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OpenTTD-patches/src/saveload/saveload.h

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C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file saveload.h Functions/types related to saving and loading games. */
#ifndef SAVELOAD_H
#define SAVELOAD_H
#include "../sl/saveload_common.h"
#include "../fileio_type.h"
#include "../fios.h"
#include "../strings_type.h"
#include "../core/span_type.hpp"
#include "../core/ring_buffer.hpp"
#include <optional>
#include <string>
#include <vector>
#include <list>
extern SaveLoadVersion _sl_version;
extern byte _sl_minor_version;
extern const SaveLoadVersion SAVEGAME_VERSION;
extern const SaveLoadVersion MAX_LOAD_SAVEGAME_VERSION;
namespace upstream_sl {
typedef void AutolengthProc(void *arg);
/** Type of a chunk. */
enum ChunkType {
CH_RIFF = 0,
CH_ARRAY = 1,
CH_SPARSE_ARRAY = 2,
CH_TABLE = 3,
CH_SPARSE_TABLE = 4,
CH_TYPE_MASK = 0xf, ///< All ChunkType values have to be within this mask.
CH_READONLY, ///< Chunk is never saved.
};
/** Handlers and description of chunk. */
struct ChunkHandler {
uint32 id; ///< Unique ID (4 letters).
ChunkType type; ///< Type of the chunk. @see ChunkType
ChunkHandler(uint32 id, ChunkType type) : id(id), type(type) {}
virtual ~ChunkHandler() = default;
/**
* Save the chunk.
* Must be overridden, unless Chunk type is CH_READONLY.
*/
virtual void Save() const { NOT_REACHED(); }
/**
* Load the chunk.
* Must be overridden.
*/
virtual void Load() const = 0;
/**
* Fix the pointers.
* Pointers are saved using the index of the pointed object.
* On load, pointers are filled with indices and need to be fixed to point to the real object.
* Must be overridden if the chunk saves any pointer.
*/
virtual void FixPointers() const {}
/**
* Load the chunk for game preview.
* Default implementation just skips the data.
* @param len Number of bytes to skip.
*/
virtual void LoadCheck(size_t len = 0) const;
};
/** A reference to ChunkHandler. */
using ChunkHandlerRef = std::reference_wrapper<const ChunkHandler>;
/** A table of ChunkHandler entries. */
using ChunkHandlerTable = span<const ChunkHandlerRef>;
/** A table of SaveLoadCompat entries. */
using SaveLoadCompatTable = span<const struct SaveLoadCompat>;
/** Handler for saving/loading an object to/from disk. */
class SaveLoadHandler {
public:
std::optional<std::vector<SaveLoad>> load_description;
virtual ~SaveLoadHandler() = default;
/**
* Save the object to disk.
* @param object The object to store.
*/
virtual void Save([[maybe_unused]] void *object) const {}
/**
* Load the object from disk.
* @param object The object to load.
*/
virtual void Load([[maybe_unused]] void *object) const {}
/**
* Similar to load, but used only to validate savegames.
* @param object The object to load.
*/
virtual void LoadCheck([[maybe_unused]] void *object) const {}
/**
* A post-load callback to fix #SL_REF integers into pointers.
* @param object The object to fix.
*/
virtual void FixPointers([[maybe_unused]] void *object) const {}
/**
* Get the description of the fields in the savegame.
*/
virtual SaveLoadTable GetDescription() const = 0;
/**
* Get the pre-header description of the fields in the savegame.
*/
virtual SaveLoadCompatTable GetCompatDescription() const = 0;
/**
* Get the description for how to load the chunk. Depending on the
* savegame version this can either use the headers in the savegame or
* fall back to backwards compatibility and uses hard-coded headers.
*/
SaveLoadTable GetLoadDescription() const;
};
/**
* Default handler for saving/loading an object to/from disk.
*
* This handles a few common things for handlers, meaning the actual handler
* needs less code.
*
* Usage: class SlMine : public DefaultSaveLoadHandler<SlMine, MyObject> {}
*
* @tparam TImpl The class initializing this template.
* @tparam TObject The class of the object using this SaveLoadHandler.
