mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
3443 lines
102 KiB
C++
3443 lines
102 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/**
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* @file saveload.cpp
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* All actions handling saving and loading goes on in this file. The general actions
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* are as follows for saving a game (loading is analogous):
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* <ol>
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* <li>initialize the writer by creating a temporary memory-buffer for it
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* <li>go through all to-be saved elements, each 'chunk' (#ChunkHandler) prefixed by a label
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* <li>use their description array (#SaveLoad) to know what elements to save and in what version
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* of the game it was active (used when loading)
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* <li>write all data byte-by-byte to the temporary buffer so it is endian-safe
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* <li>when the buffer is full; flush it to the output (eg save to file) (_sl.buf, _sl.bufp, _sl.bufe)
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* <li>repeat this until everything is done, and flush any remaining output to file
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* </ol>
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*/
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#include "../stdafx.h"
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#include "../debug.h"
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#include "../station_base.h"
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#include "../thread.h"
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#include "../town.h"
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#include "../network/network.h"
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#include "../window_func.h"
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#include "../strings_func.h"
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#include "../core/endian_func.hpp"
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#include "../vehicle_base.h"
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#include "../company_func.h"
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#include "../date_func.h"
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#include "../autoreplace_base.h"
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#include "../roadstop_base.h"
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#include "../linkgraph/linkgraph.h"
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#include "../linkgraph/linkgraphjob.h"
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#include "../statusbar_gui.h"
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#include "../fileio_func.h"
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#include "../gamelog.h"
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#include "../string_func.h"
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#include "../fios.h"
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#include "../error.h"
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#include <atomic>
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#include <deque>
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#include <vector>
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#include <string>
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#ifdef __EMSCRIPTEN__
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# include <emscripten.h>
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#endif
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#include "table/strings.h"
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#include "saveload_internal.h"
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#include "saveload_filter.h"
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#include "../safeguards.h"
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extern const SaveLoadVersion SAVEGAME_VERSION = (SaveLoadVersion)(SL_MAX_VERSION - 1); ///< Current savegame version of OpenTTD.
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SavegameType _savegame_type; ///< type of savegame we are loading
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FileToSaveLoad _file_to_saveload; ///< File to save or load in the openttd loop.
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uint32 _ttdp_version; ///< version of TTDP savegame (if applicable)
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SaveLoadVersion _sl_version; ///< the major savegame version identifier
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byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
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std::string _savegame_format; ///< how to compress savegames
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bool _do_autosave; ///< are we doing an autosave at the moment?
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/** What are we currently doing? */
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enum SaveLoadAction {
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SLA_LOAD, ///< loading
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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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NL_NONE = 0, ///< not working in NeedLength mode
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NL_WANTLENGTH = 1, ///< writing length and data
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NL_CALCLENGTH = 2, ///< need to calculate the length
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};
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/** Save in chunks of 128 KiB. */
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static const size_t MEMORY_CHUNK_SIZE = 128 * 1024;
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/** A buffer for reading (and buffering) savegame data. */
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struct ReadBuffer {
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byte buf[MEMORY_CHUNK_SIZE]; ///< Buffer we're going to read from.
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byte *bufp; ///< Location we're at reading the buffer.
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byte *bufe; ///< End of the buffer we can read from.
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LoadFilter *reader; ///< The filter used to actually read.
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size_t read; ///< The amount of read bytes so far from the filter.
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/**
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* Initialise our variables.
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* @param reader The filter to actually read data.
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*/
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ReadBuffer(LoadFilter *reader) : bufp(nullptr), bufe(nullptr), reader(reader), read(0)
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{
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}
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inline byte ReadByte()
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{
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if (this->bufp == this->bufe) {
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size_t len = this->reader->Read(this->buf, lengthof(this->buf));
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if (len == 0) SlErrorCorrupt("Unexpected end of chunk");
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this->read += len;
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this->bufp = this->buf;
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this->bufe = this->buf + len;
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}
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return *this->bufp++;
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}
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/**
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* Get the size of the memory dump made so far.
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* @return The size.
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*/
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size_t GetSize() const
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{
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return this->read - (this->bufe - this->bufp);
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}
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};
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/** Container for dumping the savegame (quickly) to memory. */
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struct MemoryDumper {
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std::vector<byte *> blocks; ///< Buffer with blocks of allocated memory.
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byte *buf; ///< Buffer we're going to write to.
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byte *bufe; ///< End of the buffer we write to.
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/** Initialise our variables. */
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MemoryDumper() : buf(nullptr), bufe(nullptr)
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{
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}
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~MemoryDumper()
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{
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for (auto p : this->blocks) {
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free(p);
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}
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}
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/**
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* Write a single byte into the dumper.
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* @param b The byte to write.
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*/
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inline void WriteByte(byte b)
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{
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/* Are we at the end of this chunk? */
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if (this->buf == this->bufe) {
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this->buf = CallocT<byte>(MEMORY_CHUNK_SIZE);
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this->blocks.push_back(this->buf);
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this->bufe = this->buf + MEMORY_CHUNK_SIZE;
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}
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*this->buf++ = b;
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}
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/**
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* Flush this dumper into a writer.
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* @param writer The filter we want to use.
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*/
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void Flush(SaveFilter *writer)
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{
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uint i = 0;
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size_t t = this->GetSize();
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while (t > 0) {
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size_t to_write = std::min(MEMORY_CHUNK_SIZE, t);
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writer->Write(this->blocks[i++], to_write);
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t -= to_write;
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}
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writer->Finish();
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}
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/**
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* Get the size of the memory dump made so far.
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* @return The size.
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*/
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size_t GetSize() const
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{
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return this->blocks.size() * MEMORY_CHUNK_SIZE - (this->bufe - this->buf);
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}
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};
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/** The saveload struct, containing reader-writer functions, buffer, version, etc. */
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struct SaveLoadParams {
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SaveLoadAction action; ///< are we doing a save or a load atm.
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NeedLength need_length; ///< working in NeedLength (Autolength) mode?
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byte block_mode; ///< ???
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bool error; ///< did an error occur or not
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size_t obj_len; ///< the length of the current object we are busy with
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int array_index, last_array_index; ///< in the case of an array, the current and last positions
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bool expect_table_header; ///< In the case of a table, if the header is saved/loaded.
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MemoryDumper *dumper; ///< Memory dumper to write the savegame to.
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SaveFilter *sf; ///< Filter to write the savegame to.
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ReadBuffer *reader; ///< Savegame reading buffer.
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LoadFilter *lf; ///< Filter to read the savegame from.
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StringID error_str; ///< the translatable error message to show
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char *extra_msg; ///< the error message
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uint16 game_speed; ///< The game speed when saving started.
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bool saveinprogress; ///< Whether there is currently a save in progress.
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};
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static SaveLoadParams _sl; ///< Parameters used for/at saveload.
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static const std::vector<ChunkHandlerRef> &ChunkHandlers()
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{
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/* These define the chunks */
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extern const ChunkHandlerTable _gamelog_chunk_handlers;
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extern const ChunkHandlerTable _map_chunk_handlers;
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extern const ChunkHandlerTable _misc_chunk_handlers;
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extern const ChunkHandlerTable _name_chunk_handlers;
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extern const ChunkHandlerTable _cheat_chunk_handlers;
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extern const ChunkHandlerTable _setting_chunk_handlers;
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extern const ChunkHandlerTable _company_chunk_handlers;
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extern const ChunkHandlerTable _engine_chunk_handlers;
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extern const ChunkHandlerTable _veh_chunk_handlers;
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extern const ChunkHandlerTable _waypoint_chunk_handlers;
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extern const ChunkHandlerTable _depot_chunk_handlers;
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extern const ChunkHandlerTable _order_chunk_handlers;
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extern const ChunkHandlerTable _town_chunk_handlers;
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extern const ChunkHandlerTable _sign_chunk_handlers;
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extern const ChunkHandlerTable _station_chunk_handlers;
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extern const ChunkHandlerTable _industry_chunk_handlers;
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extern const ChunkHandlerTable _economy_chunk_handlers;
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extern const ChunkHandlerTable _subsidy_chunk_handlers;
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extern const ChunkHandlerTable _cargomonitor_chunk_handlers;
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extern const ChunkHandlerTable _goal_chunk_handlers;
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extern const ChunkHandlerTable _story_page_chunk_handlers;
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extern const ChunkHandlerTable _league_chunk_handlers;
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extern const ChunkHandlerTable _ai_chunk_handlers;
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extern const ChunkHandlerTable _game_chunk_handlers;
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extern const ChunkHandlerTable _animated_tile_chunk_handlers;
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extern const ChunkHandlerTable _newgrf_chunk_handlers;
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extern const ChunkHandlerTable _group_chunk_handlers;
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extern const ChunkHandlerTable _cargopacket_chunk_handlers;
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extern const ChunkHandlerTable _autoreplace_chunk_handlers;
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extern const ChunkHandlerTable _labelmaps_chunk_handlers;
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extern const ChunkHandlerTable _linkgraph_chunk_handlers;
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extern const ChunkHandlerTable _airport_chunk_handlers;
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extern const ChunkHandlerTable _object_chunk_handlers;
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extern const ChunkHandlerTable _persistent_storage_chunk_handlers;
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/** List of all chunks in a savegame. */
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static const ChunkHandlerTable _chunk_handler_tables[] = {
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_gamelog_chunk_handlers,
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_map_chunk_handlers,
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_misc_chunk_handlers,
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_name_chunk_handlers,
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_cheat_chunk_handlers,
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_setting_chunk_handlers,
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_veh_chunk_handlers,
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_waypoint_chunk_handlers,
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_depot_chunk_handlers,
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_order_chunk_handlers,
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_industry_chunk_handlers,
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_economy_chunk_handlers,
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_subsidy_chunk_handlers,
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_cargomonitor_chunk_handlers,
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_goal_chunk_handlers,
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_story_page_chunk_handlers,
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_league_chunk_handlers,
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_engine_chunk_handlers,
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_town_chunk_handlers,
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_sign_chunk_handlers,
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_station_chunk_handlers,
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_company_chunk_handlers,
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_ai_chunk_handlers,
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_game_chunk_handlers,
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_animated_tile_chunk_handlers,
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_newgrf_chunk_handlers,
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_group_chunk_handlers,
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_cargopacket_chunk_handlers,
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_autoreplace_chunk_handlers,
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_labelmaps_chunk_handlers,
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_linkgraph_chunk_handlers,
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_airport_chunk_handlers,
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_object_chunk_handlers,
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_persistent_storage_chunk_handlers,
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};
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static std::vector<ChunkHandlerRef> _chunk_handlers;
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if (_chunk_handlers.empty()) {
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for (auto &chunk_handler_table : _chunk_handler_tables) {
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for (auto &chunk_handler : chunk_handler_table) {
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_chunk_handlers.push_back(chunk_handler);
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}
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}
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}
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return _chunk_handlers;
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}
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/** Null all pointers (convert index -> nullptr) */
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static void SlNullPointers()
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{
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_sl.action = SLA_NULL;
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/* We don't want any savegame conversion code to run
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* during NULLing; especially those that try to get
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* pointers from other pools. */
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_sl_version = SAVEGAME_VERSION;
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for (const ChunkHandler &ch : ChunkHandlers()) {
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Debug(sl, 3, "Nulling pointers for {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
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ch.FixPointers();
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}
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assert(_sl.action == SLA_NULL);
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}
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/**
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* Error handler. Sets everything up to show an error message and to clean
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* up the mess of a partial savegame load.
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* @param string The translatable error message to show.
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* @param extra_msg An extra error message coming from one of the APIs.
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* @note This function does never return as it throws an exception to
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* break out of all the saveload code.
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*/
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void NORETURN SlError(StringID string, const char *extra_msg)
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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 == nullptr) ? nullptr : stredup(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 == nullptr) ? nullptr : stredup(extra_msg);
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}
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/* We have to nullptr all pointers here; we might be in a state where
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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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if (_sl.action == SLA_LOAD || _sl.action == SLA_PTRS) SlNullPointers();
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/* Logging could be active. */
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GamelogStopAnyAction();
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throw std::exception();
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}
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/**
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* Error handler for corrupt savegames. Sets everything up to show the
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* error message and to clean up the mess of a partial savegame load.
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* @param msg Location the corruption has been spotted.
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* @note This function does never return as it throws an exception to
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* break out of all the saveload code.
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*/
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void NORETURN SlErrorCorrupt(const char *msg)
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{
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, msg);
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}
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/**
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* Issue an SlErrorCorrupt with a format string.
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* @param format format string
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* @param ... arguments to format string
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* @note This function does never return as it throws an exception to
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* break out of all the saveload code.
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*/
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void NORETURN SlErrorCorruptFmt(const char *format, ...)
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{
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va_list ap;
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char msg[256];
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va_start(ap, format);
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vseprintf(msg, lastof(msg), format, ap);
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va_end(ap);
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SlErrorCorrupt(msg);
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}
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typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished.
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static std::atomic<AsyncSaveFinishProc> _async_save_finish; ///< Callback to call when the savegame loading is finished.
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static std::thread _save_thread; ///< The thread we're using to compress and write a savegame
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/**
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* Called by save thread to tell we finished saving.
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* @param proc The callback to call when saving is done.
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*/
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static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
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{
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if (_exit_game) return;
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while (_async_save_finish.load(std::memory_order_acquire) != nullptr) CSleep(10);
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_async_save_finish.store(proc, std::memory_order_release);
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}
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/**
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* Handle async save finishes.
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*/
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void ProcessAsyncSaveFinish()
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{
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AsyncSaveFinishProc proc = _async_save_finish.exchange(nullptr, std::memory_order_acq_rel);
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if (proc == nullptr) return;
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proc();
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if (_save_thread.joinable()) {
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_save_thread.join();
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}
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}
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/**
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* Wrapper for reading a byte from the buffer.
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* @return The read byte.
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*/
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byte SlReadByte()
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{
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return _sl.reader->ReadByte();
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}
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/**
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* Wrapper for writing a byte to the dumper.
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* @param b The byte to write.
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*/
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void SlWriteByte(byte b)
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{
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_sl.dumper->WriteByte(b);
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}
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static inline int SlReadUint16()
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{
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int x = SlReadByte() << 8;
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return x | SlReadByte();
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}
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static inline uint32 SlReadUint32()
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{
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uint32 x = SlReadUint16() << 16;
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return x | SlReadUint16();
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}
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static inline uint64 SlReadUint64()
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{
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uint32 x = SlReadUint32();
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uint32 y = SlReadUint32();
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return (uint64)x << 32 | y;
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}
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static inline void SlWriteUint16(uint16 v)
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{
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SlWriteByte(GB(v, 8, 8));
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SlWriteByte(GB(v, 0, 8));
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}
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static inline void SlWriteUint32(uint32 v)
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{
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SlWriteUint16(GB(v, 16, 16));
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SlWriteUint16(GB(v, 0, 16));
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}
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static inline void SlWriteUint64(uint64 x)
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{
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SlWriteUint32((uint32)(x >> 32));
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SlWriteUint32((uint32)x);
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}
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/**
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* Read in the header descriptor of an object or an array.
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* If the highest bit is set (7), then the index is bigger than 127
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* elements, so use the next byte to read in the real value.
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* The actual value is then both bytes added with the first shifted
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* 8 bits to the left, and dropping the highest bit (which only indicated a big index).
