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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r19975) -Add: SL_LOAD_CHECK mode for partial reading of savegames.
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3d38176cd5
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20
src/fios.h
20
src/fios.h
@ -17,6 +17,26 @@
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#include "core/enum_type.hpp"
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#include "gfx_type.h"
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/**
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* Container for loading in mode SL_LOAD_CHECK.
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*/
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struct LoadCheckData {
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bool checkable; ///< True if the savegame could be checked by SL_LOAD_CHECK. (Old savegames are not checkable.)
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StringID error; ///< Error message from loading. INVALID_STRING_ID if no error.
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char *error_data; ///< Data to pass to SetDParamStr when displaying #error.
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LoadCheckData() : error_data(NULL)
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{
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this->Clear();
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}
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void Clear();
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};
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extern LoadCheckData _load_check_data;
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enum FileSlots {
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/**
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* Slot used for the GRF scanning and such. This slot cannot be reused
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@ -29,11 +29,24 @@
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#include "table/strings.h"
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SaveLoadDialogMode _saveload_mode;
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LoadCheckData _load_check_data; ///< Data loaded from save during SL_LOAD_CHECK.
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static bool _fios_path_changed;
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static bool _savegame_sort_dirty;
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/**
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* Reset read data.
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*/
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void LoadCheckData::Clear()
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{
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this->checkable = false;
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this->error = INVALID_STRING_ID;
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free(this->error_data);
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this->error_data = NULL;
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}
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enum SaveLoadWindowWidgets {
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SLWW_WINDOWTITLE,
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SLWW_SORT_BYNAME,
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@ -41,6 +41,7 @@
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#include "../string_func.h"
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#include "../engine_base.h"
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#include "../company_base.h"
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#include "../fios.h"
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#include "table/strings.h"
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@ -64,6 +65,7 @@ enum SaveLoadAction {
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SLA_SAVE, ///< saving
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SLA_PTRS, ///< fixing pointers
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SLA_NULL, ///< null all pointers (on loading error)
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SLA_LOAD_CHECK, ///< partial loading into #_load_check_data
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};
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enum NeedLength {
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@ -194,6 +196,12 @@ static void SlNullPointers()
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* pretty ugly, and seriously interferes with any multithreaded approaches */
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static void NORETURN SlError(StringID string, const char *extra_msg = NULL)
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{
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/* Distinguish between loading into _load_check_data vs. normal save/load. */
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if (_sl.action == SLA_LOAD_CHECK) {
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_load_check_data.error = string;
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free(_load_check_data.error_data);
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_load_check_data.error_data = (extra_msg == NULL) ? NULL : strdup(extra_msg);
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} else {
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_sl.error_str = string;
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free(_sl.extra_msg);
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_sl.extra_msg = (extra_msg == NULL) ? NULL : strdup(extra_msg);
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@ -201,6 +209,7 @@ static void NORETURN SlError(StringID string, const char *extra_msg = NULL)
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* the pointers are actually filled with indices, which means that
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* when we access them during cleaning the pool dereferences of
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* those indices will be made with segmentation faults as result. */
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}
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if (_sl.action == SLA_LOAD || _sl.action == SLA_PTRS) SlNullPointers();
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throw std::exception();
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}
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@ -560,6 +569,7 @@ static void SlCopyBytes(void *ptr, size_t length)
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byte *p = (byte *)ptr;
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switch (_sl.action) {
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case SLA_LOAD_CHECK:
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case SLA_LOAD:
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for (; length != 0; length--) { *p++ = SlReadByteInternal(); }
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break;
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@ -647,6 +657,7 @@ static void SlSaveLoadConv(void *ptr, VarType conv)
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}
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break;
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}
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case SLA_LOAD_CHECK:
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case SLA_LOAD: {
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int64 x;
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/* Read a value from the file */
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@ -743,6 +754,7 @@ static void SlString(void *ptr, size_t length, VarType conv)
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SlCopyBytes(ptr, len);
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break;
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}
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case SLA_LOAD_CHECK:
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case SLA_LOAD: {
