///< (Conditional) length of the variable (eg. arrays) (max array size is 65536 elements).
SaveLoadVersion version_from; ///< Save/load the variable starting from this savegame version.
SaveLoadVersion version_to; ///< Save/load the variable before this savegame version.
size_t size; ///< The sizeof size.
SaveLoadAddrProc *address_proc; ///< Callback proc the get the actual variable address in memory.
size_t extra_data; ///< Extra data for the callback proc.
std::shared_ptr<SaveLoadHandler> handler; ///< Custom handler for Save/Load procs.
};
/**
* SaveLoad information for backwards compatibility.
*
* At SLV_SETTINGS_NAME a new method of keeping track of fields in a savegame
* was added, where the order of fields is no longer important. For older
* savegames we still need to know the correct order. This struct is the glue
* to make that happen.
*/
struct SaveLoadCompat {
std::string name; ///< Name of the field.
uint16 length; ///< Length of the NULL field.
SaveLoadVersion version_from; ///< Save/load the variable starting from this savegame version.
SaveLoadVersion version_to; ///< Save/load the variable before this savegame version.
};
/**
* Storage of simple variables, references (pointers), and arrays.
* @param cmd Load/save type. @see SaveLoadType
* @param name Field name for table chunks.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
* @param extra Extra data to pass to the address callback function.
* @note In general, it is better to use one of the SLE_* macros below.
*/
#define SLE_GENERAL_NAME(cmd, name, base, variable, type, length, from, to, extra) SaveLoad {name, cmd, type, length, from, to, cpp_sizeof(base, variable), [] (void *b, size_t) -> void * { assert(b != nullptr); return const_cast<void *>(static_cast<const void *>(std::addressof(static_cast<base *>(b)->variable))); }, extra, nullptr}
/**
* Storage of simple variables, references (pointers), and arrays with a custom name.
* @param cmd Load/save type. @see SaveLoadType
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
* @param extra Extra data to pass to the address callback function.
* @note In general, it is better to use one of the SLE_* macros below.
*/
#define SLE_GENERAL(cmd, base, variable, type, length, from, to, extra) SLE_GENERAL_NAME(cmd, #variable, base, variable, type, length, from, to, extra)
/**
* Storage of a variable in some savegame versions.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLE_CONDVAR(base, variable, type, from, to) SLE_GENERAL(SL_VAR, base, variable, type, 0, from, to, 0)
/**
* Storage of a variable in some savegame versions.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param name Field name for table chunks.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLE_CONDVARNAME(base, variable, name, type, from, to) SLE_GENERAL_NAME(SL_VAR, name, base, variable, type, 0, from, to, 0)
/**
* Storage of a reference in some savegame versions.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Type of the reference, a value from #SLRefType.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLE_CONDREF(base, variable, type, from, to) SLE_GENERAL(SL_REF, base, variable, type, 0, from, to, 0)
/**
* Storage of a fixed-size array of #SL_VAR elements in some savegame versions.
* @param base Name of the class or struct containing the array.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the array.
* @param to Last savegame version that has the array.
*/
#define SLE_CONDARR(base, variable, type, length, from, to) SLE_GENERAL(SL_ARR, base, variable, type, length, from, to, 0)
/**
* Storage of a fixed-size array of #SL_VAR elements in some savegame versions.
* @param base Name of the class or struct containing the array.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param name Field name for table chunks.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the array.
* @param to Last savegame version that has the array.
*/
#define SLE_CONDARRNAME(base, variable, name, type, length, from, to) SLE_GENERAL_NAME(SL_ARR, name, base, variable, type, length, from, to, 0)
/**
* Storage of a string in some savegame versions.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the string (only used for fixed size buffers).
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLE_CONDSTR(base, variable, type, length, from, to) SLE_GENERAL(SL_STR, base, variable, type, length, from, to, 0)
/**
* Storage of a \c std::string in some savegame versions.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLE_CONDSSTR(base, variable, type, from, to) SLE_GENERAL(SL_STDSTR, base, variable, type, 0, from, to, 0)
/**
* Storage of a \c std::string in some savegame versions.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param name Field name for table chunks.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLE_CONDSSTRNAME(base, variable, name, type, from, to) SLE_GENERAL_NAME(SL_STDSTR, name, base, variable, type, 0, from, to, 0)
/**
* Storage of a list of #SL_REF elements in some savegame versions.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLE_CONDREFLIST(base, variable, type, from, to) SLE_GENERAL(SL_REFLIST, base, variable, type, 0, from, to, 0)
/**
* Storage of a deque of #SL_VAR elements in some savegame versions.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLE_CONDDEQUE(base, variable, type, from, to) SLE_GENERAL(SL_DEQUE, base, variable, type, 0, from, to, 0)
/**
* Storage of a variable in every version of a savegame.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_VAR(base, variable, type) SLE_CONDVAR(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a variable in every version of a savegame.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param name Field name for table chunks.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_VARNAME(base, variable, name, type) SLE_CONDVARNAME(base, variable, name, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a reference in every version of a savegame.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Type of the reference, a value from #SLRefType.