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* x = ((x & 0x7F) << 8) + SlReadByte();
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* @return Return the value of the index
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*/
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static uint SlReadSimpleGamma()
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{
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uint i = SlReadByte();
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if (HasBit(i, 7)) {
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i &= ~0x80;
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if (HasBit(i, 6)) {
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i &= ~0x40;
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if (HasBit(i, 5)) {
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i &= ~0x20;
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if (HasBit(i, 4)) {
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i &= ~0x10;
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if (HasBit(i, 3)) {
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SlErrorCorrupt("Unsupported gamma");
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}
|
|
i = SlReadByte(); // 32 bits only.
|
|
}
|
|
i = (i << 8) | SlReadByte();
|
|
}
|
|
i = (i << 8) | SlReadByte();
|
|
}
|
|
i = (i << 8) | SlReadByte();
|
|
}
|
|
return i;
|
|
}
|
|
|
|
/**
|
|
* Write the header descriptor of an object or an array.
|
|
* If the element is bigger than 127, use 2 bytes for saving
|
|
* and use the highest byte of the first written one as a notice
|
|
* that the length consists of 2 bytes, etc.. like this:
|
|
* 0xxxxxxx
|
|
* 10xxxxxx xxxxxxxx
|
|
* 110xxxxx xxxxxxxx xxxxxxxx
|
|
* 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
|
|
* 11110--- xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx
|
|
* We could extend the scheme ad infinum to support arbitrarily
|
|
* large chunks, but as sizeof(size_t) == 4 is still very common
|
|
* we don't support anything above 32 bits. That's why in the last
|
|
* case the 3 most significant bits are unused.
|
|
* @param i Index being written
|
|
*/
|
|
|
|
static void SlWriteSimpleGamma(size_t i)
|
|
{
|
|
if (i >= (1 << 7)) {
|
|
if (i >= (1 << 14)) {
|
|
if (i >= (1 << 21)) {
|
|
if (i >= (1 << 28)) {
|
|
assert(i <= UINT32_MAX); // We can only support 32 bits for now.
|
|
SlWriteByte((byte)(0xF0));
|
|
SlWriteByte((byte)(i >> 24));
|
|
} else {
|
|
SlWriteByte((byte)(0xE0 | (i >> 24)));
|
|
}
|
|
SlWriteByte((byte)(i >> 16));
|
|
} else {
|
|
SlWriteByte((byte)(0xC0 | (i >> 16)));
|
|
}
|
|
SlWriteByte((byte)(i >> 8));
|
|
} else {
|
|
SlWriteByte((byte)(0x80 | (i >> 8)));
|
|
}
|
|
}
|
|
SlWriteByte((byte)i);
|
|
}
|
|
|
|
/** Return how many bytes used to encode a gamma value */
|
|
static inline uint SlGetGammaLength(size_t i)
|
|
{
|
|
return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21)) + (i >= (1 << 28));
|
|
}
|
|
|
|
static inline uint SlReadSparseIndex()
|
|
{
|
|
return SlReadSimpleGamma();
|
|
}
|
|
|
|
static inline void SlWriteSparseIndex(uint index)
|
|
{
|
|
SlWriteSimpleGamma(index);
|
|
}
|
|
|
|
static inline uint SlReadArrayLength()
|
|
{
|
|
return SlReadSimpleGamma();
|
|
}
|
|
|
|
static inline void SlWriteArrayLength(size_t length)
|
|
{
|
|
SlWriteSimpleGamma(length);
|
|
}
|
|
|
|
static inline uint SlGetArrayLength(size_t length)
|
|
{
|
|
return SlGetGammaLength(length);
|
|
}
|
|
|
|
/**
|
|
* Return the type as saved/loaded inside the savegame.
|
|
*/
|
|
static uint8 GetSavegameFileType(const SaveLoad &sld)
|
|
{
|
|
switch (sld.cmd) {
|
|
case SL_VAR:
|
|
return GetVarFileType(sld.conv); break;
|
|
|
|
case SL_STR:
|
|
case SL_STDSTR:
|
|
case SL_ARR:
|
|
case SL_VECTOR:
|
|
case SL_DEQUE:
|
|
return GetVarFileType(sld.conv) | SLE_FILE_HAS_LENGTH_FIELD; break;
|
|
|
|
case SL_REF:
|
|
return IsSavegameVersionBefore(SLV_69) ? SLE_FILE_U16 : SLE_FILE_U32;
|
|
|
|
case SL_REFLIST:
|
|
return (IsSavegameVersionBefore(SLV_69) ? SLE_FILE_U16 : SLE_FILE_U32) | SLE_FILE_HAS_LENGTH_FIELD;
|
|
|
|
case SL_SAVEBYTE:
|
|
return SLE_FILE_U8;
|
|
|
|
case SL_STRUCT:
|
|
case SL_STRUCTLIST:
|
|
return SLE_FILE_STRUCT | SLE_FILE_HAS_LENGTH_FIELD;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the size in bytes of a certain type of normal/atomic variable
|
|
* as it appears in memory. See VarTypes
|
|
* @param conv VarType type of variable that is used for calculating the size
|
|
* @return Return the size of this type in bytes
|
|
*/
|
|
static inline uint SlCalcConvMemLen(VarType conv)
|
|
{
|
|
static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
|
|
|
|
switch (GetVarMemType(conv)) {
|
|
case SLE_VAR_STRB:
|
|
case SLE_VAR_STR:
|
|
case SLE_VAR_STRQ:
|
|
return SlReadArrayLength();
|
|
|
|
default:
|
|
uint8 type = GetVarMemType(conv) >> 4;
|
|
assert(type < lengthof(conv_mem_size));
|
|
return conv_mem_size[type];
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the size in bytes of a certain type of normal/atomic variable
|
|
* as it appears in a saved game. See VarTypes
|
|
* @param conv VarType type of variable that is used for calculating the size
|
|
* @return Return the size of this type in bytes
|
|
*/
|
|
static inline byte SlCalcConvFileLen(VarType conv)
|
|
{
|
|
static const byte conv_file_size[] = {0, 1, 1, 2, 2, 4, 4, 8, 8, 2};
|
|
|
|
uint8 type = GetVarFileType(conv);
|
|
assert(type < lengthof(conv_file_size));
|
|
return conv_file_size[type];
|
|
}
|
|
|
|
/** Return the size in bytes of a reference (pointer) */
|
|
static inline size_t SlCalcRefLen()
|
|
{
|
|
return IsSavegameVersionBefore(SLV_69) ? 2 : 4;
|
|
}
|
|
|
|
void SlSetArrayIndex(uint index)
|
|
{
|
|
_sl.need_length = NL_WANTLENGTH;
|
|
_sl.array_index = index;
|
|
}
|
|
|
|
static size_t _next_offs;
|
|
|
|
/**
|
|
* Iterate through the elements of an array and read the whole thing
|
|
* @return The index of the object, or -1 if we have reached the end of current block
|
|
*/
|
|
int SlIterateArray()
|
|
{
|
|
int index;
|
|
|
|
/* After reading in the whole array inside the loop
|
|
* we must have read in all the data, so we must be at end of current block. */
|
|
if (_next_offs != 0 && _sl.reader->GetSize() != _next_offs) SlErrorCorrupt("Invalid chunk size");
|
|
|
|
for (;;) {
|
|
uint length = SlReadArrayLength();
|
|
if (length == 0) {
|
|
assert(!_sl.expect_table_header);
|
|
_next_offs = 0;
|
|
return -1;
|
|
}
|
|
|
|
_sl.obj_len = --length;
|
|
_next_offs = _sl.reader->GetSize() + length;
|
|
|
|
if (_sl.expect_table_header) {
|
|
_sl.expect_table_header = false;
|
|
return INT32_MAX;
|
|
}
|
|
|
|
switch (_sl.block_mode) {
|
|
case CH_SPARSE_TABLE:
|
|
case CH_SPARSE_ARRAY: index = (int)SlReadSparseIndex(); break;
|
|
case CH_TABLE:
|
|
case CH_ARRAY: index = _sl.array_index++; break;
|
|
default:
|
|
Debug(sl, 0, "SlIterateArray error");
|
|
return -1; // error
|
|
}
|
|
|
|
if (length != 0) return index;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Skip an array or sparse array
|
|
*/
|
|
void SlSkipArray()
|
|
{
|
|
while (SlIterateArray() != -1) {
|
|
SlSkipBytes(_next_offs - _sl.reader->GetSize());
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the length of either a RIFF object or the number of items in an array.
|
|
* This lets us load an object or an array of arbitrary size
|
|
* @param length The length of the sought object/array
|
|
*/
|
|
void SlSetLength(size_t length)
|
|
{
|
|
assert(_sl.action == SLA_SAVE);
|
|
|
|
switch (_sl.need_length) {
|
|
case NL_WANTLENGTH:
|
|
_sl.need_length = NL_NONE;
|
|
if ((_sl.block_mode == CH_TABLE || _sl.block_mode == CH_SPARSE_TABLE) && _sl.expect_table_header) {
|
|
_sl.expect_table_header = false;
|
|
SlWriteArrayLength(length + 1);
|
|
break;
|
|
}
|
|
|
|
switch (_sl.block_mode) {
|
|
case CH_RIFF:
|
|
/* Ugly encoding of >16M RIFF chunks
|
|
* The lower 24 bits are normal
|
|
* The uppermost 4 bits are bits 24:27 */
|
|
assert(length < (1 << 28));
|
|
SlWriteUint32((uint32)((length & 0xFFFFFF) | ((length >> 24) << 28)));
|
|
break;
|
|
case CH_TABLE:
|
|
case CH_ARRAY:
|
|
assert(_sl.last_array_index <= _sl.array_index);
|
|
while (++_sl.last_array_index <= _sl.array_index) {
|
|
SlWriteArrayLength(1);
|
|
}
|
|
SlWriteArrayLength(length + 1);
|
|
break;
|
|
case CH_SPARSE_TABLE:
|
|
case CH_SPARSE_ARRAY:
|
|
SlWriteArrayLength(length + 1 + SlGetArrayLength(_sl.array_index)); // Also include length of sparse index.
|
|
SlWriteSparseIndex(_sl.array_index);
|
|
break;
|
|
default: NOT_REACHED();
|
|
}
|
|
break;
|
|
|
|
case NL_CALCLENGTH:
|
|
_sl.obj_len += (int)length;
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Save/Load bytes. These do not need to be converted to Little/Big Endian
|
|
* so directly write them or read them to/from file
|
|
* @param ptr The source or destination of the object being manipulated
|
|
* @param length number of bytes this fast CopyBytes lasts
|
|
*/
|
|
static void SlCopyBytes(void *ptr, size_t length)
|
|
{
|
|
byte *p = (byte *)ptr;
|
|
|
|
switch (_sl.action) {
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD:
|
|
for (; length != 0; length--) *p++ = SlReadByte();
|
|
break;
|
|
case SLA_SAVE:
|
|
for (; length != 0; length--) SlWriteByte(*p++);
|
|
break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/** Get the length of the current object */
|
|
size_t SlGetFieldLength()
|
|
{
|
|
return _sl.obj_len;
|
|
}
|
|
|
|
/**
|
|
* Return a signed-long version of the value of a setting
|
|
* @param ptr pointer to the variable
|
|
* @param conv type of variable, can be a non-clean
|
|
* type, eg one with other flags because it is parsed
|
|
* @return returns the value of the pointer-setting
|
|
*/
|
|
int64 ReadValue(const void *ptr, VarType conv)
|
|
{
|
|
switch (GetVarMemType(conv)) {
|
|
case SLE_VAR_BL: return (*(const bool *)ptr != 0);
|
|
case SLE_VAR_I8: return *(const int8 *)ptr;
|
|
case SLE_VAR_U8: return *(const byte *)ptr;
|
|
case SLE_VAR_I16: return *(const int16 *)ptr;
|
|
case SLE_VAR_U16: return *(const uint16*)ptr;
|
|
case SLE_VAR_I32: return *(const int32 *)ptr;
|
|
case SLE_VAR_U32: return *(const uint32*)ptr;
|
|
case SLE_VAR_I64: return *(const int64 *)ptr;
|
|
case SLE_VAR_U64: return *(const uint64*)ptr;
|
|
case SLE_VAR_NULL:return 0;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Write the value of a setting
|
|
* @param ptr pointer to the variable
|
|
* @param conv type of variable, can be a non-clean type, eg
|
|
* with other flags. It is parsed upon read
|
|
* @param val the new value being given to the variable
|
|
*/
|
|
void WriteValue(void *ptr, VarType conv, int64 val)
|
|
{
|
|
switch (GetVarMemType(conv)) {
|
|
case SLE_VAR_BL: *(bool *)ptr = (val != 0); break;
|
|
case SLE_VAR_I8: *(int8 *)ptr = val; break;
|
|
case SLE_VAR_U8: *(byte *)ptr = val; break;
|
|
case SLE_VAR_I16: *(int16 *)ptr = val; break;
|
|
case SLE_VAR_U16: *(uint16*)ptr = val; break;
|
|
case SLE_VAR_I32: *(int32 *)ptr = val; break;
|
|
case SLE_VAR_U32: *(uint32*)ptr = val; break;
|
|
case SLE_VAR_I64: *(int64 *)ptr = val; break;
|
|
case SLE_VAR_U64: *(uint64*)ptr = val; break;
|
|
case SLE_VAR_NAME: *reinterpret_cast<std::string *>(ptr) = CopyFromOldName(val); break;
|
|
case SLE_VAR_NULL: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle all conversion and typechecking of variables here.
|
|
* In the case of saving, read in the actual value from the struct
|
|
* and then write them to file, endian safely. Loading a value
|
|
* goes exactly the opposite way
|
|
* @param ptr The object being filled/read
|
|
* @param conv VarType type of the current element of the struct
|
|
*/
|
|
static void SlSaveLoadConv(void *ptr, VarType conv)
|
|
{
|
|
switch (_sl.action) {
|
|
case SLA_SAVE: {
|
|
int64 x = ReadValue(ptr, conv);
|
|
|
|
/* Write the value to the file and check if its value is in the desired range */
|
|
switch (GetVarFileType(conv)) {
|
|
case SLE_FILE_I8: assert(x >= -128 && x <= 127); SlWriteByte(x);break;
|
|
case SLE_FILE_U8: assert(x >= 0 && x <= 255); SlWriteByte(x);break;
|
|
case SLE_FILE_I16:assert(x >= -32768 && x <= 32767); SlWriteUint16(x);break;
|
|
case SLE_FILE_STRINGID:
|
|
case SLE_FILE_U16:assert(x >= 0 && x <= 65535); SlWriteUint16(x);break;
|
|
case SLE_FILE_I32:
|
|
case SLE_FILE_U32: SlWriteUint32((uint32)x);break;
|
|
case SLE_FILE_I64:
|
|
case SLE_FILE_U64: SlWriteUint64(x);break;
|
|
default: NOT_REACHED();
|
|
}
|
|
break;
|
|
}
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD: {
|
|
int64 x;
|
|
/* Read a value from the file */
|
|
switch (GetVarFileType(conv)) {
|
|
case SLE_FILE_I8: x = (int8 )SlReadByte(); break;
|
|
case SLE_FILE_U8: x = (byte )SlReadByte(); break;
|
|
case SLE_FILE_I16: x = (int16 )SlReadUint16(); break;
|
|
case SLE_FILE_U16: x = (uint16)SlReadUint16(); break;
|
|
case SLE_FILE_I32: x = (int32 )SlReadUint32(); break;
|
|
case SLE_FILE_U32: x = (uint32)SlReadUint32(); break;
|
|
case SLE_FILE_I64: x = (int64 )SlReadUint64(); break;
|
|
case SLE_FILE_U64: x = (uint64)SlReadUint64(); break;
|
|
case SLE_FILE_STRINGID: x = RemapOldStringID((uint16)SlReadUint16()); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
/* Write The value to the struct. These ARE endian safe. */
|
|
WriteValue(ptr, conv, x);
|
|
break;
|
|
}
|
|
case SLA_PTRS: break;
|
|
case SLA_NULL: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Calculate the net length of a string. This is in almost all cases
|
|
* just strlen(), but if the string is not properly terminated, we'll
|
|
* resort to the maximum length of the buffer.
|
|
* @param ptr pointer to the stringbuffer
|
|
* @param length maximum length of the string (buffer). If -1 we don't care
|
|
* about a maximum length, but take string length as it is.
|
|
* @return return the net length of the string
|
|
*/
|
|
static inline size_t SlCalcNetStringLen(const char *ptr, size_t length)
|
|
{
|
|
if (ptr == nullptr) return 0;
|
|
return std::min(strlen(ptr), length - 1);
|
|
}
|
|
|
|
/**
|
|
* Calculate the gross length of the string that it
|
|
* will occupy in the savegame. This includes the real length, returned
|
|
* by SlCalcNetStringLen and the length that the index will occupy.
|
|
* @param ptr pointer to the stringbuffer
|
|
* @param length maximum length of the string (buffer size, etc.)
