/* * 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 . */ /** @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(this->id >> 24) + static_cast(this->id >> 16) + static_cast(this->id >> 8) + static_cast(this->id); } }; /** A reference to ChunkHandler. */ using ChunkHandlerRef = std::reference_wrapper; /** A table of ChunkHandler entries. */ using ChunkHandlerTable = span; /** A table of SaveLoad entries. */ using SaveLoadTable = span; /** A table of SaveLoadCompat entries. */ using SaveLoadCompatTable = span; /** Handler for saving/loading an object to/from disk. */ class SaveLoadHandler { public: std::optional> 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 {} * * @tparam TImpl The class initializing this template. * @tparam TObject The class of the object using this SaveLoadHandler. */ template class DefaultSaveLoadHandler : public SaveLoadHandler { public: SaveLoadTable GetDescription() const override { return static_cast(this)->description; } SaveLoadCompatTable GetCompatDescription() const override { return static_cast(this)->compat_description; } virtual void Save(TObject *object) const {} void Save(void *object) const override { this->Save(static_cast(object)); } virtual void Load(TObject *object) const {} void Load(void *object) const override { this->Load(static_cast(object)); } virtual void LoadCheck(TObject *object) const {} void LoadCheck(void *object) const override { this->LoadCheck(static_cast(object)); } virtual void FixPointers(TObject *object) const {} void FixPointers(void *object) const override { this->FixPointers(static_cast(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 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(static_cast(std::addressof(static_cast(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(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()} /** * 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()} /** * 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(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 SlTableHeader(const SaveLoadTable &slt); std::vector 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 */