*/
#define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of fixed-size array of #SL_VAR elements in every version of a savegame.
* @param base Name of the class or struct containing the array.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
*/
#define SLE_ARR(base, variable, type, length) SLE_CONDARR(base, variable, type, length, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of fixed-size array of #SL_VAR elements in every version of a savegame.
* @param base Name of the class or struct containing the array.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param name Field name for table chunks.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
*/
#define SLE_ARRNAME(base, variable, name, type, length) SLE_CONDARRNAME(base, variable, name, type, length, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a \c std::string in every savegame version.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_SSTR(base, variable, type) SLE_CONDSSTR(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a \c std::string in every savegame version.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param name Field name for table chunks.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_SSTRNAME(base, variable, name, type) SLE_CONDSSTRNAME(base, variable, name, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a list of #SL_REF elements in every savegame version.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_REFLIST(base, variable, type) SLE_CONDREFLIST(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Only write byte during saving; never read it during loading.
* When using SLE_SAVEBYTE you will have to read this byte before the table
* this is in is read. This also means SLE_SAVEBYTE can only be used at the
* top of a chunk.
* This is intended to be used to indicate what type of entry this is in a
* list of entries.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
*/
#define SLE_SAVEBYTE(base, variable) SLE_GENERAL(SL_SAVEBYTE, base, variable, 0, 0, SL_MIN_VERSION, SL_MAX_VERSION, 0)
/**
* Storage of global simple variables, references (pointers), and arrays.
* @param name The name of the field.
* @param cmd Load/save type. @see SaveLoadType
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
* @param extra Extra data to pass to the address callback function.
* @note In general, it is better to use one of the SLEG_* macros below.
*/
#define SLEG_GENERAL(name, cmd, variable, type, length, from, to, extra) SaveLoad {name, cmd, type, length, from, to, sizeof(variable), [] (void *, size_t) -> void * { return static_cast<void *>(std::addressof(variable)); }, extra, nullptr}
/**
* Storage of a global variable in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLEG_CONDVAR(name, variable, type, from, to) SLEG_GENERAL(name, SL_VAR, variable, type, 0, from, to, 0)
/**
* Storage of a global reference in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLEG_CONDREF(name, variable, type, from, to) SLEG_GENERAL(name, SL_REF, variable, type, 0, from, to, 0)
/**
* Storage of a global fixed-size array of #SL_VAR elements in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the array.
* @param to Last savegame version that has the array.
*/
#define SLEG_CONDARR(name, variable, type, length, from, to) SLEG_GENERAL(name, SL_ARR, variable, type, length, from, to, 0)
/**
* Storage of a global \c std::string in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLEG_CONDSSTR(name, variable, type, from, to) SLEG_GENERAL(name, SL_STDSTR, variable, type, 0, from, to, 0)
/**
* Storage of a structs in some savegame versions.
* @param name The name of the field.
* @param handler SaveLoadHandler for the structs.
* @param from First savegame version that has the struct.
* @param to Last savegame version that has the struct.
*/
#define SLEG_CONDSTRUCT(name, handler, from, to) SaveLoad {name, SL_STRUCT, 0, 0, from, to, 0, nullptr, 0, std::make_shared<handler>()}
/**
* Storage of a global reference list in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDREFLIST(name, variable, type, from, to) SLEG_GENERAL(name, SL_REFLIST, variable, type, 0, from, to, 0)
/**
* Storage of a global vector of #SL_VAR elements in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDVECTOR(name, variable, type, from, to) SLEG_GENERAL(name, SL_VECTOR, variable, type, 0, from, to, 0)
/**
* Storage of a list of structs in some savegame versions.
* @param name The name of the field.
* @param handler SaveLoadHandler for the list of structs.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDSTRUCTLIST(name, handler, from, to) SaveLoad {name, SL_STRUCTLIST, 0, 0, from, to, 0, nullptr, 0, std::make_shared<handler>()}
/**
* Storage of a global variable in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_VAR(name, variable, type) SLEG_CONDVAR(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global reference in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_REF(name, variable, type) SLEG_CONDREF(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global fixed-size array of #SL_VAR elements in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_ARR(name, variable, type) SLEG_CONDARR(name, variable, type, lengthof(variable), SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global \c std::string in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_SSTR(name, variable, type) SLEG_CONDSSTR(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a structs in every savegame version.
* @param name The name of the field.
* @param handler SaveLoadHandler for the structs.
*/
#define SLEG_STRUCT(name, handler) SLEG_CONDSTRUCT(name, handler, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global reference list in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_REFLIST(name, variable, type) SLEG_CONDREFLIST(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global vector of #SL_VAR elements in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_VECTOR(name, variable, type) SLEG_CONDVECTOR(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a list of structs in every savegame version.
* @param name The name of the field.
* @param handler SaveLoadHandler for the list of structs.
*/
#define SLEG_STRUCTLIST(name, handler) SLEG_CONDSTRUCTLIST(name, handler, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Field name where the real SaveLoad can be located.