|
|
* @param conv type of data been used
|
|
* @return return the gross length of the string
|
|
*/
|
|
static inline size_t SlCalcStringLen(const void *ptr, size_t length, VarType conv)
|
|
{
|
|
size_t len;
|
|
const char *str;
|
|
|
|
switch (GetVarMemType(conv)) {
|
|
default: NOT_REACHED();
|
|
case SLE_VAR_STR:
|
|
case SLE_VAR_STRQ:
|
|
str = *(const char * const *)ptr;
|
|
len = SIZE_MAX;
|
|
break;
|
|
case SLE_VAR_STRB:
|
|
str = (const char *)ptr;
|
|
len = length;
|
|
break;
|
|
}
|
|
|
|
len = SlCalcNetStringLen(str, len);
|
|
return len + SlGetArrayLength(len); // also include the length of the index
|
|
}
|
|
|
|
/**
|
|
* Calculate the gross length of the string that it
|
|
* will occupy in the savegame. This includes the real length, returned
|
|
* by SlCalcNetStringLen and the length that the index will occupy.
|
|
* @param ptr Pointer to the \c std::string.
|
|
* @return The gross length of the string.
|
|
*/
|
|
static inline size_t SlCalcStdStringLen(const void *ptr)
|
|
{
|
|
const std::string *str = reinterpret_cast<const std::string *>(ptr);
|
|
|
|
size_t len = str->length();
|
|
return len + SlGetArrayLength(len); // also include the length of the index
|
|
}
|
|
|
|
/**
|
|
* Save/Load a string.
|
|
* @param ptr the string being manipulated
|
|
* @param length of the string (full length)
|
|
* @param conv must be SLE_FILE_STRING
|
|
*/
|
|
static void SlString(void *ptr, size_t length, VarType conv)
|
|
{
|
|
switch (_sl.action) {
|
|
case SLA_SAVE: {
|
|
size_t len;
|
|
switch (GetVarMemType(conv)) {
|
|
default: NOT_REACHED();
|
|
case SLE_VAR_STRB:
|
|
len = SlCalcNetStringLen((char *)ptr, length);
|
|
break;
|
|
case SLE_VAR_STR:
|
|
case SLE_VAR_STRQ:
|
|
ptr = *(char **)ptr;
|
|
len = SlCalcNetStringLen((char *)ptr, SIZE_MAX);
|
|
break;
|
|
}
|
|
|
|
SlWriteArrayLength(len);
|
|
SlCopyBytes(ptr, len);
|
|
break;
|
|
}
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD: {
|
|
size_t len = SlReadArrayLength();
|
|
|
|
switch (GetVarMemType(conv)) {
|
|
default: NOT_REACHED();
|
|
case SLE_VAR_NULL:
|
|
SlSkipBytes(len);
|
|
return;
|
|
case SLE_VAR_STRB:
|
|
if (len >= length) {
|
|
Debug(sl, 1, "String length in savegame is bigger than buffer, truncating");
|
|
SlCopyBytes(ptr, length);
|
|
SlSkipBytes(len - length);
|
|
len = length - 1;
|
|
} else {
|
|
SlCopyBytes(ptr, len);
|
|
}
|
|
break;
|
|
case SLE_VAR_STR:
|
|
case SLE_VAR_STRQ: // Malloc'd string, free previous incarnation, and allocate
|
|
free(*(char **)ptr);
|
|
if (len == 0) {
|
|
*(char **)ptr = nullptr;
|
|
return;
|
|
} else {
|
|
*(char **)ptr = MallocT<char>(len + 1); // terminating '\0'
|
|
ptr = *(char **)ptr;
|
|
SlCopyBytes(ptr, len);
|
|
}
|
|
break;
|
|
}
|
|
|
|
((char *)ptr)[len] = '\0'; // properly terminate the string
|
|
StringValidationSettings settings = SVS_REPLACE_WITH_QUESTION_MARK;
|
|
if ((conv & SLF_ALLOW_CONTROL) != 0) {
|
|
settings = settings | SVS_ALLOW_CONTROL_CODE;
|
|
if (IsSavegameVersionBefore(SLV_169)) {
|
|
str_fix_scc_encoded((char *)ptr, (char *)ptr + len);
|
|
}
|
|
}
|
|
if ((conv & SLF_ALLOW_NEWLINE) != 0) {
|
|
settings = settings | SVS_ALLOW_NEWLINE;
|
|
}
|
|
StrMakeValidInPlace((char *)ptr, (char *)ptr + len, settings);
|
|
break;
|
|
}
|
|
case SLA_PTRS: break;
|
|
case SLA_NULL: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Save/Load a \c std::string.
|
|
* @param ptr the string being manipulated
|
|
* @param conv must be SLE_FILE_STRING
|
|
*/
|
|
static void SlStdString(void *ptr, VarType conv)
|
|
{
|
|
std::string *str = reinterpret_cast<std::string *>(ptr);
|
|
|
|
switch (_sl.action) {
|
|
case SLA_SAVE: {
|
|
size_t len = str->length();
|
|
SlWriteArrayLength(len);
|
|
SlCopyBytes(const_cast<void *>(static_cast<const void *>(str->c_str())), len);
|
|
break;
|
|
}
|
|
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD: {
|
|
size_t len = SlReadArrayLength();
|
|
if (GetVarMemType(conv) == SLE_VAR_NULL) {
|
|
SlSkipBytes(len);
|
|
return;
|
|
}
|
|
|
|
char *buf = AllocaM(char, len + 1);
|
|
SlCopyBytes(buf, len);
|
|
buf[len] = '\0'; // properly terminate the string
|
|
|
|
StringValidationSettings settings = SVS_REPLACE_WITH_QUESTION_MARK;
|
|
if ((conv & SLF_ALLOW_CONTROL) != 0) {
|
|
settings = settings | SVS_ALLOW_CONTROL_CODE;
|
|
if (IsSavegameVersionBefore(SLV_169)) {
|
|
str_fix_scc_encoded(buf, buf + len);
|
|
}
|
|
}
|
|
if ((conv & SLF_ALLOW_NEWLINE) != 0) {
|
|
settings = settings | SVS_ALLOW_NEWLINE;
|
|
}
|
|
StrMakeValidInPlace(buf, buf + len, settings);
|
|
|
|
// Store sanitized string.
|
|
str->assign(buf);
|
|
}
|
|
|
|
case SLA_PTRS: break;
|
|
case SLA_NULL: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Internal function to save/Load a list of SL_VARs.
|
|
* SlCopy() and SlArray() are very similar, with the exception of the header.
|
|
* This function represents the common part.
|
|
* @param object The object being manipulated.
|
|
* @param length The length of the object in elements
|
|
* @param conv VarType type of the items.
|
|
*/
|
|
static void SlCopyInternal(void *object, size_t length, VarType conv)
|
|
{
|
|
if (GetVarMemType(conv) == SLE_VAR_NULL) {
|
|
assert(_sl.action != SLA_SAVE); // Use SL_NULL if you want to write null-bytes
|
|
SlSkipBytes(length * SlCalcConvFileLen(conv));
|
|
return;
|
|
}
|
|
|
|
/* NOTICE - handle some buggy stuff, in really old versions everything was saved
|
|
* as a byte-type. So detect this, and adjust object size accordingly */
|
|
if (_sl.action != SLA_SAVE && _sl_version == 0) {
|
|
/* all objects except difficulty settings */
|
|
if (conv == SLE_INT16 || conv == SLE_UINT16 || conv == SLE_STRINGID ||
|
|
conv == SLE_INT32 || conv == SLE_UINT32) {
|
|
SlCopyBytes(object, length * SlCalcConvFileLen(conv));
|
|
return;
|
|
}
|
|
/* used for conversion of Money 32bit->64bit */
|
|
if (conv == (SLE_FILE_I32 | SLE_VAR_I64)) {
|
|
for (uint i = 0; i < length; i++) {
|
|
((int64*)object)[i] = (int32)BSWAP32(SlReadUint32());
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* If the size of elements is 1 byte both in file and memory, no special
|
|
* conversion is needed, use specialized copy-copy function to speed up things */
|
|
if (conv == SLE_INT8 || conv == SLE_UINT8) {
|
|
SlCopyBytes(object, length);
|
|
} else {
|
|
byte *a = (byte*)object;
|
|
byte mem_size = SlCalcConvMemLen(conv);
|
|
|
|
for (; length != 0; length --) {
|
|
SlSaveLoadConv(a, conv);
|
|
a += mem_size; // get size
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Copy a list of SL_VARs to/from a savegame.
|
|
* These entries are copied as-is, and you as caller have to make sure things
|
|
* like length-fields are calculated correctly.
|
|
* @param object The object being manipulated.
|
|
* @param length The length of the object in elements
|
|
* @param conv VarType type of the items.
|
|
*/
|
|
void SlCopy(void *object, size_t length, VarType conv)
|
|
{
|
|
if (_sl.action == SLA_PTRS || _sl.action == SLA_NULL) return;
|
|
|
|
/* Automatically calculate the length? */
|
|
if (_sl.need_length != NL_NONE) {
|
|
SlSetLength(length * SlCalcConvFileLen(conv));
|
|
/* Determine length only? */
|
|
if (_sl.need_length == NL_CALCLENGTH) return;
|
|
}
|
|
|
|
SlCopyInternal(object, length, conv);
|
|
}
|
|
|
|
/**
|
|
* Return the size in bytes of a certain type of atomic array
|
|
* @param length The length of the array counted in elements
|
|
* @param conv VarType type of the variable that is used in calculating the size
|
|
*/
|
|
static inline size_t SlCalcArrayLen(size_t length, VarType conv)
|
|
{
|
|
return SlCalcConvFileLen(conv) * length + SlGetArrayLength(length);
|
|
}
|
|
|
|
/**
|
|
* Save/Load the length of the array followed by the array of SL_VAR elements.
|
|
* @param array The array being manipulated
|
|
* @param length The length of the array in elements
|
|
* @param conv VarType type of the atomic array (int, byte, uint64, etc.)
|
|
*/
|
|
static void SlArray(void *array, size_t length, VarType conv)
|
|
{
|
|
switch (_sl.action) {
|
|
case SLA_SAVE:
|
|
SlWriteArrayLength(length);
|
|
SlCopyInternal(array, length, conv);
|
|
return;
|
|
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD: {
|
|
if (!IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH)) {
|
|
size_t sv_length = SlReadArrayLength();
|
|
if (GetVarMemType(conv) == SLE_VAR_NULL) {
|
|
/* We don't know this field, so we assume the length in the savegame is correct. */
|
|
length = sv_length;
|
|
} else if (sv_length != length) {
|
|
/* If the SLE_ARR changes size, a savegame bump is required
|
|
* and the developer should have written conversion lines.
|
|
* Error out to make this more visible. */
|
|
SlErrorCorrupt("Fixed-length array is of wrong length");
|
|
}
|
|
}
|
|
|
|
SlCopyInternal(array, length, conv);
|
|
return;
|
|
}
|
|
|
|
case SLA_PTRS:
|
|
case SLA_NULL:
|
|
return;
|
|
|
|
default:
|
|
NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Pointers cannot be saved to a savegame, so this functions gets
|
|
* the index of the item, and if not available, it hussles with
|
|
* pointers (looks really bad :()
|
|
* Remember that a nullptr item has value 0, and all
|
|
* indices have +1, so vehicle 0 is saved as index 1.
|
|
* @param obj The object that we want to get the index of
|
|
* @param rt SLRefType type of the object the index is being sought of
|
|
* @return Return the pointer converted to an index of the type pointed to
|
|
*/
|
|
static size_t ReferenceToInt(const void *obj, SLRefType rt)
|
|
{
|
|
assert(_sl.action == SLA_SAVE);
|
|
|
|
if (obj == nullptr) return 0;
|
|
|
|
switch (rt) {
|
|
case REF_VEHICLE_OLD: // Old vehicles we save as new ones
|
|
case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1;
|
|
case REF_STATION: return ((const Station*)obj)->index + 1;
|
|
case REF_TOWN: return ((const Town*)obj)->index + 1;
|
|
case REF_ORDER: return ((const Order*)obj)->index + 1;
|
|
case REF_ROADSTOPS: return ((const RoadStop*)obj)->index + 1;
|
|
case REF_ENGINE_RENEWS: return ((const EngineRenew*)obj)->index + 1;
|
|
case REF_CARGO_PACKET: return ((const CargoPacket*)obj)->index + 1;
|
|
case REF_ORDERLIST: return ((const OrderList*)obj)->index + 1;
|
|
case REF_STORAGE: return ((const PersistentStorage*)obj)->index + 1;
|
|
case REF_LINK_GRAPH: return ((const LinkGraph*)obj)->index + 1;
|
|
case REF_LINK_GRAPH_JOB: return ((const LinkGraphJob*)obj)->index + 1;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Pointers cannot be loaded from a savegame, so this function
|
|
* gets the index from the savegame and returns the appropriate
|
|
* pointer from the already loaded base.
|
|
* Remember that an index of 0 is a nullptr pointer so all indices
|
|
* are +1 so vehicle 0 is saved as 1.
|
|
* @param index The index that is being converted to a pointer
|
|
* @param rt SLRefType type of the object the pointer is sought of
|
|
* @return Return the index converted to a pointer of any type
|
|
*/
|
|
static void *IntToReference(size_t index, SLRefType rt)
|
|
{
|
|
static_assert(sizeof(size_t) <= sizeof(void *));
|
|
|
|
assert(_sl.action == SLA_PTRS);
|
|
|
|
/* After version 4.3 REF_VEHICLE_OLD is saved as REF_VEHICLE,
|
|
* and should be loaded like that */
|
|
if (rt == REF_VEHICLE_OLD && !IsSavegameVersionBefore(SLV_4, 4)) {
|
|
rt = REF_VEHICLE;
|
|
}
|
|
|
|
/* No need to look up nullptr pointers, just return immediately */
|
|
if (index == (rt == REF_VEHICLE_OLD ? 0xFFFF : 0)) return nullptr;
|
|
|
|
/* Correct index. Old vehicles were saved differently:
|
|
* invalid vehicle was 0xFFFF, now we use 0x0000 for everything invalid. */
|
|
if (rt != REF_VEHICLE_OLD) index--;
|
|
|
|
switch (rt) {
|
|
case REF_ORDERLIST:
|
|
if (OrderList::IsValidID(index)) return OrderList::Get(index);
|
|
SlErrorCorrupt("Referencing invalid OrderList");
|
|
|
|
case REF_ORDER:
|
|
if (Order::IsValidID(index)) return Order::Get(index);
|
|
/* in old versions, invalid order was used to mark end of order list */
|
|
if (IsSavegameVersionBefore(SLV_5, 2)) return nullptr;
|
|
SlErrorCorrupt("Referencing invalid Order");
|
|
|
|
case REF_VEHICLE_OLD:
|
|
case REF_VEHICLE:
|
|
if (Vehicle::IsValidID(index)) return Vehicle::Get(index);
|
|
SlErrorCorrupt("Referencing invalid Vehicle");
|
|
|
|
case REF_STATION:
|
|
if (Station::IsValidID(index)) return Station::Get(index);
|
|
SlErrorCorrupt("Referencing invalid Station");
|
|
|
|
case REF_TOWN:
|
|
if (Town::IsValidID(index)) return Town::Get(index);
|
|
SlErrorCorrupt("Referencing invalid Town");
|
|
|
|
case REF_ROADSTOPS:
|
|
if (RoadStop::IsValidID(index)) return RoadStop::Get(index);
|
|
SlErrorCorrupt("Referencing invalid RoadStop");
|
|
|
|
case REF_ENGINE_RENEWS:
|
|
if (EngineRenew::IsValidID(index)) return EngineRenew::Get(index);
|
|
SlErrorCorrupt("Referencing invalid EngineRenew");
|
|
|
|
case REF_CARGO_PACKET:
|
|
if (CargoPacket::IsValidID(index)) return CargoPacket::Get(index);
|
|
SlErrorCorrupt("Referencing invalid CargoPacket");
|
|
|
|
case REF_STORAGE:
|
|
if (PersistentStorage::IsValidID(index)) return PersistentStorage::Get(index);
|
|
SlErrorCorrupt("Referencing invalid PersistentStorage");
|
|
|
|
case REF_LINK_GRAPH:
|
|
if (LinkGraph::IsValidID(index)) return LinkGraph::Get(index);
|
|
SlErrorCorrupt("Referencing invalid LinkGraph");
|
|
|
|
case REF_LINK_GRAPH_JOB:
|
|
if (LinkGraphJob::IsValidID(index)) return LinkGraphJob::Get(index);
|
|
SlErrorCorrupt("Referencing invalid LinkGraphJob");
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle conversion for references.
