tron@2186: /* $Id$ */ tron@2186: Darkvater@1881: /** @file Darkvater@1881: * All actions handling saving and loading goes on in this file. The general actions Darkvater@1881: * are as follows for saving a game (loading is analogous): Darkvater@1881: *
    Darkvater@1881: *
  1. initialize the writer by creating a temporary memory-buffer for it Darkvater@1881: *
  2. go through all to-be saved elements, each 'chunk' (ChunkHandler) prefixed by a label Darkvater@1881: *
  3. use their description array (SaveLoad) to know what elements to save and in what version Darkvater@1881: * of the game it was active (used when loading) Darkvater@1881: *
  4. write all data byte-by-byte to the temporary buffer so it is endian-safe Darkvater@1881: *
  5. when the buffer is full; flush it to the output (eg save to file) (_sl.buf, _sl.bufp, _sl.bufe) Darkvater@1881: *
  6. repeat this until everything is done, and flush any remaining output to file Darkvater@1881: *
Darkvater@1881: * @see ChunkHandler Darkvater@1881: * @see SaveLoad Darkvater@1881: */ truelight@0: #include "stdafx.h" Darkvater@1891: #include "openttd.h" tron@1299: #include "debug.h" tron@2163: #include "functions.h" Darkvater@3329: #include "hal.h" truelight@0: #include "vehicle.h" truelight@0: #include "station.h" tron@2285: #include "thread.h" truelight@0: #include "town.h" truelight@0: #include "player.h" truelight@0: #include "saveload.h" Darkvater@3117: #include "network.h" tron@2159: #include "variables.h" tron@2335: #include truelight@0: celestar@5590: const uint16 SAVEGAME_VERSION = 43; truelight@2685: uint16 _sl_version; /// the major savegame version identifier truelight@2685: byte _sl_minor_version; /// the minor savegame version, DO NOT USE! tron@2295: tron@2337: typedef void WriterProc(uint len); tron@2337: typedef uint ReaderProc(void); tron@2337: tron@2295: /** The saveload struct, containing reader-writer functions, bufffer, version, etc. */ tron@2295: static struct { tron@2295: bool save; /// are we doing a save or a load atm. True when saving tron@2295: byte need_length; /// ??? tron@2295: byte block_mode; /// ??? tron@2295: bool error; /// did an error occur or not tron@2295: tron@2295: int obj_len; /// the length of the current object we are busy with tron@2295: int array_index, last_array_index; /// in the case of an array, the current and last positions tron@2295: tron@2295: uint32 offs_base; /// the offset in number of bytes since we started writing data (eg uncompressed savegame size) tron@2295: tron@2295: WriterProc *write_bytes; /// savegame writer function tron@2295: ReaderProc *read_bytes; /// savegame loader function tron@2295: tron@2295: const ChunkHandler* const *chs; /// the chunk of data that is being processed atm (vehicles, signs, etc.) tron@2295: const SaveLoad* const *includes; /// the internal layouf of the given chunk tron@2295: tron@2295: /** When saving/loading savegames, they are always saved to a temporary memory-place tron@2295: * to be flushed to file (save) or to final place (load) when full. */ tron@2295: byte *bufp, *bufe; /// bufp(ointer) gives the current position in the buffer bufe(nd) gives the end of the buffer tron@2295: tron@2295: // these 3 may be used by compressor/decompressors. tron@2295: byte *buf; /// pointer to temporary memory to read/write, initialized by SaveLoadFormat->initread/write Darkvater@2414: byte *buf_ori; /// pointer to the original memory location of buf, used to free it afterwards tron@2295: uint bufsize; /// the size of the temporary memory *buf tron@2295: FILE *fh; /// the file from which is read or written to tron@2295: tron@2295: void (*excpt_uninit)(void); /// the function to execute on any encountered error tron@2295: