(svn r16346) -Codechange: don't exploit the pool system in the way done for the saveload pool; it makes writing replacements unnecessarily difficult. And now we've got SmallVector that does more than enough for saving with less lines of 'interface' code.

This commit is contained in:
rubidium 2009-05-17 20:38:05 +00:00
parent ad031c3f7d
commit d46d1e706e

View File

@ -1266,34 +1266,34 @@ struct ThreadedSave {
CursorID cursor;
};
/* A maximum size of of 128K * 500 = 64.000KB savegames */
STATIC_OLD_POOL(Savegame, byte, 17, 500, NULL, NULL)
/** Save in chunks of 128 KiB. */
static const int MEMORY_CHUNK_SIZE = 128 * 1024;
/** Memory allocation for storing savegames in memory. */
static AutoFreeSmallVector<byte *, 16> _memory_savegame;
static ThreadedSave _ts;
static bool InitMem()
{
_ts.count = 0;
_Savegame_pool.CleanPool();
_Savegame_pool.AddBlockToPool();
/* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */
_sl.bufsize = GetSavegamePoolSize();
_sl.buf = GetSavegame(_ts.count);
return true;
}
static void UnInitMem()
{
_Savegame_pool.CleanPool();
}
static void WriteMem(size_t size)
{
_ts.count += (uint)size;
/* Allocate new block and new buffer-pointer */
_Savegame_pool.AddBlockIfNeeded(_ts.count);
_sl.buf = GetSavegame(_ts.count);
_sl.buf = CallocT<byte>(MEMORY_CHUNK_SIZE);
*_memory_savegame.Append() = _sl.buf;
}
static void UnInitMem()
{
_memory_savegame.Clear();
}
static bool InitMem()
{
_ts.count = 0;
_sl.bufsize = MEMORY_CHUNK_SIZE;
UnInitMem();
WriteMem(0);
return true;
}
/********************************************
@ -1675,7 +1675,7 @@ static void SaveFileError()
SaveFileDone();
}
/** We have written the whole game into memory, _Savegame_pool, now find
/** We have written the whole game into memory, _memory_savegame, now find
* and appropiate compressor and start writing to file.
*/
static SaveOrLoadResult SaveFileToDisk(bool threaded)
@ -1696,18 +1696,17 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
{
uint i;
uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS;
if (_ts.count != _sl.offs_base) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected size of chunk");
for (i = 0; i != _Savegame_pool.GetBlockCount() - 1; i++) {
_sl.buf = _Savegame_pool.blocks[i];
fmt->writer(count);
for (i = 0; i != _memory_savegame.Length() - 1; i++) {
_sl.buf = _memory_savegame[i];
fmt->writer(MEMORY_CHUNK_SIZE);
}
/* The last block is (almost) always not fully filled, so only write away
* as much data as it is in there */
_sl.buf = _Savegame_pool.blocks[i];
fmt->writer(_ts.count - (i * count));
_sl.buf = _memory_savegame[i];
fmt->writer(_ts.count % MEMORY_CHUNK_SIZE);
}
fmt->uninit_write();