|
|
* @param ptr The object being filled/read.
|
|
* @param conv VarType type of the current element of the struct.
|
|
*/
|
|
void SlSaveLoadRef(void *ptr, VarType conv)
|
|
{
|
|
switch (_sl.action) {
|
|
case SLA_SAVE:
|
|
SlWriteUint32((uint32)ReferenceToInt(*(void **)ptr, (SLRefType)conv));
|
|
break;
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD:
|
|
*(size_t *)ptr = IsSavegameVersionBefore(SLV_69) ? SlReadUint16() : SlReadUint32();
|
|
break;
|
|
case SLA_PTRS:
|
|
*(void **)ptr = IntToReference(*(size_t *)ptr, (SLRefType)conv);
|
|
break;
|
|
case SLA_NULL:
|
|
*(void **)ptr = nullptr;
|
|
break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Template class to help with list-like types.
|
|
*/
|
|
template <template<typename, typename> typename Tstorage, typename Tvar, typename Tallocator = std::allocator<Tvar>>
|
|
class SlStorageHelper {
|
|
typedef Tstorage<Tvar, Tallocator> SlStorageT;
|
|
public:
|
|
/**
|
|
* Internal templated helper to return the size in bytes of a list-like type.
|
|
* @param storage The storage to find the size of
|
|
* @param conv VarType type of variable that is used for calculating the size
|
|
* @param cmd The SaveLoadType ware are saving/loading.
|
|
*/
|
|
static size_t SlCalcLen(const void *storage, VarType conv, SaveLoadType cmd = SL_VAR)
|
|
{
|
|
assert(cmd == SL_VAR || cmd == SL_REF);
|
|
|
|
const SlStorageT *list = static_cast<const SlStorageT *>(storage);
|
|
|
|
int type_size = SlGetArrayLength(list->size());
|
|
int item_size = SlCalcConvFileLen(cmd == SL_VAR ? conv : (VarType)SLE_FILE_U32);
|
|
return list->size() * item_size + type_size;
|
|
}
|
|
|
|
static void SlSaveLoadMember(SaveLoadType cmd, Tvar *item, VarType conv)
|
|
{
|
|
switch (cmd) {
|
|
case SL_VAR: SlSaveLoadConv(item, conv); break;
|
|
case SL_REF: SlSaveLoadRef(item, conv); break;
|
|
default:
|
|
NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Internal templated helper to save/load a list-like type.
|
|
* @param storage The storage being manipulated.
|
|
* @param conv VarType type of variable that is used for calculating the size.
|
|
* @param cmd The SaveLoadType ware are saving/loading.
|
|
*/
|
|
static void SlSaveLoad(void *storage, VarType conv, SaveLoadType cmd = SL_VAR)
|
|
{
|
|
assert(cmd == SL_VAR || cmd == SL_REF);
|
|
|
|
SlStorageT *list = static_cast<SlStorageT *>(storage);
|
|
|
|
switch (_sl.action) {
|
|
case SLA_SAVE:
|
|
SlWriteArrayLength(list->size());
|
|
|
|
for (auto &item : *list) {
|
|
SlSaveLoadMember(cmd, &item, conv);
|
|
}
|
|
break;
|
|
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD: {
|
|
size_t length;
|
|
switch (cmd) {
|
|
case SL_VAR: length = IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? SlReadUint32() : SlReadArrayLength(); break;
|
|
case SL_REF: length = IsSavegameVersionBefore(SLV_69) ? SlReadUint16() : IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? SlReadUint32() : SlReadArrayLength(); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
/* Load each value and push to the end of the storage. */
|
|
for (size_t i = 0; i < length; i++) {
|
|
Tvar &data = list->emplace_back();
|
|
SlSaveLoadMember(cmd, &data, conv);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SLA_PTRS:
|
|
for (auto &item : *list) {
|
|
SlSaveLoadMember(cmd, &item, conv);
|
|
}
|
|
break;
|
|
|
|
case SLA_NULL:
|
|
list->clear();
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Return the size in bytes of a list.
|
|
* @param list The std::list to find the size of.
|
|
* @param conv VarType type of variable that is used for calculating the size.
|
|
*/
|
|
static inline size_t SlCalcRefListLen(const void *list, VarType conv)
|
|
{
|
|
return SlStorageHelper<std::list, void *>::SlCalcLen(list, conv, SL_REF);
|
|
}
|
|
|
|
/**
|
|
* Save/Load a list.
|
|
* @param list The list being manipulated.
|
|
* @param conv VarType type of variable that is used for calculating the size.
|
|
*/
|
|
static void SlRefList(void *list, VarType conv)
|
|
{
|
|
/* Automatically calculate the length? */
|
|
if (_sl.need_length != NL_NONE) {
|
|
SlSetLength(SlCalcRefListLen(list, conv));
|
|
/* Determine length only? */
|
|
if (_sl.need_length == NL_CALCLENGTH) return;
|
|
}
|
|
|
|
SlStorageHelper<std::list, void *>::SlSaveLoad(list, conv, SL_REF);
|
|
}
|
|
|
|
/**
|
|
* Return the size in bytes of a std::deque.
|
|
* @param deque The std::deque to find the size of
|
|
* @param conv VarType type of variable that is used for calculating the size
|
|
*/
|
|
static inline size_t SlCalcDequeLen(const void *deque, VarType conv)
|
|
{
|
|
switch (GetVarMemType(conv)) {
|
|
case SLE_VAR_BL: return SlStorageHelper<std::deque, bool>::SlCalcLen(deque, conv);
|
|
case SLE_VAR_I8: return SlStorageHelper<std::deque, int8>::SlCalcLen(deque, conv);
|
|
case SLE_VAR_U8: return SlStorageHelper<std::deque, uint8>::SlCalcLen(deque, conv);
|
|
case SLE_VAR_I16: return SlStorageHelper<std::deque, int16>::SlCalcLen(deque, conv);
|
|
case SLE_VAR_U16: return SlStorageHelper<std::deque, uint16>::SlCalcLen(deque, conv);
|
|
case SLE_VAR_I32: return SlStorageHelper<std::deque, int32>::SlCalcLen(deque, conv);
|
|
case SLE_VAR_U32: return SlStorageHelper<std::deque, uint32>::SlCalcLen(deque, conv);
|
|
case SLE_VAR_I64: return SlStorageHelper<std::deque, int64>::SlCalcLen(deque, conv);
|
|
case SLE_VAR_U64: return SlStorageHelper<std::deque, uint64>::SlCalcLen(deque, conv);
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Save/load a std::deque.
|
|
* @param deque The std::deque being manipulated
|
|
* @param conv VarType type of variable that is used for calculating the size
|
|
*/
|
|
static void SlDeque(void *deque, VarType conv)
|
|
{
|
|
switch (GetVarMemType(conv)) {
|
|
case SLE_VAR_BL: SlStorageHelper<std::deque, bool>::SlSaveLoad(deque, conv); break;
|
|
case SLE_VAR_I8: SlStorageHelper<std::deque, int8>::SlSaveLoad(deque, conv); break;
|
|
case SLE_VAR_U8: SlStorageHelper<std::deque, uint8>::SlSaveLoad(deque, conv); break;
|
|
case SLE_VAR_I16: SlStorageHelper<std::deque, int16>::SlSaveLoad(deque, conv); break;
|
|
case SLE_VAR_U16: SlStorageHelper<std::deque, uint16>::SlSaveLoad(deque, conv); break;
|
|
case SLE_VAR_I32: SlStorageHelper<std::deque, int32>::SlSaveLoad(deque, conv); break;
|
|
case SLE_VAR_U32: SlStorageHelper<std::deque, uint32>::SlSaveLoad(deque, conv); break;
|
|
case SLE_VAR_I64: SlStorageHelper<std::deque, int64>::SlSaveLoad(deque, conv); break;
|
|
case SLE_VAR_U64: SlStorageHelper<std::deque, uint64>::SlSaveLoad(deque, conv); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the size in bytes of a std::vector.
|
|
* @param vector The std::vector to find the size of
|
|
* @param conv VarType type of variable that is used for calculating the size
|
|
*/
|
|
static inline size_t SlCalcVectorLen(const void *vector, VarType conv)
|
|
{
|
|
switch (GetVarMemType(conv)) {
|
|
case SLE_VAR_BL: NOT_REACHED(); // Not supported
|
|
case SLE_VAR_I8: return SlStorageHelper<std::vector, int8>::SlCalcLen(vector, conv);
|
|
case SLE_VAR_U8: return SlStorageHelper<std::vector, uint8>::SlCalcLen(vector, conv);
|
|
case SLE_VAR_I16: return SlStorageHelper<std::vector, int16>::SlCalcLen(vector, conv);
|
|
case SLE_VAR_U16: return SlStorageHelper<std::vector, uint16>::SlCalcLen(vector, conv);
|
|
case SLE_VAR_I32: return SlStorageHelper<std::vector, int32>::SlCalcLen(vector, conv);
|
|
case SLE_VAR_U32: return SlStorageHelper<std::vector, uint32>::SlCalcLen(vector, conv);
|
|
case SLE_VAR_I64: return SlStorageHelper<std::vector, int64>::SlCalcLen(vector, conv);
|
|
case SLE_VAR_U64: return SlStorageHelper<std::vector, uint64>::SlCalcLen(vector, conv);
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Save/load a std::vector.
|
|
* @param vector The std::vector being manipulated
|
|
* @param conv VarType type of variable that is used for calculating the size
|
|
*/
|
|
static void SlVector(void *vector, VarType conv)
|
|
{
|
|
switch (GetVarMemType(conv)) {
|
|
case SLE_VAR_BL: NOT_REACHED(); // Not supported
|
|
case SLE_VAR_I8: SlStorageHelper<std::vector, int8>::SlSaveLoad(vector, conv); break;
|
|
case SLE_VAR_U8: SlStorageHelper<std::vector, uint8>::SlSaveLoad(vector, conv); break;
|
|
case SLE_VAR_I16: SlStorageHelper<std::vector, int16>::SlSaveLoad(vector, conv); break;
|
|
case SLE_VAR_U16: SlStorageHelper<std::vector, uint16>::SlSaveLoad(vector, conv); break;
|
|
case SLE_VAR_I32: SlStorageHelper<std::vector, int32>::SlSaveLoad(vector, conv); break;
|
|
case SLE_VAR_U32: SlStorageHelper<std::vector, uint32>::SlSaveLoad(vector, conv); break;
|
|
case SLE_VAR_I64: SlStorageHelper<std::vector, int64>::SlSaveLoad(vector, conv); break;
|
|
case SLE_VAR_U64: SlStorageHelper<std::vector, uint64>::SlSaveLoad(vector, conv); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/** Are we going to save this object or not? */
|
|
static inline bool SlIsObjectValidInSavegame(const SaveLoad &sld)
|
|
{
|
|
return (_sl_version >= sld.version_from && _sl_version < sld.version_to);
|
|
}
|
|
|
|
/**
|
|
* Calculate the size of the table header.
|
|
* @param slt The SaveLoad table with objects to save/load.
|
|
* @return size of given object.
|
|
*/
|
|
static size_t SlCalcTableHeader(const SaveLoadTable &slt)
|
|
{
|
|
size_t length = 0;
|
|
|
|
for (auto &sld : slt) {
|
|
if (!SlIsObjectValidInSavegame(sld)) continue;
|
|
|
|
length += SlCalcConvFileLen(SLE_UINT8);
|
|
length += SlCalcStdStringLen(&sld.name);
|
|
}
|
|
|
|
length += SlCalcConvFileLen(SLE_UINT8); // End-of-list entry.
|
|
|
|
for (auto &sld : slt) {
|
|
if (!SlIsObjectValidInSavegame(sld)) continue;
|
|
if (sld.cmd == SL_STRUCTLIST || sld.cmd == SL_STRUCT) {
|
|
length += SlCalcTableHeader(sld.handler->GetDescription());
|
|
}
|
|
}
|
|
|
|
return length;
|
|
}
|
|
|
|
/**
|
|
* Calculate the size of an object.
|
|
* @param object to be measured.
|
|
* @param slt The SaveLoad table with objects to save/load.
|
|
* @return size of given object.
|
|
*/
|
|
size_t SlCalcObjLength(const void *object, const SaveLoadTable &slt)
|
|
{
|
|
size_t length = 0;
|
|
|
|
/* Need to determine the length and write a length tag. */
|
|
for (auto &sld : slt) {
|
|
length += SlCalcObjMemberLength(object, sld);
|
|
}
|
|
return length;
|
|
}
|
|
|
|
size_t SlCalcObjMemberLength(const void *object, const SaveLoad &sld)
|
|
{
|
|
assert(_sl.action == SLA_SAVE);
|
|
|
|
if (!SlIsObjectValidInSavegame(sld)) return 0;
|
|
|
|
switch (sld.cmd) {
|
|
case SL_VAR: return SlCalcConvFileLen(sld.conv);
|
|
case SL_REF: return SlCalcRefLen();
|
|
case SL_ARR: return SlCalcArrayLen(sld.length, sld.conv);
|
|
case SL_STR: return SlCalcStringLen(GetVariableAddress(object, sld), sld.length, sld.conv);
|
|
case SL_REFLIST: return SlCalcRefListLen(GetVariableAddress(object, sld), sld.conv);
|
|
case SL_DEQUE: return SlCalcDequeLen(GetVariableAddress(object, sld), sld.conv);
|
|
case SL_VECTOR: return SlCalcVectorLen(GetVariableAddress(object, sld), sld.conv);
|
|
case SL_STDSTR: return SlCalcStdStringLen(GetVariableAddress(object, sld));
|
|
case SL_SAVEBYTE: return 1; // a byte is logically of size 1
|
|
case SL_NULL: return SlCalcConvFileLen(sld.conv) * sld.length;
|
|
|
|
case SL_STRUCT:
|
|
case SL_STRUCTLIST: {
|
|
NeedLength old_need_length = _sl.need_length;
|
|
size_t old_obj_len = _sl.obj_len;
|
|
|
|
_sl.need_length = NL_CALCLENGTH;
|
|
_sl.obj_len = 0;
|
|
|
|
/* Pretend that we are saving to collect the object size. Other
|
|
* means are difficult, as we don't know the length of the list we
|
|
* are about to store. */
|
|
sld.handler->Save(const_cast<void *>(object));
|
|
size_t length = _sl.obj_len;
|
|
|
|
_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();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Check whether the variable size of the variable in the saveload configuration
|
|
* matches with the actual variable size.
|
|
* @param sld The saveload configuration to test.