* @param name The name of the field.
*/
#define SLC_VAR(name) {name, 0, SL_MIN_VERSION, SL_MAX_VERSION}
/**
* Empty space in every savegame version.
* @param length Length of the empty space.
* @param from First savegame version that has the empty space.
* @param to Last savegame version that has the empty space.
*/
#define SLC_NULL(length, from, to) {{}, length, from, to}
/** End marker of compat variables save or load. */
#define SLC_END() {{}, 0, SL_MIN_VERSION, SL_MIN_VERSION}
/**
* Checks whether the savegame is below \a major.\a minor.
* @param major Major number of the version to check against.
* @param minor Minor number of the version to check against. If \a minor is 0 or not specified, only the major number is checked.
* @return Savegame version is earlier than the specified version.
*/
static inline bool IsSavegameVersionBefore(SaveLoadVersion major, byte minor = 0)
{
extern SaveLoadVersion _sl_version;
extern byte _sl_minor_version;
return _sl_version < major || (minor > 0 && _sl_version == major && _sl_minor_version < minor);
}
/**
* Checks whether the savegame is below or at \a major. This should be used to repair data from existing
* savegames which is no longer corrupted in new savegames, but for which otherwise no savegame
* bump is required.
* @param major Major number of the version to check against.
* @return Savegame version is at most the specified version.
*/
static inline bool IsSavegameVersionBeforeOrAt(SaveLoadVersion major)
{
extern SaveLoadVersion _sl_version;
return _sl_version <= major;
}
/**
* Checks if some version from/to combination falls within the range of the
* active savegame version.
* @param version_from Inclusive savegame version lower bound.
* @param version_to Exclusive savegame version upper bound. SL_MAX_VERSION if no upper bound.
* @return Active savegame version falls within the given range.
*/
static inline bool SlIsObjectCurrentlyValid(SaveLoadVersion version_from, SaveLoadVersion version_to)
{
extern const SaveLoadVersion SAVEGAME_VERSION;
return version_from <= SAVEGAME_VERSION && SAVEGAME_VERSION < version_to;
}
/**
* Get the NumberType of a setting. This describes the integer type
* as it is represented in memory
* @param type VarType holding information about the variable-type
* @return the SLE_VAR_* part of a variable-type description
*/
static inline VarType GetVarMemType(VarType type)
{
return GB(type, 4, 4) << 4;
}
/**
* Get the FileType of a setting. This describes the integer type
* as it is represented in a savegame/file
* @param type VarType holding information about the file-type
* @return the SLE_FILE_* part of a variable-type description
*/
static inline VarType GetVarFileType(VarType type)
{
return GB(type, 0, 4);
}
/**
* Check if the given saveload type is a numeric type.
* @param conv the type to check
* @return True if it's a numeric type.
*/
static inline bool IsNumericType(VarType conv)
{
return GetVarMemType(conv) <= SLE_VAR_U64;
}
/**
* Get the address of the variable. Null-variables don't have an address,
* everything else has a callback function that returns the address based
* on the saveload data and the current object for non-globals.
*/
static inline void *GetVariableAddress(const void *object, const SaveLoad &sld)
{
/* Entry is a null-variable, mostly used to read old savegames etc. */
if (GetVarMemType(sld.conv) == SLE_VAR_NULL) {
assert(sld.address_proc == nullptr);
return nullptr;
}
/* Everything else should be a non-null pointer. */
assert(sld.address_proc != nullptr);
return sld.address_proc(const_cast<void *>(object), sld.extra_data);
}
int64 ReadValue(const void *ptr, VarType conv);
void WriteValue(void *ptr, VarType conv, int64 val);
void SlSetArrayIndex(uint index);
int SlIterateArray();
void SlSetStructListLength(size_t length);
size_t SlGetStructListLength(size_t limit);
void SlAutolength(AutolengthProc *proc, void *arg);
size_t SlGetFieldLength();
void SlSetLength(size_t length);
size_t SlCalcObjMemberLength(const void *object, const SaveLoad &sld);
size_t SlCalcObjLength(const void *object, const SaveLoadTable &slt);
byte SlReadByte();
void SlWriteByte(byte b);
void SlGlobList(const SaveLoadTable &slt);
void SlCopy(void *object, size_t length, VarType conv);
std::vector<SaveLoad> SlTableHeader(const SaveLoadTable &slt);
std::vector<SaveLoad> SlCompatTableHeader(const SaveLoadTable &slt, const SaveLoadCompatTable &slct);
void SlObject(void *object, const SaveLoadTable &slt);
bool SaveloadCrashWithMissingNewGRFs();
/**
* Read in bytes from the file/data structure but don't do
* anything with them, discarding them in effect
* @param length The amount of bytes that is being treated this way
*/
static inline void SlSkipBytes(size_t length)
{
for (; length != 0; length--) SlReadByte();
}
extern std::string _savegame_format;
extern bool _do_autosave;
#endif /* SAVELOAD_H */
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