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(svn r18770) -Fix-ish: don't allow the memory saveload format to be chosen for savegames; it's utterly useless to make a snapshot in memory and then throw that away without doing anything with it.

release/1.0
rubidium 2010-01-10 14:30:32 +00:00
parent 3ca0937c1c
commit f5053cee7e
1 changed files with 8 additions and 11 deletions

View File

@ -1599,7 +1599,6 @@ struct SaveLoadFormat {
}; };
static const SaveLoadFormat _saveload_formats[] = { static const SaveLoadFormat _saveload_formats[] = {
{"memory", 0, NULL, NULL, NULL, InitMem, WriteMem, UnInitMem},
#if defined(WITH_LZO) #if defined(WITH_LZO)
{"lzo", TO_BE32X('OTTD'), InitLZO, ReadLZO, UninitLZO, InitLZO, WriteLZO, UninitLZO}, {"lzo", TO_BE32X('OTTD'), InitLZO, ReadLZO, UninitLZO, InitLZO, WriteLZO, UninitLZO},
#else #else
@ -1737,7 +1736,7 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
fmt->uninit_write(); fmt->uninit_write();
if (_ts.count != _sl.offs_base) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected size of chunk"); if (_ts.count != _sl.offs_base) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected size of chunk");
GetSavegameFormat("memory")->uninit_write(); // clean the memorypool UnInitMem();
fclose(_sl.fh); fclose(_sl.fh);
if (threaded) SetAsyncSaveFinish(SaveFileDone); if (threaded) SetAsyncSaveFinish(SaveFileDone);
@ -1786,7 +1785,6 @@ void WaitTillSaved()
SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded) SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded)
{ {
uint32 hdr[2]; uint32 hdr[2];
const SaveLoadFormat *fmt;
/* An instance of saving is already active, so don't go saving again */ /* An instance of saving is already active, so don't go saving again */
if (_ts.saveinprogress && mode == SL_SAVE) { if (_ts.saveinprogress && mode == SL_SAVE) {
@ -1835,14 +1833,10 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
* to write it to file, either in threaded mode if possible, or single-threaded */ * to write it to file, either in threaded mode if possible, or single-threaded */
if (mode == SL_SAVE) { // SAVE game if (mode == SL_SAVE) { // SAVE game
DEBUG(desync, 1, "save: %s\n", filename); DEBUG(desync, 1, "save: %s\n", filename);
fmt = GetSavegameFormat("memory"); // write to memory
_sl.write_bytes = fmt->writer; _sl.write_bytes = WriteMem;
_sl.excpt_uninit = fmt->uninit_write; _sl.excpt_uninit = UnInitMem;
if (!fmt->init_write()) { InitMem();
DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name);
return AbortSaveLoad();
}
_sl_version = SAVEGAME_VERSION; _sl_version = SAVEGAME_VERSION;
@ -1869,7 +1863,8 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE); if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
/* see if we have any loader for this type. */ /* see if we have any loader for this type. */
for (fmt = _saveload_formats; ; fmt++) { const SaveLoadFormat *fmt = _saveload_formats;
for (;;) {
/* No loader found, treat as version 0 and use LZO format */ /* No loader found, treat as version 0 and use LZO format */
if (fmt == endof(_saveload_formats)) { if (fmt == endof(_saveload_formats)) {
DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format"); DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
@ -1896,6 +1891,8 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME); if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
break; break;
} }
fmt++;
} }
_sl.read_bytes = fmt->reader; _sl.read_bytes = fmt->reader;