|
|
*/
|
|
[[maybe_unused]] static bool IsVariableSizeRight(const SaveLoad &sld)
|
|
{
|
|
if (GetVarMemType(sld.conv) == SLE_VAR_NULL) return true;
|
|
|
|
switch (sld.cmd) {
|
|
case SL_VAR:
|
|
switch (GetVarMemType(sld.conv)) {
|
|
case SLE_VAR_BL:
|
|
return sld.size == sizeof(bool);
|
|
case SLE_VAR_I8:
|
|
case SLE_VAR_U8:
|
|
return sld.size == sizeof(int8);
|
|
case SLE_VAR_I16:
|
|
case SLE_VAR_U16:
|
|
return sld.size == sizeof(int16);
|
|
case SLE_VAR_I32:
|
|
case SLE_VAR_U32:
|
|
return sld.size == sizeof(int32);
|
|
case SLE_VAR_I64:
|
|
case SLE_VAR_U64:
|
|
return sld.size == sizeof(int64);
|
|
case SLE_VAR_NAME:
|
|
return sld.size == sizeof(std::string);
|
|
default:
|
|
return sld.size == sizeof(void *);
|
|
}
|
|
case SL_REF:
|
|
/* These should all be pointer sized. */
|
|
return sld.size == sizeof(void *);
|
|
|
|
case SL_STR:
|
|
/* These should be pointer sized, or fixed array. */
|
|
return sld.size == sizeof(void *) || sld.size == sld.length;
|
|
|
|
case SL_STDSTR:
|
|
/* These should be all pointers to std::string. */
|
|
return sld.size == sizeof(std::string);
|
|
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
static bool SlObjectMember(void *object, const SaveLoad &sld)
|
|
{
|
|
assert(IsVariableSizeRight(sld));
|
|
|
|
if (!SlIsObjectValidInSavegame(sld)) return false;
|
|
|
|
VarType conv = GB(sld.conv, 0, 8);
|
|
switch (sld.cmd) {
|
|
case SL_VAR:
|
|
case SL_REF:
|
|
case SL_ARR:
|
|
case SL_STR:
|
|
case SL_REFLIST:
|
|
case SL_DEQUE:
|
|
case SL_VECTOR:
|
|
case SL_STDSTR: {
|
|
void *ptr = GetVariableAddress(object, sld);
|
|
|
|
switch (sld.cmd) {
|
|
case SL_VAR: SlSaveLoadConv(ptr, conv); break;
|
|
case SL_REF: SlSaveLoadRef(ptr, conv); break;
|
|
case SL_ARR: SlArray(ptr, sld.length, conv); break;
|
|
case SL_STR: SlString(ptr, sld.length, sld.conv); break;
|
|
case SL_REFLIST: SlRefList(ptr, conv); break;
|
|
case SL_DEQUE: SlDeque(ptr, conv); break;
|
|
case SL_VECTOR: SlVector(ptr, conv); break;
|
|
case SL_STDSTR: SlStdString(ptr, sld.conv); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
break;
|
|
}
|
|
|
|
/* SL_SAVEBYTE writes a value to the savegame to identify the type of an object.
|
|
* When loading, the value is read explicitly with SlReadByte() to determine which
|
|
* object description to use. */
|
|
case SL_SAVEBYTE: {
|
|
void *ptr = GetVariableAddress(object, sld);
|
|
|
|
switch (_sl.action) {
|
|
case SLA_SAVE: SlWriteByte(*(uint8 *)ptr); break;
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD:
|
|
case SLA_PTRS:
|
|
case SLA_NULL: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SL_NULL: {
|
|
assert(GetVarMemType(sld.conv) == SLE_VAR_NULL);
|
|
|
|
switch (_sl.action) {
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD: SlSkipBytes(SlCalcConvFileLen(sld.conv) * sld.length); break;
|
|
case SLA_SAVE: for (int i = 0; i < SlCalcConvFileLen(sld.conv) * sld.length; i++) SlWriteByte(0); break;
|
|
case SLA_PTRS:
|
|
case SLA_NULL: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SL_STRUCT:
|
|
case SL_STRUCTLIST:
|
|
switch (_sl.action) {
|
|
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();
|
|
}
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Set the length of this list.
|
|
* @param The length of the list.
|
|
*/
|
|
void SlSetStructListLength(size_t length)
|
|
{
|
|
/* Automatically calculate the length? */
|
|
if (_sl.need_length != NL_NONE) {
|
|
SlSetLength(SlGetArrayLength(length));
|
|
if (_sl.need_length == NL_CALCLENGTH) return;
|
|
}
|
|
|
|
SlWriteArrayLength(length);
|
|
}
|
|
|
|
/**
|
|
* Get the length of this list; if it exceeds the limit, error out.
|
|
* @param limit The maximum size the list can be.
|
|
* @return The length of the list.
|
|
*/
|
|
size_t SlGetStructListLength(size_t limit)
|
|
{
|
|
size_t length = SlReadArrayLength();
|
|
if (length > limit) SlErrorCorrupt("List exceeds storage size");
|
|
|
|
return length;
|
|
}
|
|
|
|
/**
|
|
* Main SaveLoad function.
|
|
* @param object The object that is being saved or loaded.
|
|
* @param slt The SaveLoad table with objects to save/load.
|
|
*/
|
|
void SlObject(void *object, const SaveLoadTable &slt)
|
|
{
|
|
/* Automatically calculate the length? */
|
|
if (_sl.need_length != NL_NONE) {
|
|
SlSetLength(SlCalcObjLength(object, slt));
|
|
if (_sl.need_length == NL_CALCLENGTH) return;
|
|
}
|
|
|
|
for (auto &sld : slt) {
|
|
SlObjectMember(object, sld);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handler that is assigned when there is a struct read in the savegame which
|
|
* is not known to the code. This means we are going to skip it.
|
|
*/
|
|
class SlSkipHandler : public SaveLoadHandler {
|
|
void Save(void *object) const override
|
|
{
|
|
NOT_REACHED();
|
|
}
|
|
|
|
void Load(void *object) const override
|
|
{
|
|
size_t length = SlGetStructListLength(UINT32_MAX);
|
|
for (; length > 0; length--) {
|
|
SlObject(object, this->GetLoadDescription());
|
|
}
|
|
}
|
|
|
|
void LoadCheck(void *object) const override
|
|
{
|
|
this->Load(object);
|
|
}
|
|
|
|
virtual SaveLoadTable GetDescription() const override
|
|
{
|
|
return {};
|
|
}
|
|
|
|
virtual SaveLoadCompatTable GetCompatDescription() const override
|
|
{
|
|
NOT_REACHED();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Save or Load a table header.
|
|
* @note a table-header can never contain more than 65535 fields.
|
|
* @param slt The SaveLoad table with objects to save/load.
|
|
* @return When loading, the ordered SaveLoad array to use; otherwise an empty list.
|
|
*/
|
|
std::vector<SaveLoad> SlTableHeader(const SaveLoadTable &slt)
|
|
{
|
|
/* You can only use SlTableHeader if you are a CH_TABLE. */
|
|
assert(_sl.block_mode == CH_TABLE || _sl.block_mode == CH_SPARSE_TABLE);
|
|
|
|
switch (_sl.action) {
|
|
case SLA_LOAD_CHECK:
|
|
case SLA_LOAD: {
|
|
std::vector<SaveLoad> saveloads;
|
|
|
|
/* Build a key lookup mapping based on the available fields. */
|
|
std::map<std::string, const SaveLoad *> key_lookup;
|
|
for (auto &sld : slt) {
|
|
if (!SlIsObjectValidInSavegame(sld)) continue;
|
|
|
|
/* Check that there is only one active SaveLoad for a given name. */
|
|
assert(key_lookup.find(sld.name) == key_lookup.end());
|
|
key_lookup[sld.name] = &sld;
|
|
}
|
|
|
|
while (true) {
|
|
uint8 type;
|
|
SlSaveLoadConv(&type, SLE_UINT8);
|
|
if (type == SLE_FILE_END) break;
|
|
|
|
std::string key;
|
|
SlStdString(&key, SLE_STR);
|
|
|
|
auto sld_it = key_lookup.find(key);
|
|
if (sld_it == key_lookup.end()) {
|
|
/* SLA_LOADCHECK triggers this debug statement a lot and is perfectly normal. */
|
|
Debug(sl, _sl.action == SLA_LOAD ? 2 : 6, "Field '{}' of type 0x{:02x} not found, skipping", key, type);
|
|
|
|
std::shared_ptr<SaveLoadHandler> handler = nullptr;
|
|
SaveLoadType slt;
|
|
switch (type & SLE_FILE_TYPE_MASK) {
|
|
case SLE_FILE_STRING:
|
|
/* Strings are always marked with SLE_FILE_HAS_LENGTH_FIELD, as they are a list of chars. */
|
|
slt = SL_STR;
|
|
break;
|
|
|
|
case SLE_FILE_STRUCT:
|
|
/* Structs are always marked with SLE_FILE_HAS_LENGTH_FIELD as SL_STRUCT is seen as a list of 0/1 in length. */
|
|
slt = SL_STRUCTLIST;
|
|
handler = std::make_shared<SlSkipHandler>();
|
|
break;
|
|
|
|
default:
|
|
slt = (type & SLE_FILE_HAS_LENGTH_FIELD) ? SL_ARR : SL_VAR;
|
|
break;
|
|
}
|
|
|
|
/* We don't know this field, so read to nothing. */
|
|
saveloads.push_back({key, slt, ((VarType)type & SLE_FILE_TYPE_MASK) | SLE_VAR_NULL, 1, SL_MIN_VERSION, SL_MAX_VERSION, 0, nullptr, 0, handler});
|
|
continue;
|
|
}
|
|
|
|
/* Validate the type of the field. If it is changed, the
|
|
* savegame should have been bumped so we know how to do the
|
|
* conversion. If this error triggers, that clearly didn't
|
|
* happen and this is a friendly poke to the developer to bump
|
|
* the savegame version and add conversion code. */
|
|
uint8 correct_type = GetSavegameFileType(*sld_it->second);
|
|
if (correct_type != type) {
|
|
Debug(sl, 1, "Field type for '{}' was expected to be 0x{:02x} but 0x{:02x} was found", key, correct_type, type);
|
|
SlErrorCorrupt("Field type is different than expected");
|
|
}
|
|
saveloads.push_back(*sld_it->second);
|
|
}
|
|
|
|
for (auto &sld : saveloads) {
|
|
if (sld.cmd == SL_STRUCTLIST || sld.cmd == SL_STRUCT) {
|
|
sld.handler->load_description = SlTableHeader(sld.handler->GetDescription());
|
|
}
|
|
}
|
|
|
|
return saveloads;
|
|
}
|
|
|
|
case SLA_SAVE: {
|
|
/* Automatically calculate the length? */
|
|
if (_sl.need_length != NL_NONE) {
|
|
SlSetLength(SlCalcTableHeader(slt));
|
|
if (_sl.need_length == NL_CALCLENGTH) break;
|
|
}
|
|
|
|
for (auto &sld : slt) {
|
|
if (!SlIsObjectValidInSavegame(sld)) continue;
|
|
/* Make sure we are not storing empty keys. */
|
|
assert(!sld.name.empty());
|
|
|
|
uint8 type = GetSavegameFileType(sld);
|
|
assert(type != SLE_FILE_END);
|
|
|
|
SlSaveLoadConv(&type, SLE_UINT8);
|
|
SlStdString(const_cast<std::string *>(&sld.name), SLE_STR);
|
|
}
|
|
|
|
/* Add an end-of-header marker. */
|
|
uint8 type = SLE_FILE_END;
|
|
SlSaveLoadConv(&type, SLE_UINT8);
|
|
|
|
/* After the table, write down any sub-tables we might have. */
|
|
for (auto &sld : slt) {
|
|
if (!SlIsObjectValidInSavegame(sld)) continue;
|
|
if (sld.cmd == SL_STRUCTLIST || sld.cmd == SL_STRUCT) {
|
|
/* SlCalcTableHeader already looks in sub-lists, so avoid the length being added twice. */
|
|
NeedLength old_need_length = _sl.need_length;
|
|
_sl.need_length = NL_NONE;
|
|
|
|
SlTableHeader(sld.handler->GetDescription());
|
|
|
|
_sl.need_length = old_need_length;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
return std::vector<SaveLoad>();
|
|
}
|
|
|
|
/**
|
|
* Load a table header in a savegame compatible way. If the savegame was made
|
|
* before table headers were added, it will fall back to the
|
|
* SaveLoadCompatTable for the order of fields while loading.
|
|
*
|
|
* @note You only have to call this function if the chunk existed as a
|
|
* non-table type before converting it to a table. New chunks created as
|
|
* table can call SlTableHeader() directly.
|
|
*
|
|
* @param slt The SaveLoad table with objects to save/load.
|
|
* @param slct The SaveLoadCompat table the original order of the fields.
|
|
* @return When loading, the ordered SaveLoad array to use; otherwise an empty list.
|
|
*/
|
|
std::vector<SaveLoad> SlCompatTableHeader(const SaveLoadTable &slt, const SaveLoadCompatTable &slct)
|
|
{
|
|
assert(_sl.action == SLA_LOAD || _sl.action == SLA_LOAD_CHECK);
|
|
/* CH_TABLE / CH_SPARSE_TABLE always have a header. */
|
|
if (_sl.block_mode == CH_TABLE || _sl.block_mode == CH_SPARSE_TABLE) return SlTableHeader(slt);
|
|
|
|
std::vector<SaveLoad> saveloads;
|
|
|
|
/* Build a key lookup mapping based on the available fields. */
|
|
std::map<std::string, std::vector<const SaveLoad *>> key_lookup;
|
|
for (auto &sld : slt) {
|
|
/* All entries should have a name; otherwise the entry should just be removed. */
|
|
assert(!sld.name.empty());
|
|
|
|
key_lookup[sld.name].push_back(&sld);
|
|
}
|
|
|
|
for (auto &slc : slct) {
|
|
if (slc.name.empty()) {
|
|
/* In old savegames there can be data we no longer care for. We
|
|
* skip this by simply reading the amount of bytes indicated and
|
|
* send those to /dev/null. */
|
|
saveloads.push_back({"", SL_NULL, SLE_FILE_U8 | SLE_VAR_NULL, slc.length, slc.version_from, slc.version_to, 0, nullptr, 0, nullptr});
|
|
} else {
|
|
auto sld_it = key_lookup.find(slc.name);
|
|
/* If this branch triggers, it means that an entry in the
|
|
* SaveLoadCompat list is not mentioned in the SaveLoad list. Did
|
|
* you rename a field in one and not in the other? */
|
|
if (sld_it == key_lookup.end()) {
|
|
/* This isn't an assert, as that leaves no information what
|
|
* field was to blame. This way at least we have breadcrumbs. */
|
|
Debug(sl, 0, "internal error: saveload compatibility field '{}' not found", slc.name);
|
|
SlErrorCorrupt("Internal error with savegame compatibility");
|
|
}
|
|
for (auto &sld : sld_it->second) {
|
|
saveloads.push_back(*sld);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto &sld : saveloads) {
|
|
if (!SlIsObjectValidInSavegame(sld)) continue;
|
|
if (sld.cmd == SL_STRUCTLIST || sld.cmd == SL_STRUCT) {
|
|
sld.handler->load_description = SlCompatTableHeader(sld.handler->GetDescription(), sld.handler->GetCompatDescription());
|
|
}
|
|
}
|
|
|
|
return saveloads;
|
|
}
|
|
|
|
/**
|
|
* Save or Load (a list of) global variables.
|
|
* @param slt The SaveLoad table with objects to save/load.
|
|
*/
|
|
void SlGlobList(const SaveLoadTable &slt)
|
|
{
|
|
SlObject(nullptr, slt);
|
|
}
|
|
|
|
/**
|
|
* Do something of which I have no idea what it is :P
|
|
* @param proc The callback procedure that is called
|
|
* @param arg The variable that will be used for the callback procedure
|
|
*/
|
|
void SlAutolength(AutolengthProc *proc, void *arg)
|
|
{
|
|
size_t offs;
|
|
|
|
assert(_sl.action == SLA_SAVE);
|
|
|
|
/* Tell it to calculate the length */
|
|
_sl.need_length = NL_CALCLENGTH;
|
|
_sl.obj_len = 0;
|
|
proc(arg);
|
|
|
|
/* Setup length */
|
|
_sl.need_length = NL_WANTLENGTH;
|
|
SlSetLength(_sl.obj_len);
|
|
|
|
offs = _sl.dumper->GetSize() + _sl.obj_len;
|
|
|
|
/* And write the stuff */
|
|
proc(arg);
|
|
|
|
if (offs != _sl.dumper->GetSize()) SlErrorCorrupt("Invalid chunk size");
|
|
}
|
|
|
|
void ChunkHandler::LoadCheck(size_t len) const
|
|
{
|
|
switch (_sl.block_mode) {
|
|
case CH_TABLE:
|
|
case CH_SPARSE_TABLE:
|
|
SlTableHeader({});
|
|
FALLTHROUGH;
|
|
case CH_ARRAY:
|
|
case CH_SPARSE_ARRAY:
|
|
SlSkipArray();
|
|
break;
|
|
case CH_RIFF:
|
|
SlSkipBytes(len);
|
|
break;
|
|
default:
|
|
NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Load a chunk of data (eg vehicles, stations, etc.)
