Change: indicate in the savegame if a SL_STRUCT contains any data

This helps external tooling to understand if a SL_STRUCT should
be skipped when reading. Basically, this transforms an SL_STRUCT
into a SL_STRUCTLIST with either 0 or 1 length.
pull/332/head
Patric Stout 3 years ago committed by Patric Stout
parent a146bcfe93
commit 75e7451151

@ -1467,6 +1467,10 @@ size_t SlCalcObjMemberLength(const void *object, const SaveLoad &sld)
_sl.obj_len = old_obj_len;
_sl.need_length = old_need_length;
if (sld.cmd == SL_STRUCT) {
length += SlGetArrayLength(1);
}
return length;
}
default: NOT_REACHED();
@ -1575,10 +1579,35 @@ static bool SlObjectMember(void *object, const SaveLoad &sld)
if (!SlIsObjectValidInSavegame(sld)) return false;
switch (_sl.action) {
case SLA_SAVE: sld.handler->Save(object); break;
case SLA_LOAD_CHECK: sld.handler->LoadCheck(object); break;
case SLA_LOAD: sld.handler->Load(object); break;
case SLA_PTRS: sld.handler->FixPointers(object); break;
case SLA_SAVE: {
if (sld.cmd == SL_STRUCT) {
/* Store in the savegame if this struct was written or not. */
SlSetStructListLength(SlCalcObjMemberLength(object, sld) > SlGetArrayLength(1) ? 1 : 0);
}
sld.handler->Save(object);
break;
}
case SLA_LOAD_CHECK: {
if (sld.cmd == SL_STRUCT && !IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH)) {
SlGetStructListLength(1);
}
sld.handler->LoadCheck(object);
break;
}
case SLA_LOAD: {
if (sld.cmd == SL_STRUCT && !IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH)) {
SlGetStructListLength(1);
}
sld.handler->Load(object);
break;
}
case SLA_PTRS:
sld.handler->FixPointers(object);
break;
case SLA_NULL: break;
default: NOT_REACHED();
}

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