*/
template <class TImpl, class TObject>
class DefaultSaveLoadHandler : public SaveLoadHandler {
public:
SaveLoadTable GetDescription() const override { return static_cast<const TImpl *>(this)->description; }
SaveLoadCompatTable GetCompatDescription() const override { return static_cast<const TImpl *>(this)->compat_description; }
virtual void Save([[maybe_unused]] TObject *object) const {}
void Save(void *object) const override { this->Save(static_cast<TObject *>(object)); }
virtual void Load([[maybe_unused]] TObject *object) const {}
void Load(void *object) const override { this->Load(static_cast<TObject *>(object)); }
virtual void LoadCheck([[maybe_unused]] TObject *object) const {}
void LoadCheck(void *object) const override { this->LoadCheck(static_cast<TObject *>(object)); }
virtual void FixPointers([[maybe_unused]] TObject *object) const {}
void FixPointers(void *object) const override { this->FixPointers(static_cast<TObject *>(object)); }
};
/** Type of reference (#SLE_REF, #SLE_CONDREF). */
enum SLRefType {
REF_ORDER = 0, ///< Load/save a reference to an order.
REF_VEHICLE = 1, ///< Load/save a reference to a vehicle.
REF_STATION = 2, ///< Load/save a reference to a station.
REF_TOWN = 3, ///< Load/save a reference to a town.
REF_VEHICLE_OLD = 4, ///< Load/save an old-style reference to a vehicle (for pre-4.4 savegames).
REF_ROADSTOPS = 5, ///< Load/save a reference to a bus/truck stop.
REF_ENGINE_RENEWS = 6, ///< Load/save a reference to an engine renewal (autoreplace).
REF_CARGO_PACKET = 7, ///< Load/save a reference to a cargo packet.
REF_ORDERLIST = 8, ///< Load/save a reference to an orderlist.
REF_STORAGE = 9, ///< Load/save a reference to a persistent storage.
REF_LINK_GRAPH = 10, ///< Load/save a reference to a link graph.
REF_LINK_GRAPH_JOB = 11, ///< Load/save a reference to a link graph job.
};
/**
* VarTypes is the general bitmasked magic type that tells us
* certain characteristics about the variable it refers to. For example
* SLE_FILE_* gives the size(type) as it would be in the savegame and
* SLE_VAR_* the size(type) as it is in memory during runtime. These are
* the first 8 bits (0-3 SLE_FILE, 4-7 SLE_VAR).
* Bits 8-15 are reserved for various flags as explained below
*/
enum VarTypes {
/* 4 bits allocated a maximum of 16 types for NumberType.
* NOTE: the SLE_FILE_NNN values are stored in the savegame! */
SLE_FILE_END = 0, ///< Used to mark end-of-header in tables.
SLE_FILE_I8 = 1,
SLE_FILE_U8 = 2,
SLE_FILE_I16 = 3,
SLE_FILE_U16 = 4,
SLE_FILE_I32 = 5,
SLE_FILE_U32 = 6,
SLE_FILE_I64 = 7,
SLE_FILE_U64 = 8,
SLE_FILE_STRINGID = 9, ///< StringID offset into strings-array
SLE_FILE_STRING = 10,
SLE_FILE_STRUCT = 11,
/* 4 more possible file-primitives */
SLE_FILE_TYPE_MASK = 0xf, ///< Mask to get the file-type (and not any flags).
SLE_FILE_HAS_LENGTH_FIELD = 1 << 4, ///< Bit stored in savegame to indicate field has a length field for each entry.
/* 4 bits allocated a maximum of 16 types for NumberType */
SLE_VAR_BL = 0 << 4,
SLE_VAR_I8 = 1 << 4,
SLE_VAR_U8 = 2 << 4,
SLE_VAR_I16 = 3 << 4,
SLE_VAR_U16 = 4 << 4,
SLE_VAR_I32 = 5 << 4,
SLE_VAR_U32 = 6 << 4,
SLE_VAR_I64 = 7 << 4,
SLE_VAR_U64 = 8 << 4,
SLE_VAR_NULL = 9 << 4, ///< useful to write zeros in savegame.