|
|
* @param ch The chunkhandler that will be used for the operation
|
|
*/
|
|
static void SlLoadChunk(const ChunkHandler &ch)
|
|
{
|
|
byte m = SlReadByte();
|
|
size_t len;
|
|
size_t endoffs;
|
|
|
|
_sl.block_mode = m & CH_TYPE_MASK;
|
|
_sl.obj_len = 0;
|
|
_sl.expect_table_header = (_sl.block_mode == CH_TABLE || _sl.block_mode == CH_SPARSE_TABLE);
|
|
|
|
/* The header should always be at the start. Read the length; the
|
|
* Load() should as first action process the header. */
|
|
if (_sl.expect_table_header) {
|
|
SlIterateArray();
|
|
}
|
|
|
|
switch (_sl.block_mode) {
|
|
case CH_TABLE:
|
|
case CH_ARRAY:
|
|
_sl.array_index = 0;
|
|
ch.Load();
|
|
if (_next_offs != 0) SlErrorCorrupt("Invalid array length");
|
|
break;
|
|
case CH_SPARSE_TABLE:
|
|
case CH_SPARSE_ARRAY:
|
|
ch.Load();
|
|
if (_next_offs != 0) SlErrorCorrupt("Invalid array length");
|
|
break;
|
|
case CH_RIFF:
|
|
/* Read length */
|
|
len = (SlReadByte() << 16) | ((m >> 4) << 24);
|
|
len += SlReadUint16();
|
|
_sl.obj_len = len;
|
|
endoffs = _sl.reader->GetSize() + len;
|
|
ch.Load();
|
|
if (_sl.reader->GetSize() != endoffs) SlErrorCorrupt("Invalid chunk size");
|
|
break;
|
|
default:
|
|
SlErrorCorrupt("Invalid chunk type");
|
|
break;
|
|
}
|
|
|
|
if (_sl.expect_table_header) SlErrorCorrupt("Table chunk without header");
|
|
}
|
|
|
|
/**
|
|
* Load a chunk of data for checking savegames.
|
|
* If the chunkhandler is nullptr, the chunk is skipped.
|
|
* @param ch The chunkhandler that will be used for the operation
|
|
*/
|
|
static void SlLoadCheckChunk(const ChunkHandler &ch)
|
|
{
|
|
byte m = SlReadByte();
|
|
size_t len;
|
|
size_t endoffs;
|
|
|
|
_sl.block_mode = m & CH_TYPE_MASK;
|
|
_sl.obj_len = 0;
|
|
_sl.expect_table_header = (_sl.block_mode == CH_TABLE || _sl.block_mode == CH_SPARSE_TABLE);
|
|
|
|
/* The header should always be at the start. Read the length; the
|
|
* LoadCheck() should as first action process the header. */
|
|
if (_sl.expect_table_header) {
|
|
SlIterateArray();
|
|
}
|
|
|
|
switch (_sl.block_mode) {
|
|
case CH_TABLE:
|
|
case CH_ARRAY:
|
|
_sl.array_index = 0;
|
|
ch.LoadCheck();
|
|
break;
|
|
case CH_SPARSE_TABLE:
|
|
case CH_SPARSE_ARRAY:
|
|
ch.LoadCheck();
|
|
break;
|
|
case CH_RIFF:
|
|
/* Read length */
|
|
len = (SlReadByte() << 16) | ((m >> 4) << 24);
|
|
len += SlReadUint16();
|
|
_sl.obj_len = len;
|
|
endoffs = _sl.reader->GetSize() + len;
|
|
ch.LoadCheck(len);
|
|
if (_sl.reader->GetSize() != endoffs) SlErrorCorrupt("Invalid chunk size");
|
|
break;
|
|
default:
|
|
SlErrorCorrupt("Invalid chunk type");
|
|
break;
|
|
}
|
|
|
|
if (_sl.expect_table_header) SlErrorCorrupt("Table chunk without header");
|
|
}
|
|
|
|
/**
|
|
* Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is
|
|
* prefixed by an ID identifying it, followed by data, and terminator where appropriate
|
|
* @param ch The chunkhandler that will be used for the operation
|
|
*/
|
|
static void SlSaveChunk(const ChunkHandler &ch)
|
|
{
|
|
if (ch.type == CH_READONLY) return;
|
|
|
|
SlWriteUint32(ch.id);
|
|
Debug(sl, 2, "Saving chunk {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
|
|
|
|
_sl.block_mode = ch.type;
|
|
_sl.expect_table_header = (_sl.block_mode == CH_TABLE || _sl.block_mode == CH_SPARSE_TABLE);
|
|
|
|
_sl.need_length = (_sl.expect_table_header || _sl.block_mode == CH_RIFF) ? NL_WANTLENGTH : NL_NONE;
|
|
|
|
switch (_sl.block_mode) {
|
|
case CH_RIFF:
|
|
ch.Save();
|
|
break;
|
|
case CH_TABLE:
|
|
case CH_ARRAY:
|
|
_sl.last_array_index = 0;
|
|
SlWriteByte(_sl.block_mode);
|
|
ch.Save();
|
|
SlWriteArrayLength(0); // Terminate arrays
|
|
break;
|
|
case CH_SPARSE_TABLE:
|
|
case CH_SPARSE_ARRAY:
|
|
SlWriteByte(_sl.block_mode);
|
|
ch.Save();
|
|
SlWriteArrayLength(0); // Terminate arrays
|
|
break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
if (_sl.expect_table_header) SlErrorCorrupt("Table chunk without header");
|
|
}
|
|
|
|
/** Save all chunks */
|
|
static void SlSaveChunks()
|
|
{
|
|
for (auto &ch : ChunkHandlers()) {
|
|
SlSaveChunk(ch);
|
|
}
|
|
|
|
/* Terminator */
|
|
SlWriteUint32(0);
|
|
}
|
|
|
|
/**
|
|
* Find the ChunkHandler that will be used for processing the found
|
|
* chunk in the savegame or in memory
|
|
* @param id the chunk in question
|
|
* @return returns the appropriate chunkhandler
|
|
*/
|
|
static const ChunkHandler *SlFindChunkHandler(uint32 id)
|
|
{
|
|
for (const ChunkHandler &ch : ChunkHandlers()) if (ch.id == id) return &ch;
|
|
return nullptr;
|
|
}
|
|
|
|
/** Load all chunks */
|
|
static void SlLoadChunks()
|
|
{
|
|
uint32 id;
|
|
const ChunkHandler *ch;
|
|
|
|
for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
|
|
Debug(sl, 2, "Loading chunk {:c}{:c}{:c}{:c}", id >> 24, id >> 16, id >> 8, id);
|
|
|
|
ch = SlFindChunkHandler(id);
|
|
if (ch == nullptr) SlErrorCorrupt("Unknown chunk type");
|
|
SlLoadChunk(*ch);
|
|
}
|
|
}
|
|
|
|
/** Load all chunks for savegame checking */
|
|
static void SlLoadCheckChunks()
|
|
{
|
|
uint32 id;
|
|
const ChunkHandler *ch;
|
|
|
|
for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
|
|
Debug(sl, 2, "Loading chunk {:c}{:c}{:c}{:c}", id >> 24, id >> 16, id >> 8, id);
|
|
|
|
ch = SlFindChunkHandler(id);
|
|
if (ch == nullptr) SlErrorCorrupt("Unknown chunk type");
|
|
SlLoadCheckChunk(*ch);
|
|
}
|
|
}
|
|
|
|
/** Fix all pointers (convert index -> pointer) */
|
|
static void SlFixPointers()
|
|
{
|
|
_sl.action = SLA_PTRS;
|
|
|
|
for (const ChunkHandler &ch : ChunkHandlers()) {
|
|
Debug(sl, 3, "Fixing pointers for {:c}{:c}{:c}{:c}", ch.id >> 24, ch.id >> 16, ch.id >> 8, ch.id);
|
|
ch.FixPointers();
|
|
}
|
|
|
|
assert(_sl.action == SLA_PTRS);
|
|
}
|
|
|
|
|
|
/** Yes, simply reading from a file. */
|
|
struct FileReader : LoadFilter {
|
|
FILE *file; ///< The file to read from.
|
|
long begin; ///< The begin of the file.
|
|
|
|
/**
|
|
* Create the file reader, so it reads from a specific file.
|
|
* @param file The file to read from.
|
|
*/
|
|
FileReader(FILE *file) : LoadFilter(nullptr), file(file), begin(ftell(file))
|
|
{
|
|
}
|
|
|
|
/** Make sure everything is cleaned up. */
|
|
~FileReader()
|
|
{
|
|
if (this->file != nullptr) fclose(this->file);
|
|
this->file = nullptr;
|
|
|
|
/* Make sure we don't double free. */
|
|
_sl.sf = nullptr;
|
|
}
|
|
|
|
size_t Read(byte *buf, size_t size) override
|
|
{
|
|
/* We're in the process of shutting down, i.e. in "failure" mode. */
|
|
if (this->file == nullptr) return 0;
|
|
|
|
return fread(buf, 1, size, this->file);
|
|
}
|
|
|
|
void Reset() override
|
|
{
|
|
clearerr(this->file);
|
|
if (fseek(this->file, this->begin, SEEK_SET)) {
|
|
Debug(sl, 1, "Could not reset the file reading");
|
|
}
|
|
}
|
|
};
|
|
|
|
/** Yes, simply writing to a file. */
|
|
struct FileWriter : SaveFilter {
|
|
FILE *file; ///< The file to write to.
|
|
|
|
/**
|
|
* Create the file writer, so it writes to a specific file.
|
|
* @param file The file to write to.
|
|
*/
|
|
FileWriter(FILE *file) : SaveFilter(nullptr), file(file)
|
|
{
|
|
}
|
|
|
|
/** Make sure everything is cleaned up. */
|
|
~FileWriter()
|
|
{
|
|
this->Finish();
|
|
|
|
/* Make sure we don't double free. */
|
|
_sl.sf = nullptr;
|
|
}
|
|
|
|
void Write(byte *buf, size_t size) override
|
|
{
|
|
/* We're in the process of shutting down, i.e. in "failure" mode. */
|
|
if (this->file == nullptr) return;
|
|
|
|
if (fwrite(buf, 1, size, this->file) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
|
|
}
|
|
|
|
void Finish() override
|
|
{
|
|
if (this->file != nullptr) fclose(this->file);
|
|
this->file = nullptr;
|
|
}
|
|
};
|
|
|
|
/*******************************************
|
|
********** START OF LZO CODE **************
|
|
*******************************************/
|
|
|
|
#ifdef WITH_LZO
|
|
#include <lzo/lzo1x.h>
|
|
|
|
/** Buffer size for the LZO compressor */
|
|
static const uint LZO_BUFFER_SIZE = 8192;
|
|
|
|
/** Filter using LZO compression. */
|
|
struct LZOLoadFilter : LoadFilter {
|
|
/**
|
|
* Initialise this filter.
|
|
* @param chain The next filter in this chain.
|
|
*/
|
|
LZOLoadFilter(LoadFilter *chain) : LoadFilter(chain)
|
|
{
|
|
if (lzo_init() != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
|
|
}
|
|
|
|
size_t Read(byte *buf, size_t ssize) override
|
|
{
|
|
assert(ssize >= LZO_BUFFER_SIZE);
|
|
|
|
/* Buffer size is from the LZO docs plus the chunk header size. */
|
|
byte out[LZO_BUFFER_SIZE + LZO_BUFFER_SIZE / 16 + 64 + 3 + sizeof(uint32) * 2];
|
|
uint32 tmp[2];
|
|
uint32 size;
|
|
lzo_uint len = ssize;
|
|
|
|
/* Read header*/
|
|
if (this->chain->Read((byte*)tmp, sizeof(tmp)) != sizeof(tmp)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE, "File read failed");
|
|
|
|
/* Check if size is bad */
|
|
((uint32*)out)[0] = size = tmp[1];
|
|
|
|
if (_sl_version != SL_MIN_VERSION) {
|
|
tmp[0] = TO_BE32(tmp[0]);
|
|
size = TO_BE32(size);
|
|
}
|
|
|
|
if (size >= sizeof(out)) SlErrorCorrupt("Inconsistent size");
|
|
|
|
/* Read block */
|
|
if (this->chain->Read(out + sizeof(uint32), size) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
|
|
|
|
/* Verify checksum */
|
|
if (tmp[0] != lzo_adler32(0, out, size + sizeof(uint32))) SlErrorCorrupt("Bad checksum");
|
|
|
|
/* Decompress */
|
|
int ret = lzo1x_decompress_safe(out + sizeof(uint32) * 1, size, buf, &len, nullptr);
|
|
if (ret != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
|
|
return len;
|
|
}
|
|
};
|
|
|
|
/** Filter using LZO compression. */
|
|
struct LZOSaveFilter : SaveFilter {
|
|
/**
|
|
* Initialise this filter.
|
|
* @param chain The next filter in this chain.
|
|
* @param compression_level The requested level of compression.
|
|
*/
|
|
LZOSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
|
|
{
|
|
if (lzo_init() != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
|
|
}
|
|
|
|
void Write(byte *buf, size_t size) override
|
|
{
|
|
const lzo_bytep in = buf;
|
|
/* Buffer size is from the LZO docs plus the chunk header size. */
|
|
byte out[LZO_BUFFER_SIZE + LZO_BUFFER_SIZE / 16 + 64 + 3 + sizeof(uint32) * 2];
|
|
byte wrkmem[LZO1X_1_MEM_COMPRESS];
|
|
lzo_uint outlen;
|
|
|
|
do {
|
|
/* Compress up to LZO_BUFFER_SIZE bytes at once. */
|
|
lzo_uint len = size > LZO_BUFFER_SIZE ? LZO_BUFFER_SIZE : (lzo_uint)size;
|
|
lzo1x_1_compress(in, len, out + sizeof(uint32) * 2, &outlen, wrkmem);
|
|
((uint32*)out)[1] = TO_BE32((uint32)outlen);
|
|
((uint32*)out)[0] = TO_BE32(lzo_adler32(0, out + sizeof(uint32), outlen + sizeof(uint32)));
|
|
this->chain->Write(out, outlen + sizeof(uint32) * 2);
|
|
|
|
/* Move to next data chunk. */
|
|
size -= len;
|
|
in += len;
|
|
} while (size > 0);
|
|
}
|
|
};
|
|
|
|
#endif /* WITH_LZO */
|
|
|
|
/*********************************************
|
|
******** START OF NOCOMP CODE (uncompressed)*
|
|
*********************************************/
|
|
|
|
/** Filter without any compression. */
|
|
struct NoCompLoadFilter : LoadFilter {
|
|
/**
|
|
* Initialise this filter.
|
|
* @param chain The next filter in this chain.
|
|
*/
|
|
NoCompLoadFilter(LoadFilter *chain) : LoadFilter(chain)
|
|
{
|
|
}
|
|
|
|
size_t Read(byte *buf, size_t size) override
|
|
{
|
|
return this->chain->Read(buf, size);
|
|
}
|
|
};
|
|
|
|
/** Filter without any compression. */
|
|
struct NoCompSaveFilter : SaveFilter {
|
|
/**
|
|
* Initialise this filter.
|
|
* @param chain The next filter in this chain.
|
|
* @param compression_level The requested level of compression.
|
|
*/
|
|
NoCompSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
|
|
{
|
|
}
|
|
|
|
void Write(byte *buf, size_t size) override
|
|
{
|
|
this->chain->Write(buf, size);
|
|
}
|
|
};
|
|
|
|
/********************************************
|
|
********** START OF ZLIB CODE **************
|
|
********************************************/
|
|
|
|
#if defined(WITH_ZLIB)
|
|
#include <zlib.h>
|
|
|
|
/** Filter using Zlib compression. */
|
|
struct ZlibLoadFilter : LoadFilter {
|
|
z_stream z; ///< Stream state we are reading from.
|
|
byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file.
|
|
|
|
/**
|
|
* Initialise this filter.
|
|
* @param chain The next filter in this chain.