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size_t len = SlReadArrayLength();
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@ -890,6 +902,7 @@ static void SlList(void *list, SLRefType conv)
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}
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break;
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}
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case SLA_LOAD_CHECK:
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case SLA_LOAD: {
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size_t length = CheckSavegameVersion(69) ? SlReadUint16() : SlReadUint32();
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@ -1009,6 +1022,7 @@ bool SlObjectMember(void *ptr, const SaveLoad *sld)
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case SLA_SAVE:
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SlWriteUint32((uint32)ReferenceToInt(*(void **)ptr, (SLRefType)conv));
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break;
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case SLA_LOAD_CHECK:
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case SLA_LOAD:
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*(size_t *)ptr = CheckSavegameVersion(69) ? SlReadUint16() : SlReadUint32();
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break;
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@ -1036,6 +1050,7 @@ bool SlObjectMember(void *ptr, const SaveLoad *sld)
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case SL_WRITEBYTE:
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switch (_sl.action) {
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case SLA_SAVE: SlWriteByte(sld->version_to); break;
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case SLA_LOAD_CHECK:
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case SLA_LOAD: *(byte *)ptr = sld->version_from; break;
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case SLA_PTRS: break;
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case SLA_NULL: break;
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@ -1150,6 +1165,56 @@ static void SlLoadChunk(const ChunkHandler *ch)
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}
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}
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/**
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* Load a chunk of data for checking savegames.
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* If the chunkhandler is NULL, the chunk is skipped.
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* @param ch The chunkhandler that will be used for the operation
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*/
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static void SlLoadCheckChunk(const ChunkHandler *ch)
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{
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byte m = SlReadByte();
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size_t len;
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size_t endoffs;
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_sl.block_mode = m;
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_sl.obj_len = 0;
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switch (m) {
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case CH_ARRAY:
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_sl.array_index = 0;
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if (ch->load_check_proc) {
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ch->load_check_proc();
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} else {
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SlSkipArray();
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}
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break;
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case CH_SPARSE_ARRAY:
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if (ch->load_check_proc) {
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ch->load_check_proc();
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} else {
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SlSkipArray();
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}
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break;
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default:
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if ((m & 0xF) == CH_RIFF) {
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/* Read length */
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len = (SlReadByte() << 16) | ((m >> 4) << 24);
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len += SlReadUint16();
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_sl.obj_len = len;
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endoffs = SlGetOffs() + len;
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if (ch->load_check_proc) {
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ch->load_check_proc();
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} else {
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SlSkipBytes(len);
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}
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if (SlGetOffs() != endoffs) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Invalid chunk size");
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} else {
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Invalid chunk type");
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}
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break;
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}
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}
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/* Stub Chunk handlers to only calculate length and do nothing else */
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static ChunkSaveLoadProc *_tmp_proc_1;
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static inline void SlStubSaveProc2(void *arg) {_tmp_proc_1();}
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@ -1233,6 +1298,21 @@ static void SlLoadChunks()
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}
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}
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/** Load all chunks for savegame checking */
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static void SlLoadCheckChunks()
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{
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uint32 id;
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const ChunkHandler *ch;
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for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
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DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
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ch = SlFindChunkHandler(id);
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if (ch == NULL) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unknown chunk type");
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SlLoadCheckChunk(ch);
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}
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}
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/** Fix all pointers (convert index -> pointer) */
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static void SlFixPointers()
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{
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@ -1850,6 +1930,8 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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}
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WaitTillSaved();
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/* Clear previous check data */
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if (mode == SL_LOAD_CHECK) _load_check_data.Clear();
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_next_offs = 0;
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/* Load a TTDLX or TTDPatch game */
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@ -1875,13 +1957,16 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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return SL_OK;
