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mirror of https://github.com/OpenTTD/OpenTTD.git synced 2025-08-12 09:09:09 +00:00

(svn r2391) - Feature: saving games happen in a seperate thread so you no longer will have to wait such a long time (especially handy on bigger maps and multiplayer games). The mouse also changes into the 'ZZZ' state :P. The thread on windows is currently given a little-bit-less-than-normal priority so it should not interfere that much with the gameplay; it will take a bit longer though. Upon the exit of the game any pending saves are waited upon.

- Fix: fixed GetSavegameFormat() so that it takes the best compressor (highest), or a forced one added with the parameter
- Open issues: 
1. Don't attempt to load a game while saving is in progress, it will kick you back to the intro-screen with only the vast ocean to look at.
2. The server is disabled from threaded-saving, but might be enabled in the future.
3. Current implementation only allows 1 additional running thread.
4. Stupid global variables.....grrr
Big thanks for TrueLight and the amazing memorypool :D
This commit is contained in:
Darkvater
2005-06-01 23:08:33 +00:00
parent f7dcd2e834
commit a51cfd58b8
7 changed files with 229 additions and 43 deletions

View File

@@ -817,6 +817,44 @@ static void UninitNoComp(void)
free(_sl.buf);
}
//********************************************
//********** START OF MEMORY CODE (in ram)****
//********************************************
enum {
SAVELOAD_POOL_BLOCK_SIZE_BITS = 17,
SAVELOAD_POOL_MAX_BLOCKS = 500
};
/* A maximum size of of 128K * 500 = 64.000KB savegames */
static MemoryPool _saveload_pool = {"Savegame", SAVELOAD_POOL_MAX_BLOCKS, SAVELOAD_POOL_BLOCK_SIZE_BITS, sizeof(byte), NULL, 0, 0, NULL};
static uint _save_byte_count;
static bool InitMem(void)
{
CleanPool(&_saveload_pool);
AddBlockToPool(&_saveload_pool);
/* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */
_save_byte_count = 0;
_sl.bufsize = _saveload_pool.total_items;
_sl.buf = (byte*)GetItemFromPool(&_saveload_pool, _save_byte_count);
return true;
}
static void UnInitMem(void)
{
CleanPool(&_saveload_pool);
}
static void WriteMem(uint size)
{
_save_byte_count += size;
/* Allocate new block and new buffer-pointer */
AddBlockIfNeeded(&_saveload_pool, _save_byte_count);
_sl.buf = (byte*)GetItemFromPool(&_saveload_pool, _save_byte_count);
}
//********************************************
//********** START OF ZLIB CODE **************
//********************************************
@@ -1064,33 +1102,35 @@ typedef struct {
} SaveLoadFormat;
static const SaveLoadFormat _saveload_formats[] = {
{"lzo", TO_BE32X('OTTD'), InitLZO, ReadLZO, UninitLZO, InitLZO, WriteLZO, UninitLZO},
{"none", TO_BE32X('OTTN'), InitNoComp, ReadNoComp, UninitNoComp, InitNoComp, WriteNoComp, UninitNoComp},
{"memory", 0, NULL, NULL, NULL, InitMem, WriteMem, UnInitMem},
{"lzo", TO_BE32X('OTTD'), InitLZO, ReadLZO, UninitLZO, InitLZO, WriteLZO, UninitLZO},
{"none", TO_BE32X('OTTN'), InitNoComp, ReadNoComp, UninitNoComp, InitNoComp, WriteNoComp, UninitNoComp},
#if defined(WITH_ZLIB)
{"zlib", TO_BE32X('OTTZ'), InitReadZlib, ReadZlib, UninitReadZlib, InitWriteZlib, WriteZlib, UninitWriteZlib},
{"zlib", TO_BE32X('OTTZ'), InitReadZlib, ReadZlib, UninitReadZlib, InitWriteZlib, WriteZlib, UninitWriteZlib},
#else
{"zlib", TO_BE32X('OTTZ'), NULL, NULL, NULL, NULL, NULL, NULL}
{"zlib", TO_BE32X('OTTZ'), NULL, NULL, NULL, NULL, NULL, NULL},
#endif
};
/**
* Return the savegameformat of the game. Whether it was create with ZLIB compression
* uncompressed, or another type
* @param s Name of the savegame format
* @param s Name of the savegame format. If NULL it picks the first available one
* @return Pointer to @SaveLoadFormat struct giving all characteristics of this type of savegame
*/
static const SaveLoadFormat *GetSavegameFormat(const char *s)
{
const SaveLoadFormat *def = endof(_saveload_formats) - 1;
int i;
// find default savegame format, the highest one with which files can be written
while (!def->init_write) def--;
if (_savegame_format[0]) {
for (i = 0; i != lengthof(_saveload_formats); i++)
if (_saveload_formats[i].init_write && !strcmp(s, _saveload_formats[i].name))
return _saveload_formats + i;
if (s != NULL && s[0] != '\0') {
const SaveLoadFormat *slf;
for (slf = &_saveload_formats[0]; slf != endof(_saveload_formats); slf++) {
if (slf->init_write != NULL && strcmp(s, slf->name) == 0)
return slf;
}
ShowInfoF("Savegame format '%s' is not available. Reverting to '%s'.", s, def->name);
}
@@ -1112,6 +1152,95 @@ static inline int AbortSaveLoad(void)
return SL_ERROR;
}
#include "network.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "gfx.h"
#include "gui.h"
static bool _saving_game = false;
/** Update the gui accordingly when starting saving
* and set locks on saveload */
static inline void SaveFileStart(void)
{
SetMouseCursor(SPR_CURSOR_ZZZ);
SendWindowMessage(WC_STATUS_BAR, 0, true, 0, 0);
_saving_game = true;
}