|
|
*/
|
|
ZlibLoadFilter(LoadFilter *chain) : LoadFilter(chain)
|
|
{
|
|
memset(&this->z, 0, sizeof(this->z));
|
|
if (inflateInit(&this->z) != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
|
|
}
|
|
|
|
/** Clean everything up. */
|
|
~ZlibLoadFilter()
|
|
{
|
|
inflateEnd(&this->z);
|
|
}
|
|
|
|
size_t Read(byte *buf, size_t size) override
|
|
{
|
|
this->z.next_out = buf;
|
|
this->z.avail_out = (uint)size;
|
|
|
|
do {
|
|
/* read more bytes from the file? */
|
|
if (this->z.avail_in == 0) {
|
|
this->z.next_in = this->fread_buf;
|
|
this->z.avail_in = (uint)this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
|
|
}
|
|
|
|
/* inflate the data */
|
|
int r = inflate(&this->z, 0);
|
|
if (r == Z_STREAM_END) break;
|
|
|
|
if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "inflate() failed");
|
|
} while (this->z.avail_out != 0);
|
|
|
|
return size - this->z.avail_out;
|
|
}
|
|
};
|
|
|
|
/** Filter using Zlib compression. */
|
|
struct ZlibSaveFilter : SaveFilter {
|
|
z_stream z; ///< Stream state we are writing to.
|
|
|
|
/**
|
|
* Initialise this filter.
|
|
* @param chain The next filter in this chain.
|
|
* @param compression_level The requested level of compression.
|
|
*/
|
|
ZlibSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
|
|
{
|
|
memset(&this->z, 0, sizeof(this->z));
|
|
if (deflateInit(&this->z, compression_level) != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
|
|
}
|
|
|
|
/** Clean up what we allocated. */
|
|
~ZlibSaveFilter()
|
|
{
|
|
deflateEnd(&this->z);
|
|
}
|
|
|
|
/**
|
|
* Helper loop for writing the data.
|
|
* @param p The bytes to write.
|
|
* @param len Amount of bytes to write.
|
|
* @param mode Mode for deflate.
|
|
*/
|
|
void WriteLoop(byte *p, size_t len, int mode)
|
|
{
|
|
byte buf[MEMORY_CHUNK_SIZE]; // output buffer
|
|
uint n;
|
|
this->z.next_in = p;
|
|
this->z.avail_in = (uInt)len;
|
|
do {
|
|
this->z.next_out = buf;
|
|
this->z.avail_out = sizeof(buf);
|
|
|
|
/**
|
|
* For the poor next soul who sees many valgrind warnings of the
|
|
* "Conditional jump or move depends on uninitialised value(s)" kind:
|
|
* According to the author of zlib it is not a bug and it won't be fixed.
|
|
* http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2
|
|
* [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newsgroup comp.compression]
|
|
*/
|
|
int r = deflate(&this->z, mode);
|
|
|
|
/* bytes were emitted? */
|
|
if ((n = sizeof(buf) - this->z.avail_out) != 0) {
|
|
this->chain->Write(buf, n);
|
|
}
|
|
if (r == Z_STREAM_END) break;
|
|
|
|
if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "zlib returned error code");
|
|
} while (this->z.avail_in || !this->z.avail_out);
|
|
}
|
|
|
|
void Write(byte *buf, size_t size) override
|
|
{
|
|
this->WriteLoop(buf, size, 0);
|
|
}
|
|
|
|
void Finish() override
|
|
{
|
|
this->WriteLoop(nullptr, 0, Z_FINISH);
|
|
this->chain->Finish();
|
|
}
|
|
};
|
|
|
|
#endif /* WITH_ZLIB */
|
|
|
|
/********************************************
|
|
********** START OF LZMA CODE **************
|
|
********************************************/
|
|
|
|
#if defined(WITH_LIBLZMA)
|
|
#include <lzma.h>
|
|
|
|
/**
|
|
* Have a copy of an initialised LZMA stream. We need this as it's
|
|
* impossible to "re"-assign LZMA_STREAM_INIT to a variable in some
|
|
* compilers, i.e. LZMA_STREAM_INIT can't be used to set something.
|
|
* This var has to be used instead.
|
|
*/
|
|
static const lzma_stream _lzma_init = LZMA_STREAM_INIT;
|
|
|
|
/** Filter without any compression. */
|
|
struct LZMALoadFilter : LoadFilter {
|
|
lzma_stream lzma; ///< Stream state that we are reading from.
|
|
byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file.
|
|
|
|
/**
|
|
* Initialise this filter.
|
|
* @param chain The next filter in this chain.
|
|
*/
|
|
LZMALoadFilter(LoadFilter *chain) : LoadFilter(chain), lzma(_lzma_init)
|
|
{
|
|
/* Allow saves up to 256 MB uncompressed */
|
|
if (lzma_auto_decoder(&this->lzma, 1 << 28, 0) != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
|
|
}
|
|
|
|
/** Clean everything up. */
|
|
~LZMALoadFilter()
|
|
{
|
|
lzma_end(&this->lzma);
|
|
}
|
|
|
|
size_t Read(byte *buf, size_t size) override
|
|
{
|
|
this->lzma.next_out = buf;
|
|
this->lzma.avail_out = size;
|
|
|
|
do {
|
|
/* read more bytes from the file? */
|
|
if (this->lzma.avail_in == 0) {
|
|
this->lzma.next_in = this->fread_buf;
|
|
this->lzma.avail_in = this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
|
|
}
|
|
|
|
/* inflate the data */
|
|
lzma_ret r = lzma_code(&this->lzma, LZMA_RUN);
|
|
if (r == LZMA_STREAM_END) break;
|
|
if (r != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code");
|
|
} while (this->lzma.avail_out != 0);
|
|
|
|
return size - this->lzma.avail_out;
|
|
}
|
|
};
|
|
|
|
/** Filter using LZMA compression. */
|
|
struct LZMASaveFilter : SaveFilter {
|
|
lzma_stream lzma; ///< Stream state that we are writing to.
|
|
|
|
/**
|
|
* Initialise this filter.
|
|
* @param chain The next filter in this chain.
|
|
* @param compression_level The requested level of compression.
|
|
*/
|
|
LZMASaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain), lzma(_lzma_init)
|
|
{
|
|
if (lzma_easy_encoder(&this->lzma, compression_level, LZMA_CHECK_CRC32) != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
|
|
}
|
|
|
|
/** Clean up what we allocated. */
|
|
~LZMASaveFilter()
|
|
{
|
|
lzma_end(&this->lzma);
|
|
}
|
|
|
|
/**
|
|
* Helper loop for writing the data.
|
|
* @param p The bytes to write.
|
|
* @param len Amount of bytes to write.
|
|
* @param action Action for lzma_code.
|
|
*/
|
|
void WriteLoop(byte *p, size_t len, lzma_action action)
|
|
{
|
|
byte buf[MEMORY_CHUNK_SIZE]; // output buffer
|
|
size_t n;
|
|
this->lzma.next_in = p;
|
|
this->lzma.avail_in = len;
|
|
do {
|
|
this->lzma.next_out = buf;
|
|
this->lzma.avail_out = sizeof(buf);
|
|
|
|
lzma_ret r = lzma_code(&this->lzma, action);
|
|
|
|
/* bytes were emitted? */
|
|
if ((n = sizeof(buf) - this->lzma.avail_out) != 0) {
|
|
this->chain->Write(buf, n);
|
|
}
|
|
if (r == LZMA_STREAM_END) break;
|
|
if (r != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code");
|
|
} while (this->lzma.avail_in || !this->lzma.avail_out);
|
|
}
|
|
|
|
void Write(byte *buf, size_t size) override
|
|
{
|
|
this->WriteLoop(buf, size, LZMA_RUN);
|
|
}
|
|
|
|
void Finish() override
|
|
{
|
|
this->WriteLoop(nullptr, 0, LZMA_FINISH);
|
|
this->chain->Finish();
|
|
}
|
|
};
|
|
|
|
#endif /* WITH_LIBLZMA */
|
|
|
|
/*******************************************
|
|
************* END OF CODE *****************
|
|
*******************************************/
|
|
|
|
/** The format for a reader/writer type of a savegame */
|
|
struct SaveLoadFormat {
|
|
const char *name; ///< name of the compressor/decompressor (debug-only)
|
|
uint32 tag; ///< the 4-letter tag by which it is identified in the savegame
|
|
|
|
LoadFilter *(*init_load)(LoadFilter *chain); ///< Constructor for the load filter.
|
|
SaveFilter *(*init_write)(SaveFilter *chain, byte compression); ///< Constructor for the save filter.
|
|
|
|
byte min_compression; ///< the minimum compression level of this format
|
|
byte default_compression; ///< the default compression level of this format
|
|
byte max_compression; ///< the maximum compression level of this format
|
|
};
|
|
|
|
/** The different saveload formats known/understood by OpenTTD. */
|
|
static const SaveLoadFormat _saveload_formats[] = {
|
|
#if defined(WITH_LZO)
|
|
/* Roughly 75% larger than zlib level 6 at only ~7% of the CPU usage. */
|
|
{"lzo", TO_BE32X('OTTD'), CreateLoadFilter<LZOLoadFilter>, CreateSaveFilter<LZOSaveFilter>, 0, 0, 0},
|
|
#else
|
|
{"lzo", TO_BE32X('OTTD'), nullptr, nullptr, 0, 0, 0},
|
|
#endif
|
|
/* Roughly 5 times larger at only 1% of the CPU usage over zlib level 6. */
|
|
{"none", TO_BE32X('OTTN'), CreateLoadFilter<NoCompLoadFilter>, CreateSaveFilter<NoCompSaveFilter>, 0, 0, 0},
|
|
#if defined(WITH_ZLIB)
|
|
/* After level 6 the speed reduction is significant (1.5x to 2.5x slower per level), but the reduction in filesize is
|
|
* fairly insignificant (~1% for each step). Lower levels become ~5-10% bigger by each level than level 6 while level
|
|
* 1 is "only" 3 times as fast. Level 0 results in uncompressed savegames at about 8 times the cost of "none". */
|
|
{"zlib", TO_BE32X('OTTZ'), CreateLoadFilter<ZlibLoadFilter>, CreateSaveFilter<ZlibSaveFilter>, 0, 6, 9},
|
|
#else
|
|
{"zlib", TO_BE32X('OTTZ'), nullptr, nullptr, 0, 0, 0},
|
|
#endif
|
|
#if defined(WITH_LIBLZMA)
|
|
/* Level 2 compression is speed wise as fast as zlib level 6 compression (old default), but results in ~10% smaller saves.
|
|
* Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
|
|
* The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
|
|
* slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much.
|
|
* It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */
|
|
{"lzma", TO_BE32X('OTTX'), CreateLoadFilter<LZMALoadFilter>, CreateSaveFilter<LZMASaveFilter>, 0, 2, 9},
|
|
#else
|
|
{"lzma", TO_BE32X('OTTX'), nullptr, nullptr, 0, 0, 0},
|
|
#endif
|
|
};
|
|
|
|
/**
|
|
* Return the savegameformat of the game. Whether it was created with ZLIB compression
|
|
* uncompressed, or another type
|
|
* @param full_name Name of the savegame format. If empty it picks the first available one
|
|
* @param compression_level Output for telling what compression level we want.
|
|
* @return Pointer to SaveLoadFormat struct giving all characteristics of this type of savegame
|
|
*/
|
|
static const SaveLoadFormat *GetSavegameFormat(const std::string &full_name, byte *compression_level)
|
|
{
|
|
const SaveLoadFormat *def = lastof(_saveload_formats);
|
|
|
|
/* find default savegame format, the highest one with which files can be written */
|
|
while (!def->init_write) def--;
|
|
|
|
if (!full_name.empty()) {
|
|
/* Get the ":..." of the compression level out of the way */
|
|
size_t separator = full_name.find(':');
|
|
bool has_comp_level = separator != std::string::npos;
|
|
const std::string name(full_name, 0, has_comp_level ? separator : full_name.size());
|
|
|
|
for (const SaveLoadFormat *slf = &_saveload_formats[0]; slf != endof(_saveload_formats); slf++) {
|
|
if (slf->init_write != nullptr && name.compare(slf->name) == 0) {
|
|
*compression_level = slf->default_compression;
|
|
if (has_comp_level) {
|
|
const std::string complevel(full_name, separator + 1);
|
|
|
|
/* Get the level and determine whether all went fine. */
|
|
size_t processed;
|
|
long level = std::stol(complevel, &processed, 10);
|
|
if (processed == 0 || level != Clamp(level, slf->min_compression, slf->max_compression)) {
|
|
SetDParamStr(0, complevel);
|
|
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL, WL_CRITICAL);
|
|
} else {
|
|
*compression_level = level;
|
|
}
|
|
}
|
|
return slf;
|
|
}
|
|
}
|
|
|
|
SetDParamStr(0, name);
|
|
SetDParamStr(1, def->name);
|
|
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM, WL_CRITICAL);
|
|
}
|
|
*compression_level = def->default_compression;
|
|
return def;
|
|
}
|
|
|
|
/* actual loader/saver function */
|
|
void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
|
|
extern bool AfterLoadGame();
|
|
extern bool LoadOldSaveGame(const std::string &file);
|
|
|
|
/**
|
|
* Clear temporary data that is passed between various saveload phases.
|
|
*/
|
|
static void ResetSaveloadData()
|
|
{
|
|
ResetTempEngineData();
|
|
ResetLabelMaps();
|
|
ResetOldWaypoints();
|
|
}
|
|
|
|
/**
|
|
* Clear/free saveload state.
|
|
*/
|
|
static inline void ClearSaveLoadState()
|
|
{
|
|
delete _sl.dumper;
|
|
_sl.dumper = nullptr;
|
|
|
|
delete _sl.sf;
|
|
_sl.sf = nullptr;
|
|
|
|
delete _sl.reader;
|
|
_sl.reader = nullptr;
|
|
|
|
delete _sl.lf;
|
|
_sl.lf = nullptr;
|
|
}
|
|
|
|
/**
|
|
* Update the gui accordingly when starting saving
|
|
* and set locks on saveload. Also turn off fast-forward cause with that
|
|
* saving takes Aaaaages
|
|
*/
|
|
static void SaveFileStart()
|
|
{
|
|
_sl.game_speed = _game_speed;
|
|
_game_speed = 100;
|
|
SetMouseCursorBusy(true);
|
|
|
|
InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
|
|
_sl.saveinprogress = true;
|
|
}
|
|
|
|
/** Update the gui accordingly when saving is done and release locks on saveload. */
|
|
static void SaveFileDone()
|
|
{
|
|
if (_game_mode != GM_MENU) _game_speed = _sl.game_speed;
|
|
SetMouseCursorBusy(false);
|
|
|
|
InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);
|
|
_sl.saveinprogress = false;
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
|
|
#endif
|
|
}
|
|
|
|
/** Set the error message from outside of the actual loading/saving of the game (AfterLoadGame and friends) */
|
|
void SetSaveLoadError(StringID str)
|
|
{
|
|
_sl.error_str = str;
|
|
}
|
|
|
|
/** Get the string representation of the error message */
|
|
const char *GetSaveLoadErrorString()
|
|
{
|
|
SetDParam(0, _sl.error_str);
|
|
SetDParamStr(1, _sl.extra_msg);
|
|
|
|
static char err_str[512];
|
|
GetString(err_str, _sl.action == SLA_SAVE ? STR_ERROR_GAME_SAVE_FAILED : STR_ERROR_GAME_LOAD_FAILED, lastof(err_str));
|
|
return err_str;
|
|
}
|
|
|
|
/** Show a gui message when saving has failed */
|
|
static void SaveFileError()
|
|
{
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
|
|
SaveFileDone();
|
|
}
|
|
|
|
/**
|
|
* We have written the whole game into memory, _memory_savegame, now find
|
|
* and appropriate compressor and start writing to file.