SLE_VAR_STRB = 10 << 4, ///< string (with pre-allocated buffer)
SLE_VAR_STR = 12 << 4, ///< string pointer
SLE_VAR_STRQ = 13 << 4, ///< string pointer enclosed in quotes
SLE_VAR_NAME = 14 << 4, ///< old custom name to be converted to a char pointer
/* 1 more possible memory-primitives */
/* Shortcut values */
SLE_VAR_CHAR = SLE_VAR_I8,
/* Default combinations of variables. As savegames change, so can variables
* and thus it is possible that the saved value and internal size do not
* match and you need to specify custom combo. The defaults are listed here */
SLE_BOOL = SLE_FILE_I8 | SLE_VAR_BL,
SLE_INT8 = SLE_FILE_I8 | SLE_VAR_I8,
SLE_UINT8 = SLE_FILE_U8 | SLE_VAR_U8,
SLE_INT16 = SLE_FILE_I16 | SLE_VAR_I16,
SLE_UINT16 = SLE_FILE_U16 | SLE_VAR_U16,
SLE_INT32 = SLE_FILE_I32 | SLE_VAR_I32,
SLE_UINT32 = SLE_FILE_U32 | SLE_VAR_U32,
SLE_INT64 = SLE_FILE_I64 | SLE_VAR_I64,
SLE_UINT64 = SLE_FILE_U64 | SLE_VAR_U64,
SLE_CHAR = SLE_FILE_I8 | SLE_VAR_CHAR,
SLE_STRINGID = SLE_FILE_STRINGID | SLE_VAR_U32,
SLE_STRINGBUF = SLE_FILE_STRING | SLE_VAR_STRB,
SLE_STRING = SLE_FILE_STRING | SLE_VAR_STR,
SLE_STRINGQUOTE = SLE_FILE_STRING | SLE_VAR_STRQ,
SLE_NAME = SLE_FILE_STRINGID | SLE_VAR_NAME,
/* Shortcut values */
SLE_UINT = SLE_UINT32,
SLE_INT = SLE_INT32,
SLE_STRB = SLE_STRINGBUF,
SLE_STR = SLE_STRING,
SLE_STRQ = SLE_STRINGQUOTE,
/* 8 bits allocated for a maximum of 8 flags
* Flags directing saving/loading of a variable */
SLF_ALLOW_CONTROL = 1 << 8, ///< Allow control codes in the strings.
SLF_ALLOW_NEWLINE = 1 << 9, ///< Allow new lines in the strings.
};
typedef uint32 VarType;
/** Type of data saved. */
enum SaveLoadType : byte {
SL_VAR = 0, ///< Save/load a variable.
SL_REF = 1, ///< Save/load a reference.
SL_STRUCT = 2, ///< Save/load a struct.
SL_STR = 3, ///< Save/load a string.
SL_STDSTR = 4, ///< Save/load a \c std::string.
SL_ARR = 5, ///< Save/load a fixed-size array of #SL_VAR elements.
SL_RING = 6, ///< Save/load a ring of #SL_VAR elements.
SL_VECTOR = 7, ///< Save/load a vector of #SL_VAR elements.
SL_REFLIST = 8, ///< Save/load a list of #SL_REF elements.
SL_STRUCTLIST = 9, ///< Save/load a list of structs.
SL_SAVEBYTE = 10, ///< Save (but not load) a byte.
SL_NULL = 11, ///< Save null-bytes and load to nowhere.
SL_REFRING, ///< Save/load a ring of #SL_REF elements.
SL_REFVEC, ///< Save/load a vector of #SL_REF elements.
};
typedef void *SaveLoadAddrProc(void *base, size_t extra);
/** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */
struct SaveLoad {
std::string name; ///< Name of this field (optional, used for tables).
SaveLoadType cmd; ///< The action to take with the saved/loaded type, All types need different action.
VarType conv; ///< Type of the variable to be saved; this field combines both FileVarType and MemVarType.
uint16 length; ///< (Conditional) length of the variable (eg. arrays) (max array size is 65536 elements).
SaveLoadVersion version_from; ///< Save/load the variable starting from this savegame version.
SaveLoadVersion version_to; ///< Save/load the variable before this savegame version.
size_t size; ///< The sizeof size.