const char *excpt_msg; /// the error message tron@2295: jmp_buf excpt; /// @todo used to jump to "exception handler"; really ugly tron@2295: } _sl; tron@2295: tron@2295: Darkvater@1881: enum NeedLengthValues {NL_NONE = 0, NL_WANTLENGTH = 1, NL_CALCLENGTH = 2}; truelight@0: Darkvater@1881: /** Darkvater@1881: * Fill the input buffer by reading from the file with the given reader Darkvater@1881: */ tron@1093: static void SlReadFill(void) truelight@0: { truelight@0: uint len = _sl.read_bytes(); truelight@0: assert(len != 0); truelight@0: truelight@0: _sl.bufp = _sl.buf; truelight@0: _sl.bufe = _sl.buf + len; truelight@0: _sl.offs_base += len; truelight@0: } truelight@0: Darkvater@1881: static inline uint32 SlGetOffs(void) {return _sl.offs_base - (_sl.bufe - _sl.bufp);} truelight@0: Darkvater@3044: /** Return the size in bytes of a certain type of normal/atomic variable Darkvater@3044: * as it appears in memory. @see VarTypes Darkvater@3044: * @param conv @VarType type of variable that is used for calculating the size Darkvater@3044: * @return Return the size of this type in bytes */ Darkvater@3044: static inline byte SlCalcConvMemLen(VarType conv) Darkvater@3044: { Darkvater@3048: static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0}; Darkvater@3625: byte length = GB(conv, 4, 4); Darkvater@3044: assert(length < lengthof(conv_mem_size)); Darkvater@3044: return conv_mem_size[length]; Darkvater@3044: } Darkvater@3044: Darkvater@3044: /** Return the size in bytes of a certain type of normal/atomic variable Darkvater@3044: * as it appears in a saved game. @see VarTypes Darkvater@3044: * @param conv @VarType type of variable that is used for calculating the size Darkvater@3044: * @return Return the size of this type in bytes */ Darkvater@3044: static inline byte SlCalcConvFileLen(VarType conv) Darkvater@3044: { Darkvater@3044: static const byte conv_file_size[] = {1, 1, 2, 2, 4, 4, 8, 8, 2}; Darkvater@3625: byte length = GB(conv, 0, 4); Darkvater@3044: assert(length < lengthof(conv_file_size)); Darkvater@3044: return conv_file_size[length]; Darkvater@3044: } Darkvater@3044: Darkvater@3044: /* Return the size in bytes of a reference (pointer) */ Darkvater@3044: static inline size_t SlCalcRefLen(void) {return 2;} Darkvater@3044: Darkvater@1881: /** Flush the output buffer by writing to disk with the given reader. Darkvater@1881: * If the buffer pointer has not yet been set up, set it up now. Usually Darkvater@1881: * only called when the buffer is full, or there is no more data to be processed Darkvater@1881: */ tron@1093: static void SlWriteFill(void) truelight@0: { Darkvater@1881: // flush the buffer to disk (the writer) truelight@0: if (_sl.bufp != NULL) { truelight@0: uint len = _sl.bufp - _sl.buf; truelight@0: _sl.offs_base += len; truelight@0: if (len) _sl.write_bytes(len); truelight@0: } truelight@193: Darkvater@1881: /* All the data from the buffer has been written away, rewind to the beginning Darkvater@1881: * to start reading in more data */ truelight@0: _sl.bufp = _sl.buf; truelight@0: _sl.bufe = _sl.buf + _sl.bufsize; truelight@0: } truelight@0: Darkvater@1881: /** Error handler, calls longjmp to simulate an exception. Darkvater@1881: * @todo this was used to have a central place to handle errors, but it is Darkvater@1881: * pretty ugly, and seriously interferes with any multithreaded approaches */ truelight@0: static void NORETURN SlError(const char *msg) truelight@0: { truelight@0: _sl.excpt_msg = msg; truelight@0: longjmp(_sl.excpt, 0); truelight@0: } truelight@0: Darkvater@1881: /** Read in a single byte from file. If the temporary buffer is full, Darkvater@1881: * flush it to its final destination Darkvater@1881: * @return return the read