|
|
*/
|
|
static SaveOrLoadResult SaveFileToDisk(bool threaded)
|
|
{
|
|
try {
|
|
byte compression;
|
|
const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format, &compression);
|
|
|
|
/* We have written our stuff to memory, now write it to file! */
|
|
uint32 hdr[2] = { fmt->tag, TO_BE32(SAVEGAME_VERSION << 16) };
|
|
_sl.sf->Write((byte*)hdr, sizeof(hdr));
|
|
|
|
_sl.sf = fmt->init_write(_sl.sf, compression);
|
|
_sl.dumper->Flush(_sl.sf);
|
|
|
|
ClearSaveLoadState();
|
|
|
|
if (threaded) SetAsyncSaveFinish(SaveFileDone);
|
|
|
|
return SL_OK;
|
|
} catch (...) {
|
|
ClearSaveLoadState();
|
|
|
|
AsyncSaveFinishProc asfp = SaveFileDone;
|
|
|
|
/* We don't want to shout when saving is just
|
|
* cancelled due to a client disconnecting. */
|
|
if (_sl.error_str != STR_NETWORK_ERROR_LOSTCONNECTION) {
|
|
/* Skip the "colour" character */
|
|
Debug(sl, 0, "{}", GetSaveLoadErrorString() + 3);
|
|
asfp = SaveFileError;
|
|
}
|
|
|
|
if (threaded) {
|
|
SetAsyncSaveFinish(asfp);
|
|
} else {
|
|
asfp();
|
|
}
|
|
return SL_ERROR;
|
|
}
|
|
}
|
|
|
|
void WaitTillSaved()
|
|
{
|
|
if (!_save_thread.joinable()) return;
|
|
|
|
_save_thread.join();
|
|
|
|
/* Make sure every other state is handled properly as well. */
|
|
ProcessAsyncSaveFinish();
|
|
}
|
|
|
|
/**
|
|
* Actually perform the saving of the savegame.
|
|
* General tactics is to first save the game to memory, then write it to file
|
|
* using the writer, either in threaded mode if possible, or single-threaded.
|
|
* @param writer The filter to write the savegame to.
|
|
* @param threaded Whether to try to perform the saving asynchronously.
|
|
* @return Return the result of the action. #SL_OK or #SL_ERROR
|
|
*/
|
|
static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
|
|
{
|
|
assert(!_sl.saveinprogress);
|
|
|
|
_sl.dumper = new MemoryDumper();
|
|
_sl.sf = writer;
|
|
|
|
_sl_version = SAVEGAME_VERSION;
|
|
|
|
SaveViewportBeforeSaveGame();
|
|
SlSaveChunks();
|
|
|
|
SaveFileStart();
|
|
|
|
if (!threaded || !StartNewThread(&_save_thread, "ottd:savegame", &SaveFileToDisk, true)) {
|
|
if (threaded) Debug(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
|
|
|
|
SaveOrLoadResult result = SaveFileToDisk(false);
|
|
SaveFileDone();
|
|
|
|
return result;
|
|
}
|
|
|
|
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 asynchronously.
|
|
* @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.
|
|
* @param load_check Whether to perform the checking ("preview") or actually load the game.
|
|
* @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
|
|
*/
|
|
static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
|
|
{
|
|
_sl.lf = reader;
|
|
|
|
if (load_check) {
|
|
/* Clear previous check data */
|
|
_load_check_data.Clear();
|
|
/* Mark SL_LOAD_CHECK as supported for this savegame. */
|
|
_load_check_data.checkable = true;
|
|
}
|
|
|
|
uint32 hdr[2];
|
|
if (_sl.lf->Read((byte*)hdr, sizeof(hdr)) != sizeof(hdr)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
|
|
|
|
/* see if we have any loader for this type. */
|
|
const SaveLoadFormat *fmt = _saveload_formats;
|
|
for (;;) {
|
|
/* No loader found, treat as version 0 and use LZO format */
|
|
if (fmt == endof(_saveload_formats)) {
|
|
Debug(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
|
|
_sl.lf->Reset();
|
|
_sl_version = SL_MIN_VERSION;
|
|
_sl_minor_version = 0;
|
|
|
|
/* Try to find the LZO savegame format; it uses 'OTTD' as tag. */
|
|
fmt = _saveload_formats;
|
|
for (;;) {
|
|
if (fmt == endof(_saveload_formats)) {
|
|
/* Who removed LZO support? */
|
|
NOT_REACHED();
|
|
}
|
|
if (fmt->tag == TO_BE32X('OTTD')) break;
|
|
fmt++;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (fmt->tag == hdr[0]) {
|
|
/* check version number */
|
|
_sl_version = (SaveLoadVersion)(TO_BE32(hdr[1]) >> 16);
|
|
/* Minor is not used anymore from version 18.0, but it is still needed
|
|
* in versions before that (4 cases) which can't be removed easy.
|
|
* Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */
|
|
_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
|
|
|
|
Debug(sl, 1, "Loading savegame version {}", _sl_version);
|
|
|
|
/* Is the version higher than the current? */
|
|
if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
|
|
if (_sl_version >= SLV_START_PATCHPACKS && _sl_version <= SLV_END_PATCHPACKS) SlError(STR_GAME_SAVELOAD_ERROR_PATCHPACK);
|
|
break;
|
|
}
|
|
|
|
fmt++;
|
|
}
|
|
|
|
/* loader for this savegame type is not implemented? */
|
|
if (fmt->init_load == nullptr) {
|
|
char err_str[64];
|
|
seprintf(err_str, lastof(err_str), "Loader for '%s' is not available.", fmt->name);
|
|
SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
|
|
}
|
|
|
|
_sl.lf = fmt->init_load(_sl.lf);
|
|
_sl.reader = new ReadBuffer(_sl.lf);
|
|
_next_offs = 0;
|
|
|
|
if (!load_check) {
|
|
ResetSaveloadData();
|
|
|
|
/* Old maps were hardcoded to 256x256 and thus did not contain
|
|
* any mapsize information. Pre-initialize to 256x256 to not to
|
|
* confuse old games */
|
|
InitializeGame(256, 256, true, true);
|
|
|
|
GamelogReset();
|
|
|
|
if (IsSavegameVersionBefore(SLV_4)) {
|
|
/*
|
|
* NewGRFs were introduced between 0.3,4 and 0.3.5, which both
|
|
* shared savegame version 4. Anything before that 'obviously'
|
|
* does not have any NewGRFs. Between the introduction and
|
|
* savegame version 41 (just before 0.5) the NewGRF settings
|
|
* were not stored in the savegame and they were loaded by
|
|
* using the settings from the main menu.
|
|
* So, to recap:
|
|
* - savegame version < 4: do not load any NewGRFs.
|
|
* - savegame version >= 41: load NewGRFs from savegame, which is
|
|
* already done at this stage by
|
|
* overwriting the main menu settings.
|
|
* - other savegame versions: use main menu settings.
|
|
*
|
|
* This means that users *can* crash savegame version 4..40
|
|
* savegames if they set incompatible NewGRFs in the main menu,
|
|
* but can't crash anymore for savegame version < 4 savegames.
|
|
*
|
|
* Note: this is done here because AfterLoadGame is also called
|
|
* for TTO/TTD/TTDP savegames which have their own NewGRF logic.
|
|
*/
|
|
ClearGRFConfigList(&_grfconfig);
|
|
}
|
|
}
|
|
|
|
if (load_check) {
|
|
/* Load chunks into _load_check_data.
|
|
* No pools are loaded. References are not possible, and thus do not need resolving. */
|
|
SlLoadCheckChunks();
|
|
} else {
|
|
/* Load chunks and resolve references */
|
|
SlLoadChunks();
|
|
SlFixPointers();
|
|
}
|
|
|
|
ClearSaveLoadState();
|
|
|
|
_savegame_type = SGT_OTTD;
|
|
|
|
if (load_check) {
|
|
/* The only part from AfterLoadGame() we need */
|
|
_load_check_data.grf_compatibility = IsGoodGRFConfigList(_load_check_data.grfconfig);
|
|
} else {
|
|
GamelogStartAction(GLAT_LOAD);
|
|
|
|
/* After loading fix up savegame for any internal changes that
|
|
* might have occurred since then. If it fails, load back the old game. */
|
|
if (!AfterLoadGame()) {
|
|
GamelogStopAction();
|
|
return SL_REINIT;
|
|
}
|
|
|
|
GamelogStopAction();
|
|
}
|
|
|
|
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
|
|
* @param filename The name of the savegame being created/loaded
|
|
* @param fop Save or load mode. Load can also be a TTD(Patch) game.
|
|
* @param sb The sub directory to save the savegame in
|
|
* @param threaded True when threaded saving is allowed
|
|
* @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game)
|
|
*/
|
|
SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
|
|
{
|
|
/* An instance of saving is already active, so don't go saving again */
|
|
if (_sl.saveinprogress && fop == SLO_SAVE && dft == DFT_GAME_FILE && threaded) {
|
|
/* if not an autosave, but a user action, show error message */
|
|
if (!_do_autosave) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, WL_ERROR);
|
|
return SL_OK;
|
|
}
|
|
WaitTillSaved();
|
|
|
|
try {
|
|
/* Load a TTDLX or TTDPatch game */
|
|
if (fop == SLO_LOAD && dft == DFT_OLD_GAME_FILE) {
|
|
ResetSaveloadData();
|
|
|
|
InitializeGame(256, 256, true, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
|
|
|
|
/* TTD/TTO savegames have no NewGRFs, TTDP savegame have them
|
|
* and if so a new NewGRF list will be made in LoadOldSaveGame.
|
|
* Note: this is done here because AfterLoadGame is also called
|
|
* for OTTD savegames which have their own NewGRF logic. */
|
|
ClearGRFConfigList(&_grfconfig);
|
|
GamelogReset();
|
|
if (!LoadOldSaveGame(filename)) return SL_REINIT;
|
|
_sl_version = SL_MIN_VERSION;
|
|
_sl_minor_version = 0;
|
|
GamelogStartAction(GLAT_LOAD);
|
|
if (!AfterLoadGame()) {
|
|
GamelogStopAction();
|
|
return SL_REINIT;
|
|
}
|
|
GamelogStopAction();
|
|
return SL_OK;
|
|
}
|
|
|
|
assert(dft == DFT_GAME_FILE);
|
|
switch (fop) {
|
|
case SLO_CHECK:
|
|
_sl.action = SLA_LOAD_CHECK;
|
|
break;
|
|
|
|
case SLO_LOAD:
|
|
_sl.action = SLA_LOAD;
|
|
break;
|
|
|
|
case SLO_SAVE:
|
|
_sl.action = SLA_SAVE;
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
FILE *fh = (fop == SLO_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
|
|
|
|
/* Make it a little easier to load savegames from the console */
|
|
if (fh == nullptr && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", SAVE_DIR);
|
|
if (fh == nullptr && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", BASE_DIR);
|
|
if (fh == nullptr && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", SCENARIO_DIR);
|
|
|
|
if (fh == nullptr) {
|
|
SlError(fop == SLO_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
|
|
}
|
|
|
|
if (fop == SLO_SAVE) { // SAVE game
|
|
Debug(desync, 1, "save: {:08x}; {:02x}; {}", _date, _date_fract, filename);
|
|
if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
|
|
|
|
return DoSave(new FileWriter(fh), threaded);
|
|
}
|
|
|
|
/* LOAD game */
|
|
assert(fop == SLO_LOAD || fop == SLO_CHECK);
|
|
Debug(desync, 1, "load: {}", filename);
|
|
return DoLoad(new FileReader(fh), fop == SLO_CHECK);
|
|
} catch (...) {
|
|
/* This code may be executed both for old and new save games. */
|
|
ClearSaveLoadState();
|
|
|
|
/* Skip the "colour" character */
|
|
if (fop != SLO_CHECK) Debug(sl, 0, "{}", GetSaveLoadErrorString() + 3);
|
|
|
|
/* A saver/loader exception!! reinitialize all variables to prevent crash! */
|
|
return (fop == SLO_LOAD) ? SL_REINIT : SL_ERROR;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Create an autosave or netsave.
|
|
* @param counter A reference to the counter variable to be used for rotating the file name.
|
|
* @param netsave Indicates if this is a regular autosave or a netsave.
|
|
*/
|
|
void DoAutoOrNetsave(FiosNumberedSaveName &counter)
|
|
{
|
|
char buf[MAX_PATH];
|
|
|
|
if (_settings_client.gui.keep_all_autosave) {
|
|
GenerateDefaultSaveName(buf, lastof(buf));
|
|
strecat(buf, counter.Extension().c_str(), lastof(buf));
|
|
} else {
|
|
strecpy(buf, counter.Filename().c_str(), lastof(buf));
|
|
}
|
|
|
|
Debug(sl, 2, "Autosaving to '{}'", buf);
|
|
if (SaveOrLoad(buf, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
|
|
ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
|
|
}
|
|
}
|
|
|
|
|
|
/** Do a save when exiting the game (_settings_client.gui.autosave_on_exit) */
|
|
void DoExitSave()
|
|
{
|
|
SaveOrLoad("exit.sav", SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR);
|
|
}
|
|
|
|
/**
|
|
* Fill the buffer with the default name for a savegame *or* screenshot.
|
|
* @param buf the buffer to write to.
|
|
* @param last the last element in the buffer.
|
|
*/
|
|
void GenerateDefaultSaveName(char *buf, const char *last)
|
|
{
|
|
/* Check if we have a name for this map, which is the name of the first
|
|
* available company. When there's no company available we'll use
|
|
* 'Spectator' as "company" name. */
|
|
CompanyID cid = _local_company;
|
|
if (!Company::IsValidID(cid)) {
|
|
for (const Company *c : Company::Iterate()) {
|
|
cid = c->index;
|
|
break;
|
|
}
|
|
}
|
|
|
|
SetDParam(0, cid);
|
|
|
|
/* Insert current date */
|
|
switch (_settings_client.gui.date_format_in_default_names) {
|
|
case 0: SetDParam(1, STR_JUST_DATE_LONG); break;
|
|
case 1: SetDParam(1, STR_JUST_DATE_TINY); break;
|
|
case 2: SetDParam(1, STR_JUST_DATE_ISO); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
SetDParam(2, _date);
|
|
|
|
/* Get the correct string (special string for when there's not company) */
|
|
GetString(buf, !Company::IsValidID(cid) ? STR_SAVEGAME_NAME_SPECTATOR : STR_SAVEGAME_NAME_DEFAULT, last);
|
|
SanitizeFilename(buf);
|
|
}
|
|
|
|
/**
|
|
* Set the mode and file type of the file to save or load based on the type of file entry at the file system.
|
|
* @param ft Type of file entry of the file system.
|
|
*/
|
|
void FileToSaveLoad::SetMode(FiosType ft)
|
|
{
|
|
this->SetMode(SLO_LOAD, GetAbstractFileType(ft), GetDetailedFileType(ft));
|
|
}
|
|
|
|
/**
|
|
* Set the mode and file type of the file to save or load.
|
|
* @param fop File operation being performed.
|
|
* @param aft Abstract file type.
|
|
* @param dft Detailed file type.
|
|
*/
|
|
void FileToSaveLoad::SetMode(SaveLoadOperation fop, AbstractFileType aft, DetailedFileType dft)
|
|
{
|
|
if (aft == FT_INVALID || aft == FT_NONE) {
|
|
this->file_op = SLO_INVALID;
|
|
this->detail_ftype = DFT_INVALID;
|
|
this->abstract_ftype = FT_INVALID;
|
|
return;
|
|
}
|
|
|
|
this->file_op = fop;
|
|
this->detail_ftype = dft;
|
|
this->abstract_ftype = aft;
|
|
}
|
|
|
|
/**
|
|
* Set the name of the file.
|
|
* @param name Name of the file.
|
|
*/
|
|
void FileToSaveLoad::SetName(const char *name)
|
|
{
|
|
this->name = name;
|
|
}
|
|
|
|
/**
|
|
* Set the title of the file.
|
|
* @param title Title of the file.
|
|
*/
|
|
void FileToSaveLoad::SetTitle(const char *title)
|
|
{
|
|
strecpy(this->title, title, lastof(this->title));
|
|
}
|
|
|
|
SaveLoadTable SaveLoadHandler::GetLoadDescription() const
|
|
{
|
|
assert(this->load_description.has_value());
|
|
return *this->load_description;
|
|
}
|