/** Update the gui accordingly when saving is done and release locks
* on saveload */
static inline void SaveFileDone(void)
{
if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
SendWindowMessage(WC_STATUS_BAR, 0, false, 0, 0);
_saving_game = false;
}
/** We have written the whole game into memory, _saveload_pool, now find
* and appropiate compressor and start writing to file.
*/
static bool SaveFileToDisk(void *ptr)
{
const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format);
/* XXX - backup _sl.buf cause it is used internally by the writer
* and we update it for our own purposes */
byte *tmp = _sl.buf;
uint32 hdr[2];
SaveFileStart();
/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
* loading/saving execute a longjmp() and continue execution here */
if (setjmp(_sl.excpt)) {
AbortSaveLoad();
_sl.buf = tmp;
_sl.excpt_uninit();
ShowInfoF("Save game failed: %s.", _sl.excpt_msg);
ShowErrorMessage(STR_4007_GAME_SAVE_FAILED, STR_NULL, 0, 0);
SaveFileDone();
return false;
}
/* We have written our stuff to memory, now write it to file! */
hdr[0] = fmt->tag;
hdr[1] = TO_BE32((SAVEGAME_MAJOR_VERSION << 16) + (SAVEGAME_MINOR_VERSION << 8));
if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError("file write failed");
if (!fmt->init_write()) SlError("cannot initialize compressor");
tmp = _sl.buf; // XXX - init_write can change _sl.buf, so update it
{
uint i;
uint count = 1 << _saveload_pool.block_size_bits;
assert(_save_byte_count == _sl.offs_base);
for (i = 0; i != _saveload_pool.current_blocks - 1; i++) {
_sl.buf = _saveload_pool.blocks[i];
fmt->writer(count);
}
/* The last block is (almost) always not fully filled, so only write away
* as much data as it is in there */
_sl.buf = _saveload_pool.blocks[i];
fmt->writer(_save_byte_count - (i * count));
_sl.buf = tmp; // XXX - reset _sl.buf to its original value to let it continue its internal usage
}
fmt->uninit_write();
assert(_save_byte_count == _sl.offs_base);
GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
fclose(_sl.fh);
SaveFileDone();
CloseOTTDThread();
return true;
}
/**
* Main Save or Load function where the high-level saveload functions are
* handled. It opens the savegame, selects format and checks versions
@@ -1133,6 +1262,12 @@ int SaveOrLoad(const char *filename, int mode)
return SL_OK;
}
/* An instance of saving is already active, don't start any other cause of global variables */
if (_saving_game == true) {
if (!_do_autosave) ShowErrorMessage(_error_message, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
return SL_ERROR;
}
_sl.fh = fopen(filename, (mode == SL_SAVE) ? "wb" : "rb");
if (_sl.fh == NULL) {
DEBUG(misc, 0) ("Cannot open savegame for saving/loading.");
@@ -1147,7 +1282,8 @@ int SaveOrLoad(const char *filename, int mode)
_sl.includes = _desc_includes;
_sl.chs = _chunk_handlers;
/* Setup setjmp error handler, if it fails don't even bother loading the game */
/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
* loading/saving execute a longjmp() and continue execution here */
if (setjmp(_sl.excpt)) {
AbortSaveLoad();
@@ -1168,8 +1304,10 @@ int SaveOrLoad(const char *filename, int mode)
* be clobbered by `longjmp' or `vfork'" */
version = 0;
/* General tactic is to first save the game to memory, then use an available writer
* to write it to file, either in threaded mode if possible, or single-threaded */
if (mode == SL_SAVE) { /* SAVE game */
fmt = GetSavegameFormat(_savegame_format);
fmt = GetSavegameFormat("memory"); // write to memory
_sl.write_bytes = fmt->writer;
_sl.excpt_uninit = fmt->uninit_write;
@@ -1178,20 +1316,23 @@ int SaveOrLoad(const char *filename, int mode)
return AbortSaveLoad();
}
hdr[0] = fmt->tag;
hdr[1] = TO_BE32((SAVEGAME_MAJOR_VERSION << 16) + (SAVEGAME_MINOR_VERSION << 8));
if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError("Writing savegame header failed");
_sl.version = SAVEGAME_MAJOR_VERSION;
BeforeSaveGame();
SlSaveChunks();
SlWriteFill(); // flush the save buffer
fmt->uninit_write();
/* Write to file */
if (_network_server || !CreateOTTDThread(&SaveFileToDisk, NULL)) {
DEBUG(misc, 1) ("cannot create savegame thread, reverting to single-threaded mode...");
SaveFileToDisk(NULL);
}
} else { /* LOAD game */
assert(mode == SL_LOAD);
if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) {
DEBUG(misc, 0) ("Cannot read Savegame header, aborting.");
DEBUG(misc, 0) ("Cannot read savegame header, aborting.");
return AbortSaveLoad();
}
@@ -1237,22 +1378,20 @@ int SaveOrLoad(const char *filename, int mode)
return AbortSaveLoad();
}
/* XXX - ??? Set the current map to 256x256, in case of an old map.
* Else MAPS will read the wrong information. This should initialize
* to savegame mapsize no?? */
/* 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(8, 8);
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(version)) return SL_REINIT;
}
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 (mode == SL_LOAD && !AfterLoadGame(version))
return SL_REINIT;
return SL_OK;
}