SaveLoadAddrProc *address_proc; ///< Callback proc the get the actual variable address in memory.
size_t extra_data; ///< Extra data for the callback proc.
std::shared_ptr<SaveLoadHandler> handler; ///< Custom handler for Save/Load procs.
};
/**
* SaveLoad information for backwards compatibility.
*
* At SLV_SETTINGS_NAME a new method of keeping track of fields in a savegame
* was added, where the order of fields is no longer important. For older
* savegames we still need to know the correct order. This struct is the glue
* to make that happen.
*/
struct SaveLoadCompat {
std::string name; ///< Name of the field.
uint16 length; ///< Length of the NULL field.
SaveLoadVersion version_from; ///< Save/load the variable starting from this savegame version.
SaveLoadVersion version_to; ///< Save/load the variable before this savegame version.
};
/**
* Get the NumberType of a setting. This describes the integer type
* as it is represented in memory
* @param type VarType holding information about the variable-type
* @return the SLE_VAR_* part of a variable-type description
*/
inline constexpr VarType GetVarMemType(VarType type)
{
return type & 0xF0; // GB(type, 4, 4) << 4;
}
/**
* Get the FileType of a setting. This describes the integer type
* as it is represented in a savegame/file
* @param type VarType holding information about the file-type
* @return the SLE_FILE_* part of a variable-type description
*/
inline constexpr VarType GetVarFileType(VarType type)
{
return type & 0xF; // GB(type, 0, 4);
}
/**
* Check if the given saveload type is a numeric type.
* @param conv the type to check
* @return True if it's a numeric type.
*/
inline constexpr bool IsNumericType(VarType conv)
{
return GetVarMemType(conv) <= SLE_VAR_U64;
}
/**
* Return expect size in bytes of a VarType
* @param type VarType to get size of.
* @return size of type in bytes.
*/
inline constexpr size_t SlVarSize(VarType type)
{
switch (GetVarMemType(type)) {
case SLE_VAR_BL: return sizeof(bool);
case SLE_VAR_I8: return sizeof(int8_t);
case SLE_VAR_U8: return sizeof(uint8_t);
case SLE_VAR_I16: return sizeof(int16_t);
case SLE_VAR_U16: return sizeof(uint16_t);
case SLE_VAR_I32: return sizeof(int32_t);
case SLE_VAR_U32: return sizeof(uint32_t);
case SLE_VAR_I64: return sizeof(int64_t);
case SLE_VAR_U64: return sizeof(uint64_t);
case SLE_VAR_NULL: return sizeof(void *);
case SLE_VAR_STR: return sizeof(std::string);
case SLE_VAR_STRQ: return sizeof(std::string);
case SLE_VAR_NAME: return sizeof(std::string);
default: NOT_REACHED();
}
}
/**
* Check if a saveload cmd/type/length entry matches the size of the variable.
* @param cmd SaveLoadType of entry.
* @param type VarType of entry.
* @param length Array length of entry.
* @param size Actual size of variable.
* @return true iff the sizes match.
*/
inline constexpr bool SlCheckVarSize(SaveLoadType cmd, VarType type, size_t length, size_t size)
{
switch (cmd) {
case SL_VAR: return SlVarSize(type) == size;
case SL_REF: return sizeof(void *) == size;
case SL_STR: return sizeof(void *) == size;
case SL_STDSTR: return SlVarSize(type) == size;
case SL_ARR: return SlVarSize(type) * length <= size; // Partial load of array is permitted.
case SL_RING: return sizeof(ring_buffer<void *>) == size;
case SL_VECTOR: return sizeof(std::vector<void *>) == size;
case SL_REFLIST: return sizeof(std::list<void *>) == size;
case SL_REFRING: return sizeof(ring_buffer<void *>) == size;
case SL_REFVEC: return sizeof(std::vector<void *>) == size;
case SL_SAVEBYTE: return true;
default: NOT_REACHED();
}
}
/**
* Storage of simple variables, references (pointers), and arrays.
* @param cmd Load/save type. @see SaveLoadType
* @param name Field name for table chunks.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
* @param extra Extra data to pass to the address callback function.
* @note In general, it is better to use one of the SLE_* macros below.
