(svn r21395) -Codechange: move the save and load filter's interface to a header

pull/155/head
rubidium 14 years ago
parent b5771255a6
commit 2a577707e7

@ -734,6 +734,7 @@
<ClCompile Include="..\src\saveload\order_sl.cpp" />
<ClCompile Include="..\src\saveload\saveload.cpp" />
<ClInclude Include="..\src\saveload\saveload.h" />
<ClInclude Include="..\src\saveload\saveload_filter.h" />
<ClInclude Include="..\src\saveload\saveload_internal.h" />
<ClCompile Include="..\src\saveload\signs_sl.cpp" />
<ClCompile Include="..\src\saveload\station_sl.cpp" />

@ -1422,6 +1422,9 @@
<ClInclude Include="..\src\saveload\saveload.h">
<Filter>Save/Load handlers</Filter>
</ClInclude>
<ClInclude Include="..\src\saveload\saveload_filter.h">
<Filter>Save/Load handlers</Filter>
</ClInclude>
<ClInclude Include="..\src\saveload\saveload_internal.h">
<Filter>Save/Load handlers</Filter>
</ClInclude>

@ -2230,6 +2230,10 @@
RelativePath=".\..\src\saveload\saveload.h"
>
</File>
<File
RelativePath=".\..\src\saveload\saveload_filter.h"
>
</File>
<File
RelativePath=".\..\src\saveload\saveload_internal.h"
>

@ -2227,6 +2227,10 @@
RelativePath=".\..\src\saveload\saveload.h"
>
</File>
<File
RelativePath=".\..\src\saveload\saveload_filter.h"
>
</File>
<File
RelativePath=".\..\src\saveload\saveload_internal.h"
>

@ -492,6 +492,7 @@ saveload/oldloader_sl.cpp
saveload/order_sl.cpp
saveload/saveload.cpp
saveload/saveload.h
saveload/saveload_filter.h
saveload/saveload_internal.h
saveload/signs_sl.cpp
saveload/station_sl.cpp

@ -46,6 +46,7 @@
#include "table/strings.h"
#include "saveload_internal.h"
#include "saveload_filter.h"
/*
* Previous savegame versions, the trunk revision where they were
@ -246,43 +247,6 @@ enum NeedLength {
/** Save in chunks of 128 KiB. */
static const size_t MEMORY_CHUNK_SIZE = 128 * 1024;
/** Interface for filtering a savegame till it is loaded. */
struct LoadFilter {
/** Chained to the (savegame) filters. */
LoadFilter *chain;
/**
* Initialise this filter.
* @param chain The next filter in this chain.
*/
LoadFilter(LoadFilter *chain) : chain(chain)
{
}
/** Make sure the writers are properly closed. */
virtual ~LoadFilter()
{
delete this->chain;
}
/**
* Read a given number of bytes from the savegame.
* @param buf The bytes to read.
* @param len The number of bytes to read.
* @return The number of actually read bytes.
*/
virtual size_t Read(byte *buf, size_t len) = 0;
/**
* Reset this filter to read from the beginning of the file.
*/
virtual void Reset()
{
this->chain->Reset();
}
};
/** A buffer for reading (and buffering) savegame data. */
struct ReadBuffer {
byte buf[MEMORY_CHUNK_SIZE]; ///< Buffer we're going to read from.
@ -324,62 +288,6 @@ struct ReadBuffer {
};
/**
* Instantiator for a load filter.
* @param chain The next filter in this chain.
* @tparam T The type of load filter to create.
*/
template <typename T> LoadFilter *CreateLoadFilter(LoadFilter *chain)
{
return new T(chain);
}
/** Interface for filtering a savegame till it is written. */
struct SaveFilter {
/** Chained to the (savegame) filters. */
SaveFilter *chain;
/**
* Initialise this filter.
* @param chain The next filter in this chain.
*/
SaveFilter(SaveFilter *chain) : chain(chain)
{
}
/** Make sure the writers are properly closed. */
virtual ~SaveFilter()
{
delete this->chain;
}
/**
* Write a given number of bytes into the savegame.
* @param buf The bytes to write.
* @param len The number of bytes to write.
*/
virtual void Write(byte *buf, size_t len) = 0;
/**
* Prepare everything to finish writing the savegame.
*/
virtual void Finish()
{
if (this->chain != NULL) this->chain->Finish();
}
};
/**
* Instantiator for a save filter.
* @param chain The next filter in this chain.
* @param compression_level The requested level of compression.
* @tparam T The type of save filter to create.
*/
template <typename T> SaveFilter *CreateSaveFilter(SaveFilter *chain, byte compression_level)
{
return new T(chain, compression_level);
}
/** Container for dumping the savegame (quickly) to memory. */
struct MemoryDumper {
AutoFreeSmallVector<byte *, 16> blocks; ///< Buffer with blocks of allocated memory.
@ -2517,6 +2425,23 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
return SL_OK;
}
/**
* Save the game using a (writer) filter.
* @param writer The filter to write the savegame to.
* @param threaded Whether to try to perform the saving asynchroniously.
* @return Return the result of the action. #SL_OK or #SL_ERROR
*/
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
{
try {
_sl.action = SLA_SAVE;
return DoSave(writer, threaded);
} catch (...) {
ClearSaveLoadState();
return SL_ERROR;
}
}
/**
* Actually perform the loading of a "non-old" savegame.
* @param reader The filter to read the savegame from.
@ -2659,6 +2584,22 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
return SL_OK;
}
/**
* Load the game using a (reader) filter.
* @param reader The filter to read the savegame from.
* @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
*/
SaveOrLoadResult LoadWithFilter(LoadFilter *reader)
{
try {
_sl.action = SLA_LOAD;
return DoLoad(reader, false);
} catch (...) {
ClearSaveLoadState();
return SL_REINIT;
}
}
/**
* Main Save or Load function where the high-level saveload functions are
* handled. It opens the savegame, selects format and checks versions

