mirror of https://github.com/OpenTTD/OpenTTD
(svn r10923) -Codechange: use 'real' exception handling in saveload code
parent
9c75e6d87b
commit
6a13dd4aa6
320
src/saveload.cpp
320
src/saveload.cpp
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@ -27,7 +27,6 @@
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#include "variables.h"
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#include "variables.h"
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#include "table/strings.h"
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#include "table/strings.h"
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#include "strings.h"
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#include "strings.h"
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#include <setjmp.h>
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#include <list>
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#include <list>
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extern const uint16 SAVEGAME_VERSION = 73;
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extern const uint16 SAVEGAME_VERSION = 73;
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@ -68,7 +67,6 @@ static struct {
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void (*excpt_uninit)(); ///< the function to execute on any encountered error
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void (*excpt_uninit)(); ///< the function to execute on any encountered error
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StringID error_str; ///< the translateable error message to show
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StringID error_str; ///< the translateable error message to show
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char *extra_msg; ///< the error message
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char *extra_msg; ///< the error message
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jmp_buf excpt; ///< @todo used to jump to "exception handler"; really ugly
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} _sl;
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} _sl;
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@ -143,7 +141,7 @@ static void NORETURN SlError(StringID string, const char *extra_msg = NULL)
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_sl.error_str = string;
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_sl.error_str = string;
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free(_sl.extra_msg);
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free(_sl.extra_msg);
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_sl.extra_msg = (extra_msg == NULL) ? NULL : strdup(extra_msg);
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_sl.extra_msg = (extra_msg == NULL) ? NULL : strdup(extra_msg);
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longjmp(_sl.excpt, 0);
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throw std::exception();
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}
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}
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/** Read in a single byte from file. If the temporary buffer is full,
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/** Read in a single byte from file. If the temporary buffer is full,
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@ -1521,9 +1519,42 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
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uint32 hdr[2];
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uint32 hdr[2];
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_sl.excpt_uninit = NULL;
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_sl.excpt_uninit = NULL;
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/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
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try {
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* loading/saving execute a longjmp() and continue execution here */
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fmt = GetSavegameFormat(_savegame_format);
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if (setjmp(_sl.excpt)) {
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/* We have written our stuff to memory, now write it to file! */
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hdr[0] = fmt->tag;
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hdr[1] = TO_BE32(SAVEGAME_VERSION << 16);
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if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
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if (!fmt->init_write()) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
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{
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uint i;
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uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS;
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assert(_ts.count == _sl.offs_base);
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for (i = 0; i != _Savegame_pool.GetBlockCount() - 1; i++) {
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_sl.buf = _Savegame_pool.blocks[i];
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fmt->writer(count);
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}
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/* The last block is (almost) always not fully filled, so only write away
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* as much data as it is in there */
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_sl.buf = _Savegame_pool.blocks[i];
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fmt->writer(_ts.count - (i * count));
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}
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fmt->uninit_write();
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assert(_ts.count == _sl.offs_base);
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GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
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fclose(_sl.fh);
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if (threaded) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE);
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return SL_OK;
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}
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catch (...) {
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AbortSaveLoad();
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AbortSaveLoad();
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if (_sl.excpt_uninit != NULL) _sl.excpt_uninit();
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if (_sl.excpt_uninit != NULL) _sl.excpt_uninit();
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@ -1537,40 +1568,6 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
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}
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}
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return SL_ERROR;
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return SL_ERROR;
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}
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}
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fmt = GetSavegameFormat(_savegame_format);
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/* We have written our stuff to memory, now write it to file! */
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hdr[0] = fmt->tag;
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hdr[1] = TO_BE32(SAVEGAME_VERSION << 16);
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if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
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if (!fmt->init_write()) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
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{
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uint i;
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uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS;
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assert(_ts.count == _sl.offs_base);
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for (i = 0; i != _Savegame_pool.GetBlockCount() - 1; i++) {
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_sl.buf = _Savegame_pool.blocks[i];
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fmt->writer(count);
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}
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/* The last block is (almost) always not fully filled, so only write away
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* as much data as it is in there */
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_sl.buf = _Savegame_pool.blocks[i];
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fmt->writer(_ts.count - (i * count));
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}
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fmt->uninit_write();
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assert(_ts.count == _sl.offs_base);
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GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
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fclose(_sl.fh);