*/
#define SLE_GENERAL_NAME(cmd, name, base, variable, type, length, from, to, extra) \
SaveLoad {name, cmd, type, length, from, to, cpp_sizeof(base, variable), [] (void *b, size_t) -> void * { \
static_assert(SlCheckVarSize(cmd, type, length, sizeof(static_cast<base *>(b)->variable))); \
assert(b != nullptr); \
return const_cast<void *>(static_cast<const void *>(std::addressof(static_cast<base *>(b)->variable))); \
}, extra, nullptr}
/**
* Storage of simple variables, references (pointers), and arrays with a custom name.
* @param cmd Load/save type. @see SaveLoadType
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
* @param extra Extra data to pass to the address callback function.
* @note In general, it is better to use one of the SLE_* macros below.
*/
#define SLE_GENERAL(cmd, base, variable, type, length, from, to, extra) SLE_GENERAL_NAME(cmd, #variable, base, variable, type, length, from, to, extra)
/**
* Storage of a variable in some savegame versions.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLE_CONDVAR(base, variable, type, from, to) SLE_GENERAL(SL_VAR, base, variable, type, 0, from, to, 0)
/**
* Storage of a variable in some savegame versions.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param name Field name for table chunks.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLE_CONDVARNAME(base, variable, name, type, from, to) SLE_GENERAL_NAME(SL_VAR, name, base, variable, type, 0, from, to, 0)
/**
* Storage of a reference in some savegame versions.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Type of the reference, a value from #SLRefType.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLE_CONDREF(base, variable, type, from, to) SLE_GENERAL(SL_REF, base, variable, type, 0, from, to, 0)
/**
* Storage of a fixed-size array of #SL_VAR elements in some savegame versions.
* @param base Name of the class or struct containing the array.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the array.
* @param to Last savegame version that has the array.
*/
#define SLE_CONDARR(base, variable, type, length, from, to) SLE_GENERAL(SL_ARR, base, variable, type, length, from, to, 0)
/**
* Storage of a string in some savegame versions.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the string (only used for fixed size buffers).
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLE_CONDSTR(base, variable, type, length, from, to) SLE_GENERAL(SL_STR, base, variable, type, length, from, to, 0)
/**
* Storage of a \c std::string in some savegame versions.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLE_CONDSSTR(base, variable, type, from, to) SLE_GENERAL(SL_STDSTR, base, variable, type, 0, from, to, 0)
/**
* Storage of a list of #SL_REF elements in some savegame versions.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLE_CONDREFLIST(base, variable, type, from, to) SLE_GENERAL(SL_REFLIST, base, variable, type, 0, from, to, 0)
/**
* Storage of a ring of #SL_REF elements in some savegame versions.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLE_CONDREFRING(base, variable, type, from, to) SLE_GENERAL(SL_REFRING, base, variable, type, 0, from, to, 0)
/**
* Storage of a vector of #SL_REF elements in some savegame versions.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLE_CONDREFVEC(base, variable, type, from, to) SLE_GENERAL(SL_REFVEC, base, variable, type, 0, from, to, 0)
/**
* Storage of a ring of #SL_VAR elements in some savegame versions.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLE_CONDRING(base, variable, type, from, to) SLE_GENERAL(SL_RING, base, variable, type, 0, from, to, 0)
/**
* Storage of a variable in every version of a savegame.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_VAR(base, variable, type) SLE_CONDVAR(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
#define SLE_VAR2(base, name, variable, type) SLE_CONDVARNAME(base, variable, name, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a variable in every version of a savegame.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param name Field name for table chunks.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_VARNAME(base, variable, name, type) SLE_CONDVARNAME(base, variable, name, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a reference in every version of a savegame.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Type of the reference, a value from #SLRefType.
*/
#define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of fixed-size array of #SL_VAR elements in every version of a savegame.
* @param base Name of the class or struct containing the array.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
*/
#define SLE_ARR(base, variable, type, length) SLE_CONDARR(base, variable, type, length, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a string in every savegame version.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the string (only used for fixed size buffers).