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}
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/* Mark SL_LOAD_CHECK as supported for this savegame. */
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if (mode == SL_LOAD_CHECK) _load_check_data.checkable = true;
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_sl.excpt_uninit = NULL;
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try {
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_sl.fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
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/* Make it a little easier to load savegames from the console */
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if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR);
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if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR);
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if (_sl.fh == NULL && mode != SL_SAVE) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR);
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if (_sl.fh == NULL && mode != SL_SAVE) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR);
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if (_sl.fh == NULL) {
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SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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@ -1889,7 +1974,12 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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_sl.bufe = _sl.bufp = NULL;
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_sl.offs_base = 0;
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_sl.action = (mode != 0) ? SLA_SAVE : SLA_LOAD;
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switch (mode) {
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case SL_LOAD_CHECK: _sl.action = SLA_LOAD_CHECK; break;
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case SL_LOAD: _sl.action = SLA_LOAD; break;
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case SL_SAVE: _sl.action = SLA_SAVE; break;
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default: NOT_REACHED();
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}
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/* General tactic is to first save the game to memory, then use an available writer
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* to write it to file, either in threaded mode if possible, or single-threaded */
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@ -1917,7 +2007,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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return result;
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}
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} else { // LOAD game
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assert(mode == SL_LOAD);
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assert(mode == SL_LOAD || mode == SL_LOAD_CHECK);
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DEBUG(desync, 1, "load: %s", filename);
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/* Can't fseek to 0 as in tar files that is not correct */
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@ -1983,6 +2073,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
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}
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if (mode != SL_LOAD_CHECK) {
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_engine_mngr.ResetToDefaultMapping();
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/* Old maps were hardcoded to 256x256 and thus did not contain
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@ -2016,16 +2107,25 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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*/
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ClearGRFConfigList(&_grfconfig);
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}
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}
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if (mode == SL_LOAD_CHECK) {
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/* Load chunks into _load_check_data.
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* No pools are loaded. References are not possible, and thus do not need resolving. */
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SlLoadCheckChunks();
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} else {
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/* Load chunks and resolve references */
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SlLoadChunks();
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SlFixPointers();
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}
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fmt->uninit_read();
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fclose(_sl.fh);
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GamelogStartAction(GLAT_LOAD);
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_savegame_type = SGT_OTTD;
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if (mode != SL_LOAD_CHECK) {
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GamelogStartAction(GLAT_LOAD);
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/* After loading fix up savegame for any internal changes that
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* might've occured since then. If it fails, load back the old game */
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if (!AfterLoadGame()) {
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@ -2035,6 +2135,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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GamelogStopAction();
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}
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}
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return SL_OK;
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}
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@ -2045,7 +2146,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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if (_sl.excpt_uninit != NULL) _sl.excpt_uninit();
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/* Skip the "colour" character */
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DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
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if (mode != SL_LOAD_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
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/* A saver/loader exception!! reinitialize all variables to prevent crash! */
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return (mode == SL_LOAD) ? SL_REINIT : SL_ERROR;
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@ -33,6 +33,7 @@ enum SaveOrLoadMode {
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SL_OLD_LOAD = 2,
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SL_PNG = 3,
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SL_BMP = 4,
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SL_LOAD_CHECK = 5,
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};
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enum SavegameType {
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@ -216,6 +217,7 @@ typedef SaveLoad SaveLoadGlobVarList;
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#define SLE_ARR(base, variable, type, length) SLE_CONDARR(base, variable, type, length, 0, SL_MAX_VERSION)
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#define SLE_STR(base, variable, type, length) SLE_CONDSTR(base, variable, type, length, 0, SL_MAX_VERSION)
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#define SLE_LST(base, variable, type) SLE_CONDLST(base, variable, type, 0, SL_MAX_VERSION)
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#define SLE_NULL(length) SLE_CONDNULL(length, 0, SL_MAX_VERSION)
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#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to)
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