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if (threaded) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE);
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return SL_OK;
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}
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}
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static void* SaveFileToDiskThread(void *arg)
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static void* SaveFileToDiskThread(void *arg)
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@ -1616,10 +1613,128 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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return SL_OK;
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return SL_OK;
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}
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}
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/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
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* loading/saving execute a longjmp() and continue execution here */
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_sl.excpt_uninit = NULL;
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_sl.excpt_uninit = NULL;
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if (setjmp(_sl.excpt)) {
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try {
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_sl.fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
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/* Make it a little easier to load savegames from the console */
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if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR);
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if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR);
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if (_sl.fh == NULL) {
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SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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}
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_sl.bufe = _sl.bufp = NULL;
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_sl.offs_base = 0;
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_sl.save = (mode != 0);
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_sl.includes = _desc_includes;
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_sl.chs = _chunk_handlers;
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/* General tactic is to first save the game to memory, then use an available writer
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* to write it to file, either in threaded mode if possible, or single-threaded */
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if (mode == SL_SAVE) { /* SAVE game */
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fmt = GetSavegameFormat("memory"); // write to memory
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_sl.write_bytes = fmt->writer;
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_sl.excpt_uninit = fmt->uninit_write;
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if (!fmt->init_write()) {
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DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name);
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return AbortSaveLoad();
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}
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_sl_version = SAVEGAME_VERSION;
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BeforeSaveGame();
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SlSaveChunks();
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SlWriteFill(); // flush the save buffer
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SaveFileStart();
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if (_network_server ||
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(save_thread = OTTDCreateThread(&SaveFileToDiskThread, NULL)) == NULL) {
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if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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SaveOrLoadResult result = SaveFileToDisk(false);
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SaveFileDone();
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return result;
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}
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} else { /* LOAD game */
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assert(mode == SL_LOAD);
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#ifdef DEBUG_DUMP_COMMANDS
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debug_dump_commands("ddc:load:%s\n", filename);
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#endif /* DUMP_COMMANDS */
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if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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/* see if we have any loader for this type. */
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for (fmt = _saveload_formats; ; fmt++) {
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/* No loader found, treat as version 0 and use LZO format */
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if (fmt == endof(_saveload_formats)) {
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DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
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#if defined(WINCE)
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/* Of course some system had not to support rewind ;) */
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fseek(_sl.fh, 0L, SEEK_SET);
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clearerr(_sl.fh);
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#else
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rewind(_sl.fh);
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#endif
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_sl_version = 0;
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_sl_minor_version = 0;
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fmt = _saveload_formats + 1; // LZO
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break;
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}
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if (fmt->tag == hdr[0]) {
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/* check version number */
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_sl_version = TO_BE32(hdr[1]) >> 16;
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/* Minor is not used anymore from version 18.0, but it is still needed
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* in versions before that (4 cases) which can't be removed easy.
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* Therefor it is loaded, but never saved (or, it saves a 0 in any scenario).
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* So never EVER use this minor version again. -- TrueLight -- 22-11-2005 */
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_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
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DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
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/* Is the version higher than the current? */
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if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
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break;
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}
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}
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_sl.read_bytes = fmt->reader;
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_sl.excpt_uninit = fmt->uninit_read;
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/* loader for this savegame type is not implemented? */
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if (fmt->init_read == NULL) {
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char err_str[64];
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snprintf(err_str, lengthof(err_str), "Loader for '%s' is not available.", fmt->name);
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
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}
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if (!fmt->init_read()) {
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char err_str[64];
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snprintf(err_str, lengthof(err_str), "Initializing loader '%s' failed", fmt->name);
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
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}
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/* Old maps were hardcoded to 256x256 and thus did not contain
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* any mapsize information. Pre-initialize to 256x256 to not to
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* confuse old games */
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InitializeGame(IG_DATE_RESET, 256, 256);
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SlLoadChunks();
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fmt->uninit_read();