@ -55,6 +55,8 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
void WaitTillSaved();
void DoExitSave();
SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded);
SaveOrLoadResult LoadWithFilter(struct LoadFilter *reader);
typedef void ChunkSaveLoadProc();
typedef void AutolengthProc(void *arg);

@ -0,0 +1,107 @@
/* $Id$ */
/*
* 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_filter.h Declaration of filters used for saving and loading savegames. */
#ifndef SAVELOAD_FILTER_H
#define SAVELOAD_FILTER_H
/** Interface for filtering a savegame till it is loaded. */
struct LoadFilter {
/** Chained to the (savegame) filters. */
LoadFilter *chain;
/**
* Initialise this filter.
* @param chain The next filter in this chain.
*/
LoadFilter(LoadFilter *chain) : chain(chain)
{
}
/** Make sure the writers are properly closed. */
virtual ~LoadFilter()
{
delete this->chain;
}
/**
* Read a given number of bytes from the savegame.
* @param buf The bytes to read.
* @param len The number of bytes to read.
* @return The number of actually read bytes.
*/
virtual size_t Read(byte *buf, size_t len) = 0;
/**
* Reset this filter to read from the beginning of the file.
*/
virtual void Reset()
{
this->chain->Reset();
}
};
/**
* Instantiator for a load filter.
* @param chain The next filter in this chain.
* @tparam T The type of load filter to create.
*/
template <typename T> LoadFilter *CreateLoadFilter(LoadFilter *chain)
{
return new T(chain);
}
/** Interface for filtering a savegame till it is written. */
struct SaveFilter {
/** Chained to the (savegame) filters. */
SaveFilter *chain;
/**
* Initialise this filter.
* @param chain The next filter in this chain.
*/
SaveFilter(SaveFilter *chain) : chain(chain)
{
}
/** Make sure the writers are properly closed. */
virtual ~SaveFilter()
{
delete this->chain;
}
/**
* Write a given number of bytes into the savegame.
* @param buf The bytes to write.
* @param len The number of bytes to write.
*/
virtual void Write(byte *buf, size_t len) = 0;
/**
* Prepare everything to finish writing the savegame.
*/
virtual void Finish()
{
if (this->chain != NULL) this->chain->Finish();
}
};
/**
* Instantiator for a save filter.
* @param chain The next filter in this chain.
* @param compression_level The requested level of compression.
* @tparam T The type of save filter to create.
*/
template <typename T> SaveFilter *CreateSaveFilter(SaveFilter *chain, byte compression_level)
{
return new T(chain, compression_level);
}
#endif /* SAVELOAD_FILTER_H */
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