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(svn r21833) -Fix [FS#4427]: desync debug savegames might not be actually saved in case threading is enabled, which is enabled by default
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@ -188,7 +188,7 @@ static void _GenerateWorld(void *)
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if (_debug_desync_level > 0) {
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char name[MAX_PATH];
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snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
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}
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} catch (...) {
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if (_cur_company.IsValid()) _cur_company.Restore();
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@ -1258,7 +1258,7 @@ void StateGameLoop()
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/* Save the desync savegame if needed. */
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char name[MAX_PATH];
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snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
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}
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CheckCaches();
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@ -2615,7 +2615,7 @@ SaveOrLoadResult LoadWithFilter(LoadFilter *reader)
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SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded)
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{
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/* An instance of saving is already active, so don't go saving again */
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if (_sl.saveinprogress && mode == SL_SAVE) {
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if (_sl.saveinprogress && mode == SL_SAVE && threaded) {
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/* if not an autosave, but a user action, show error message */
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if (!_do_autosave) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, WL_ERROR);
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return SL_OK;
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