*/
#define SLE_STR(base, variable, type, length) SLE_CONDSTR(base, variable, type, length, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a \c std::string in every savegame version.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_SSTR(base, variable, type) SLE_CONDSSTR(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a list of #SL_REF elements in every savegame version.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_REFLIST(base, variable, type) SLE_CONDREFLIST(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a ring of #SL_REF elements in every savegame version.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_REFRING(base, variable, type) SLE_CONDREFRING(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a vector of #SL_REF elements in every savegame version.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_REFVEC(base, variable, type) SLE_CONDREFVEC(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Only write byte during saving; never read it during loading.
* When using SLE_SAVEBYTE you will have to read this byte before the table
* this is in is read. This also means SLE_SAVEBYTE can only be used at the
* top of a chunk.
* This is intended to be used to indicate what type of entry this is in a
* list of entries.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
*/
#define SLE_SAVEBYTE(base, variable) SLE_GENERAL(SL_SAVEBYTE, base, variable, 0, 0, SL_MIN_VERSION, SL_MAX_VERSION, 0)
/**
* Storage of global simple variables, references (pointers), and arrays.
* @param name The name of the field.
* @param cmd Load/save type. @see SaveLoadType
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
* @param extra Extra data to pass to the address callback function.
* @note In general, it is better to use one of the SLEG_* macros below.
*/
#define SLEG_GENERAL(name, cmd, variable, type, length, from, to, extra) \
SaveLoad {name, cmd, type, length, from, to, sizeof(variable), [] (void *, size_t) -> void * { \
static_assert(SlCheckVarSize(cmd, type, length, sizeof(variable))); \
return static_cast<void *>(std::addressof(variable)); }, extra, nullptr}
/**
* Storage of a global variable in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLEG_CONDVAR(name, variable, type, from, to) SLEG_GENERAL(name, SL_VAR, variable, type, 0, from, to, 0)
/**
* Storage of a global reference in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLEG_CONDREF(name, variable, type, from, to) SLEG_GENERAL(name, SL_REF, variable, type, 0, from, to, 0)
/**
* Storage of a global fixed-size array of #SL_VAR elements in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the array.
* @param to Last savegame version that has the array.
*/
#define SLEG_CONDARR(name, variable, type, length, from, to) SLEG_GENERAL(name, SL_ARR, variable, type, length, from, to, 0)
/**
* Storage of a global string in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the string (only used for fixed size buffers).
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLEG_CONDSTR(name, variable, type, length, from, to) SLEG_GENERAL(name, SL_STR, variable, type, length, from, to, 0)
/**
* Storage of a global \c std::string in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLEG_CONDSSTR(name, variable, type, from, to) SLEG_GENERAL(name, SL_STDSTR, variable, type, 0, from, to, 0)
/**
* Storage of a structs in some savegame versions.
* @param name The name of the field.
* @param handler SaveLoadHandler for the structs.
* @param from First savegame version that has the struct.
* @param to Last savegame version that has the struct.
*/
#define SLEG_CONDSTRUCT(name, handler, from, to) SaveLoad {name, SL_STRUCT, 0, 0, from, to, 0, nullptr, 0, std::make_shared<handler>()}
/**
* Storage of a global reference list in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDREFLIST(name, variable, type, from, to) SLEG_GENERAL(name, SL_REFLIST, variable, type, 0, from, to, 0)
/**
* Storage of a global reference ring in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDREFRING(name, variable, type, from, to) SLEG_GENERAL(name, SL_REFRING, variable, type, 0, from, to, 0)
/**
* Storage of a global reference vector in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDREFVEC(name, variable, type, from, to) SLEG_GENERAL(name, SL_REFVEC, variable, type, 0, from, to, 0)
/**
* Storage of a global vector of #SL_VAR elements in some savegame versions.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDVECTOR(name, variable, type, from, to) SLEG_GENERAL(name, SL_VECTOR, variable, type, 0, from, to, 0)
/**
* Storage of a list of structs in some savegame versions.
* @param name The name of the field.
* @param handler SaveLoadHandler for the list of structs.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDSTRUCTLIST(name, handler, from, to) SaveLoad {name, SL_STRUCTLIST, 0, 0, from, to, 0, nullptr, 0, std::make_shared<handler>()}
/**
* Storage of a global variable in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_VAR(name, variable, type) SLEG_CONDVAR(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global reference in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_REF(name, variable, type) SLEG_CONDREF(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global fixed-size array of #SL_VAR elements in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_ARR(name, variable, type) SLEG_CONDARR(name, variable, type, lengthof(variable), SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global string in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_STR(name, variable, type) SLEG_CONDSTR(name, variable, type, sizeof(variable), SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global \c std::string in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_SSTR(name, variable, type) SLEG_CONDSSTR(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a structs in every savegame version.