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fclose(_sl.fh);
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/* After loading fix up savegame for any internal changes that
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* might've occured since then. If it fails, load back the old game */
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if (!AfterLoadGame()) return SL_REINIT;
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}
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return SL_OK;
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}
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catch (...) {
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AbortSaveLoad();
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AbortSaveLoad();
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/* deinitialize compressor. */
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/* deinitialize compressor. */
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@ -1631,125 +1746,6 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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/* A saver/loader exception!! reinitialize all variables to prevent crash! */
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/* A saver/loader exception!! reinitialize all variables to prevent crash! */
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return (mode == SL_LOAD) ? SL_REINIT : SL_ERROR;
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return (mode == SL_LOAD) ? SL_REINIT : SL_ERROR;
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}
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}
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_sl.fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
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/* Make it a little easier to load savegames from the console */
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if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR);
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if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR);
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if (_sl.fh == NULL) {
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SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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}
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_sl.bufe = _sl.bufp = NULL;
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_sl.offs_base = 0;
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_sl.save = (mode != 0);
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_sl.includes = _desc_includes;
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_sl.chs = _chunk_handlers;
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/* General tactic is to first save the game to memory, then use an available writer
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* to write it to file, either in threaded mode if possible, or single-threaded */
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if (mode == SL_SAVE) { /* SAVE game */
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fmt = GetSavegameFormat("memory"); // write to memory
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_sl.write_bytes = fmt->writer;
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_sl.excpt_uninit = fmt->uninit_write;
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if (!fmt->init_write()) {
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DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name);
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return AbortSaveLoad();
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}
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_sl_version = SAVEGAME_VERSION;
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BeforeSaveGame();
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SlSaveChunks();
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SlWriteFill(); // flush the save buffer
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SaveFileStart();
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if (_network_server ||
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(save_thread = OTTDCreateThread(&SaveFileToDiskThread, NULL)) == NULL) {
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if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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SaveOrLoadResult result = SaveFileToDisk(false);
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SaveFileDone();
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return result;
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}
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} else { /* LOAD game */
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assert(mode == SL_LOAD);
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#ifdef DEBUG_DUMP_COMMANDS
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debug_dump_commands("ddc:load:%s\n", filename);
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#endif /* DUMP_COMMANDS */
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if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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/* see if we have any loader for this type. */
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for (fmt = _saveload_formats; ; fmt++) {
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/* No loader found, treat as version 0 and use LZO format */
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if (fmt == endof(_saveload_formats)) {
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DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
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#if defined(WINCE)
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/* Of course some system had not to support rewind ;) */
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fseek(_sl.fh, 0L, SEEK_SET);
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clearerr(_sl.fh);
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#else
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rewind(_sl.fh);
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#endif
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_sl_version = 0;
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_sl_minor_version = 0;
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fmt = _saveload_formats + 1; // LZO
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break;
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}
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if (fmt->tag == hdr[0]) {
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/* check version number */
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_sl_version = TO_BE32(hdr[1]) >> 16;
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/* Minor is not used anymore from version 18.0, but it is still needed
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* in versions before that (4 cases) which can't be removed easy.
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* Therefor it is loaded, but never saved (or, it saves a 0 in any scenario).
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* So never EVER use this minor version again. -- TrueLight -- 22-11-2005 */
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_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
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DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
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/* Is the version higher than the current? */
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if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
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break;
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}
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}
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_sl.read_bytes = fmt->reader;
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_sl.excpt_uninit = fmt->uninit_read;
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/* loader for this savegame type is not implemented? */
|
|
||||||
if (fmt->init_read == NULL) {
|
|
||||||
char err_str[64];
|
|
||||||
snprintf(err_str, lengthof(err_str), "Loader for '%s' is not available.", fmt->name);
|
|
||||||
SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!fmt->init_read()) {
|
|
||||||
char err_str[64];
|
|
||||||
snprintf(err_str, lengthof(err_str), "Initializing loader '%s' failed", fmt->name);
|
|
||||||
SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* 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(IG_DATE_RESET, 256, 256);
|
|
||||||
|
|
||||||
SlLoadChunks();
|
|
||||||
fmt->uninit_read();
|
|
||||||
fclose(_sl.fh);
|
|
||||||
|
|
||||||
/* After loading fix up savegame for any internal changes that
|
|
||||||
* might've occured since then. If it fails, load back the old game */
|
|
||||||
if (!AfterLoadGame()) return SL_REINIT;
|
|
||||||
}
|
|
||||||
|
|
||||||
return SL_OK;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Do a save when exiting the game (patch option) _patches.autosave_on_exit */
|
/** Do a save when exiting the game (patch option) _patches.autosave_on_exit */
|
||||||
|
|
Loading…
Reference in New Issue