* @param name The name of the field.
* @param handler SaveLoadHandler for the structs.
*/
#define SLEG_STRUCT(name, handler) SLEG_CONDSTRUCT(name, handler, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global reference list in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_REFLIST(name, variable, type) SLEG_CONDREFLIST(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global reference ring in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_REFRING(name, variable, type) SLEG_CONDREFRING(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global vector of #SL_VAR elements in every savegame version.
* @param name The name of the field.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_VECTOR(name, variable, type) SLEG_CONDVECTOR(name, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a list of structs in every savegame version.
* @param name The name of the field.
* @param handler SaveLoadHandler for the list of structs.
*/
#define SLEG_STRUCTLIST(name, handler) SLEG_CONDSTRUCTLIST(name, handler, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Field name where the real SaveLoad can be located.
* @param name The name of the field.
*/
#define SLC_VAR(name) {name, 0, SL_MIN_VERSION, SL_MAX_VERSION}
/**
* Empty space in every savegame version.
* @param length Length of the empty space.
* @param from First savegame version that has the empty space.
* @param to Last savegame version that has the empty space.
*/
#define SLC_NULL(length, from, to) {{}, length, from, to}
/** End marker of compat variables save or load. */
#define SLC_END() {{}, 0, SL_MIN_VERSION, SL_MIN_VERSION}
/**
* Checks whether the savegame is below \a major.\a minor.
* @param major Major number of the version to check against.
* @param minor Minor number of the version to check against. If \a minor is 0 or not specified, only the major number is checked.
* @return Savegame version is earlier than the specified version.
*/
inline bool IsSavegameVersionBefore(SaveLoadVersion major, byte minor = 0)
{
return _sl_version < major || (minor > 0 && _sl_version == major && _sl_minor_version < minor);
}
/**
* Checks whether the savegame is below or at \a major. This should be used to repair data from existing
* savegames which is no longer corrupted in new savegames, but for which otherwise no savegame
* bump is required.
* @param major Major number of the version to check against.
* @return Savegame version is at most the specified version.
*/
inline bool IsSavegameVersionBeforeOrAt(SaveLoadVersion major)
{
return _sl_version <= major;
}
/**
* Get the address of the variable. Null-variables don't have an address,
* everything else has a callback function that returns the address based
* on the saveload data and the current object for non-globals.
*/
inline void *GetVariableAddress(const void *object, const SaveLoad &sld)
{
/* Entry is a null-variable, mostly used to read old savegames etc. */
if (GetVarMemType(sld.conv) == SLE_VAR_NULL) {
assert(sld.address_proc == nullptr);
return nullptr;
}
/* Everything else should be a non-null pointer. */
assert(sld.address_proc != nullptr);
return sld.address_proc(const_cast<void *>(object), sld.extra_data);
}
int64 ReadValue(const void *ptr, VarType conv);
void WriteValue(void *ptr, VarType conv, int64 val);
void SlSetArrayIndex(uint index);
int SlIterateArray();
void SlSetStructListLength(size_t length);
size_t SlGetStructListLength(size_t limit);
void SlAutolength(AutolengthProc *proc, void *arg);
size_t SlGetFieldLength();
void SlSetLength(size_t length);
size_t SlCalcObjMemberLength(const void *object, const SaveLoad &sld);
size_t SlCalcObjLength(const void *object, const SaveLoadTable &slt);
void SlGlobList(const SaveLoadTable &slt);
void SlCopy(void *object, size_t length, VarType conv);
std::vector<SaveLoad> SlTableHeader(const SaveLoadTable &slt);
std::vector<SaveLoad> SlCompatTableHeader(const SaveLoadTable &slt, const SaveLoadCompatTable &slct);
void SlObject(void *object, const SaveLoadTable &slt);
}
#endif /* SAVELOAD_H */