byte from file Darkvater@1881: */ Darkvater@3044: static inline byte SlReadByteInternal(void) truelight@0: { truelight@0: if (_sl.bufp == _sl.bufe) SlReadFill(); truelight@0: return *_sl.bufp++; truelight@0: } truelight@0: Darkvater@1881: /** Wrapper for SlReadByteInternal */ Darkvater@3044: byte SlReadByte(void) {return SlReadByteInternal();} Darkvater@1881: Darkvater@1881: /** Write away a single byte from memory. If the temporary buffer is full, Darkvater@1881: * flush it to its destination (file) Darkvater@1881: * @param b the byte that is currently written Darkvater@1881: */ Darkvater@1881: static inline void SlWriteByteInternal(byte b) tron@1514: { Darkvater@1881: if (_sl.bufp == _sl.bufe) SlWriteFill(); Darkvater@1881: *_sl.bufp++ = b; tron@1514: } tron@1514: Darkvater@1881: /** Wrapper for SlWriteByteInternal */ Darkvater@1881: void SlWriteByte(byte b) {SlWriteByteInternal(b);} truelight@0: Darkvater@1881: static inline int SlReadUint16(void) truelight@0: { truelight@0: int x = SlReadByte() << 8; truelight@0: return x | SlReadByte(); truelight@0: } truelight@0: Darkvater@1881: static inline uint32 SlReadUint32(void) truelight@0: { truelight@0: uint32 x = SlReadUint16() << 16; truelight@0: return x | SlReadUint16(); truelight@0: } truelight@0: Darkvater@1881: static inline uint64 SlReadUint64(void) truelight@0: { truelight@0: uint32 x = SlReadUint32(); truelight@0: uint32 y = SlReadUint32(); truelight@0: return (uint64)x << 32 | y; truelight@0: } truelight@0: tron@2144: static inline void SlWriteUint16(uint16 v) truelight@0: { tron@2150: SlWriteByte(GB(v, 8, 8)); tron@2150: SlWriteByte(GB(v, 0, 8)); truelight@0: } truelight@0: Darkvater@1881: static inline void SlWriteUint32(uint32 v) truelight@0: { tron@2150: SlWriteUint16(GB(v, 16, 16)); tron@2150: SlWriteUint16(GB(v, 0, 16)); truelight@0: } truelight@0: Darkvater@1881: static inline void SlWriteUint64(uint64 x) truelight@0: { truelight@0: SlWriteUint32((uint32)(x >> 32)); truelight@0: SlWriteUint32((uint32)x); truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Read in the header descriptor of an object or an array. Darkvater@1881: * If the highest bit is set (7), then the index is bigger than 127 Darkvater@1881: * elements, so use the next byte to read in the real value. Darkvater@1881: * The actual value is then both bytes added with the first shifted Darkvater@1886: * 8 bits to the left, and dropping the highest bit (which only indicated a big index). Darkvater@1881: * x = ((x & 0x7F) << 8) + SlReadByte(); Darkvater@1881: * @return Return the value of the index Darkvater@1881: */ Darkvater@1881: static uint SlReadSimpleGamma(void) truelight@0: { Darkvater@1881: uint i = SlReadByte(); Darkvater@1881: if (HASBIT(i, 7)) { ludde@2041: i &= ~0x80; ludde@2041: if (HASBIT(i, 6)) { ludde@2041: i &= ~0x40; ludde@2041: if (HASBIT(i, 5)) { ludde@2041: i &= ~0x20; ludde@2041: if (HASBIT(i, 4)) ludde@2041: SlError("Unsupported gamma"); ludde@2041: i = (i << 8) | SlReadByte(); ludde@2041: } ludde@2041: i = (i << 8) | SlReadByte(); ludde@2041: } ludde@2041: i = (i << 8) | SlReadByte(); Darkvater@1881: } Darkvater@1881: return i; truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Write the header descriptor of an object or an array. Darkvater@1886: * If the element is bigger than 127, use 2 bytes for saving Darkvater@1881: * and use the highest byte of the first written one as a notice ludde@2041: * that the length consists of 2 bytes, etc.. like this: ludde@2041: * 0xxxxxxx ludde@2041: * 10xxxxxx xxxxxxxx ludde@2041: * 110xxxxx xxxxxxxx xxxxxxxx ludde@2041: * 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx Darkvater@1881: * @param i Index being written Darkvater@1881: */ ludde@2041: truelight@0: static void SlWriteSimpleGamma(uint i) truelight@0: { Darkvater@1881: if (i >= (1 << 7)) { ludde@2041: if (i >= (1 << 14)) { ludde@2041: if (i >= (1 << 21)) { ludde@2041: assert(i < (1 << 28)); ludde@2041: SlWriteByte((byte)0xE0 | (i>>24)); ludde@2041: SlWriteByte((byte)(i>>16)); ludde@2041: } else { ludde@2041: SlWriteByte((byte)0xC0 | (i>>16)); ludde@2041: } ludde@2041: SlWriteByte((byte)(i>>8)); ludde@2041: } else { ludde@2041: SlWriteByte((byte)(0x80 | (i>>8))); ludde@2041: } ludde@2041: } ludde@2041: SlWriteByte(i); truelight@0: } truelight@0: ludde@2041: /** Return how many bytes used to encode a gamma value */ ludde@2041: static inline uint SlGetGammaLength(uint i) { ludde@2041: return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21)); ludde@2041: } truelight@0: Darkvater@3044: static inline uint SlReadSparseIndex(void) {return SlReadSimpleGamma();} Darkvater@1881: static inline void SlWriteSparseIndex(uint index) {SlWriteSimpleGamma(index);} truelight@0: Darkvater@3044: static inline uint SlReadArrayLength(void) {return SlReadSimpleGamma();} Darkvater@1881: static inline void SlWriteArrayLength(uint length) {SlWriteSimpleGamma(length);} Darkvater@3509: static inline uint SlGetArrayLength(uint length) {return SlGetGammaLength(length);} truelight@0: truelight@0: void SlSetArrayIndex(uint index) truelight@0: { truelight@0: _sl.need_length = NL_WANTLENGTH; truelight@0: _sl.array_index = index; truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Iterate through the elements of an array and read the whole thing Darkvater@1881: * @return The index of the object, or -1 if we have reached the end of current block Darkvater@1881: */ tron@1093: int SlIterateArray(void) truelight@0: { Darkvater@1881: int index; truelight@0: static uint32 next_offs; truelight@193: Darkvater@1881: /* After reading in the whole array inside the loop Darkvater@1881: * we must have read in all the data, so we must be at end of current block. */ truelight@0: assert(next_offs == 0 || SlGetOffs() == next_offs); truelight@0: Darkvater@1881: while (true) { Darkvater@1881: uint length = SlReadArrayLength(); Darkvater@1881: if (length == 0) { truelight@0: next_offs = 0; truelight@0: return -1; truelight@0: } truelight@0: Darkvater@1881: _sl.obj_len = --length; Darkvater@1881: next_offs = SlGetOffs() + length; truelight@0: Darkvater@1881: switch (_sl.block_mode) { Darkvater@3044: case CH_SPARSE_ARRAY: index = (int)SlReadSparseIndex(); break; Darkvater@1881: case CH_ARRAY: index = _sl.array_index++; break; truelight@0: default: Darkvater@5568: DEBUG(sl, 0, "SlIterateArray error"); truelight@0: return -1; // error truelight@0: } truelight@193: Darkvater@1881: if (length != 0) return index; truelight@0: } truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Sets the length of either a RIFF object or the number of items in an array. Darkvater@1881: * This lets us load an object or an array of arbitrary size Darkvater@1881: * @param length The length of the sought object/array Darkvater@1881: */ Darkvater@1881: void SlSetLength(size_t length) truelight@0: { Darkvater@3044: assert(_sl.save); Darkvater@3044: Darkvater@1881: switch (_sl.need_length) { truelight@0: case NL_WANTLENGTH: truelight@0: _sl.need_length = NL_NONE; Darkvater@1881: switch (_sl.block_mode) { truelight@0: case CH_RIFF: ludde@2041: // Ugly encoding of >16M RIFF chunks ludde@2041: // The lower 24 bits are normal ludde@2041: // The uppermost 4 bits are bits 24:27 ludde@2041: assert(length < (1<<28)); ludde@2041: SlWriteUint32((length & 0xFFFFFF) | ((length >> 24) << 28)); Darkvater@1881: break; truelight@0: case CH_ARRAY: Darkvater@1881: assert(_sl.last_array_index <= _sl.array_index); truelight@0: while (++_sl.last_array_index <= _sl.array_index) truelight@0: SlWriteArrayLength(1); truelight@0: SlWriteArrayLength(length + 1); truelight@0: break; truelight@0: case CH_SPARSE_ARRAY: Darkvater@3509: SlWriteArrayLength(length + 1 + SlGetArrayLength(_sl.array_index)); // Also include length of sparse index. truelight@0: SlWriteSparseIndex(_sl.array_index); truelight@0: break; truelight@0: default: NOT_REACHED(); Darkvater@1881: } break; truelight@0: case NL_CALCLENGTH: truelight@0: _sl.obj_len += length; truelight@0: break; truelight@0: } truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Save/Load bytes. These do not need to be converted to Little/Big Endian Darkvater@1881: * so directly write them or read them to/from file Darkvater@1881: * @param ptr The source or destination of the object being manipulated Darkvater@1881: * @param length number of bytes this fast CopyBytes lasts Darkvater@1881: */ tron@410: static void SlCopyBytes(void *ptr, size_t length) truelight@0: { truelight@0: byte *p = (byte*)ptr; truelight@0: truelight@0: if (_sl.save) { Darkvater@1881: for (; length != 0; length--) {SlWriteByteInternal(*p++);} truelight@0: } else { Darkvater@1881: for (; length != 0; length--) {*p++ = SlReadByteInternal();} truelight@0: } truelight@0: } truelight@0: Darkvater@3117: /** Read in bytes from the file/data structure but don't do Darkvater@3117: * anything with them, discarding them in effect Darkvater@1881: * @param length The amount of bytes that is being treated this way Darkvater@1881: */ Darkvater@1881: static inline void SlSkipBytes(size_t length) truelight@0: { Darkvater@3117: for (; length != 0; length--) SlReadByte(); truelight@0: } truelight@0: Darkvater@1881: /* Get the length of the current object */ Darkvater@1881: uint SlGetFieldLength(void) {return _sl.obj_len;} truelight@0: Darkvater@3108: /** Return a signed-long version of the value of a setting Darkvater@3108: * @param ptr pointer to the variable Darkvater@3108: * @param conv type of variable, can be a non-clean Darkvater@3108: * type, eg one with other flags because it is parsed Darkvater@3108: * @return returns the value of the pointer-setting */ Darkvater@3108: int64 ReadValue(const void *ptr, VarType conv) Darkvater@3108: { Darkvater@3108: switch (GetVarMemType(conv)) { Darkvater@3109: case SLE_VAR_BL: return (*(bool*)ptr != 0); Darkvater@3108: case SLE_VAR_I8: return *(int8* )ptr; Darkvater@3108: case SLE_VAR_U8: return *(byte* )ptr; Darkvater@3108: case SLE_VAR_I16: return *(int16* )ptr; Darkvater@3108: case SLE_VAR_U16: return *(uint16*)ptr; Darkvater@3108: case SLE_VAR_I32: return *(int32* )ptr; Darkvater@3108: case SLE_VAR_U32: return *(uint32*)ptr; Darkvater@3108: case SLE_VAR_I64: return *(int64* )ptr; Darkvater@3108: case SLE_VAR_U64: return *(uint64*)ptr; Darkvater@3108: case SLE_VAR_NULL:return 0; Darkvater@3108: default: NOT_REACHED(); Darkvater@3108: } Darkvater@3108: Darkvater@3108: /* useless, but avoids compiler warning this way */ Darkvater@3108: return 0; Darkvater@3108: } Darkvater@3108: Darkvater@3108: /** Write the value of a setting Darkvater@3108: * @param ptr pointer to the variable Darkvater@3108: * @param conv type of variable, can be a non-clean type, eg Darkvater@3108: * with other flags. It is parsed upon read Darkvater@3108: * @param var the new value being given to the variable */ Darkvater@3108: void WriteValue(void *ptr, VarType conv, int64 val) Darkvater@3108: { Darkvater@3108: switch (GetVarMemType(conv)) { Darkvater@3109: case SLE_VAR_BL: *(bool *)ptr = (val != 0); break; Darkvater@3108: case SLE_VAR_I8: *(int8 *)ptr = val; break; Darkvater@3108: case SLE_VAR_U8: *(byte *)ptr = val; break; Darkvater@3108: case SLE_VAR_I16: *(int16 *)ptr = val; break; Darkvater@3108: case SLE_VAR_U16: *(uint16*)ptr = val; break; Darkvater@3108: case SLE_VAR_I32: *(int32 *)ptr = val; break; Darkvater@3108: case SLE_VAR_U32: *(uint32*)ptr = val; break; Darkvater@3108: case SLE_VAR_I64: *(int64 *)ptr = val; break; Darkvater@3108: case SLE_VAR_U64: *(uint64*)ptr = val; break; Darkvater@3108: case SLE_VAR_NULL: break; Darkvater@3108: default: NOT_REACHED(); Darkvater@3108: } Darkvater@3108: } Darkvater@3108: Darkvater@1881: /** Darkvater@1881: * Handle all conversion and typechecking of variables here. Darkvater@1881: * In the case of saving, read in the actual value from the struct Darkvater@1881: * and then write them to file, endian safely. Loading a value Darkvater@1881: * goes exactly the opposite way Darkvater@1881: * @param ptr The object being filled/read Darkvater@1881: * @param conv @VarType type of the current element of the struct Darkvater@1881: */ Darkvater@1881: static void SlSaveLoadConv(void *ptr, VarType conv) truelight@0: { truelight@0: int64 x = 0; truelight@193: Darkvater@1881: if (_sl.save) { /* SAVE values */ Darkvater@1881: /* Read a value from the struct. These ARE endian safe. */ Darkvater@3108: x = ReadValue(ptr, conv); truelight@0: Darkvater@3108: /* Write the value to the file and check if its value is in the desired range */ Darkvater@3108: switch (GetVarFileType(conv)) { Darkvater@1881: case SLE_FILE_I8: assert(x >= -128 && x <= 127); SlWriteByte(x);break; tron@2026: case SLE_FILE_U8: assert(x >= 0 && x <= 255); SlWriteByte(x);break; truelight@0: case SLE_FILE_I16:assert(x >= -32768 && x <= 32767); SlWriteUint16(x);break; truelight@0: case SLE_FILE_STRINGID: Darkvater@1881: case SLE_FILE_U16:assert(x >= 0 && x <= 65535); SlWriteUint16(x);break; Darkvater@3108: case SLE_FILE_I32: Darkvater@3108: case SLE_FILE_U32: SlWriteUint32((uint32)x);break; Darkvater@3108: case SLE_FILE_I64: Darkvater@3108: case SLE_FILE_U64: SlWriteUint64(x);break; Darkvater@1881: default: NOT_REACHED(); truelight@0: } Darkvater@1881: } else { /* LOAD values */ truelight@193: Darkvater@3108: /* Read a value from the file */ Darkvater@3108: switch (GetVarFileType(conv)) { Darkvater@3108: case SLE_FILE_I8: x = (int8 )SlReadByte(); break; Darkvater@3108: case SLE_FILE_U8: x = (byte )SlReadByte(); break; Darkvater@3108: case SLE_FILE_I16: x = (int16 )SlReadUint16(); break; truelight@0: case SLE_FILE_U16: x = (uint16)SlReadUint16(); break; Darkvater@3108: case SLE_FILE_I32: x = (int32 )SlReadUint32(); break; truelight@0: case SLE_FILE_U32: x = (uint32)SlReadUint32(); break; Darkvater@3108: case SLE_FILE_I64: x = (int64 )SlReadUint64(); break; truelight@0: case SLE_FILE_U64: x = (uint64)SlReadUint64(); break; truelight@0: case SLE_FILE_STRINGID: x = RemapOldStringID((uint16)SlReadUint16()); break; Darkvater@1881: default: NOT_REACHED(); truelight@0: } truelight@0: Darkvater@1881: /* Write The value to the struct. These ARE endian safe. */ Darkvater@3108: WriteValue(ptr, conv, x); truelight@0: } truelight@0: } truelight@0: Darkvater@3510: /** Calculate the net length of a string. This is in almost all cases Darkvater@3510: * just strlen(), but if the string is not properly terminated, we'll Darkvater@3510: * resort to the maximum length of the buffer. Darkvater@3510: * @param ptr pointer to the stringbuffer Darkvater@5142: * @param length maximum length of the string (buffer). If -1 we don't care Darkvater@5142: * about a maximum length, but take string length as it is. Darkvater@3510: * @return return the net length of the string */ Darkvater@5140: static inline size_t SlCalcNetStringLen(const char *ptr, size_t length) Darkvater@3510: { Darkvater@3510: return minu(strlen(ptr), length - 1); Darkvater@3510: } Darkvater@3510: Darkvater@3510: /** Calculate the gross length of the string that it Darkvater@3510: * will occupy in the savegame. This includes the real length, returned Darkvater@3510: * by SlCalcNetStringLen and the length that the index will occupy. Darkvater@3510: * @param ptr pointer to the stringbuffer Darkvater@3510: * @param length maximum length of the string (buffer size, etc.) Darkvater@3510: * @return return the gross length of the string */ Darkvater@5140: static inline size_t SlCalcStringLen(const void *ptr, size_t length, VarType conv) Darkvater@3048: { Darkvater@5140: size_t len; Darkvater@5140: const char *str; Darkvater@5140: Darkvater@5142: switch (GetVarMemType(conv)) { Darkvater@5142: default: NOT_REACHED(); Darkvater@5142: case SLE_VAR_STR: Darkvater@5142: case SLE_VAR_STRQ: Darkvater@5142: str = *(const char**)ptr; Darkvater@5142: len = -1; Darkvater@5142: break; Darkvater@5142: case SLE_VAR_STRB: Darkvater@5142: case SLE_VAR_STRBQ: Darkvater@5142: str = (const char*)ptr; Darkvater@5142: len = length; Darkvater@5142: break; Darkvater@5142: } Darkvater@5142: Darkvater@5142: len = SlCalcNetStringLen(str, len); Darkvater@3510: return len + SlGetArrayLength(len); // also include the length of the index Darkvater@3048: } Darkvater@3048: Darkvater@3048: /** Darkvater@3048: * Save/Load a string. Darkvater@3048: * @param ptr the string being manipulated Darkvater@3048: * @param the length of the string (full length) Darkvater@5140: * @param conv must be SLE_FILE_STRING */ Darkvater@5140: static void SlString(void *ptr, size_t length, VarType conv) Darkvater@3048: { Darkvater@5140: size_t len; Darkvater@3048: Darkvater@5140: if (_sl.save) { /* SAVE string */ Darkvater@5140: switch (GetVarMemType(conv)) { Darkvater@5142: default: NOT_REACHED(); Darkvater@5140: case SLE_VAR_STRB: Darkvater@5140: case SLE_VAR_STRBQ: Darkvater@5140: len = SlCalcNetStringLen(ptr, length); Darkvater@5140: break; Darkvater@5140: case SLE_VAR_STR: Darkvater@5140: case SLE_VAR_STRQ: Darkvater@5140: ptr = *(char**)ptr; Darkvater@5142: len = SlCalcNetStringLen(ptr, -1); Darkvater@5140: break; Darkvater@5140: } Darkvater@5140: Darkvater@3510: SlWriteArrayLength(len); Darkvater@3510: SlCopyBytes(ptr, len); Darkvater@5140: } else { /* LOAD string */ Darkvater@5140: len = SlReadArrayLength(); Darkvater@3510: Darkvater@5140: switch (GetVarMemType(conv)) { Darkvater@5142: default: NOT_REACHED(); Darkvater@5140: case SLE_VAR_STRB: Darkvater@5140: case SLE_VAR_STRBQ: Darkvater@5140: if (len >= length) { Darkvater@5568: DEBUG(sl, 1, "String length in savegame is bigger than buffer, truncating"); Darkvater@5140: SlCopyBytes(ptr, length); Darkvater@5140: SlSkipBytes(len - length); Darkvater@5140: len = length - 1; Darkvater@5140: } else { Darkvater@5140: SlCopyBytes(ptr, len); Darkvater@5140: } Darkvater@5140: break; Darkvater@5140: case SLE_VAR_STR: Darkvater@5140: case SLE_VAR_STRQ: /* Malloc'd string, free previous incarnation, and allocate */ Darkvater@5140: free(*(char**)ptr); Darkvater@5140: *(char**)ptr = malloc(len + 1); // terminating '\0' Darkvater@5140: ptr = *(char**)ptr; Darkvater@5140: SlCopyBytes(ptr, len); Darkvater@5140: break; Darkvater@5140: } Darkvater@5140: Darkvater@5140: ((char*)ptr)[len] = '\0'; // properly terminate the string Darkvater@3510: } Darkvater@3048: } Darkvater@3048: Darkvater@1881: /** Darkvater@1881: * Return the size in bytes of a certain type of atomic array Darkvater@1881: * @param length The length of the array counted in elements Darkvater@1881: * @param conv @VarType type of the variable that is used in calculating the size Darkvater@1881: */ tron@2958: static inline size_t SlCalcArrayLen(uint length, VarType conv) tron@2958: { Darkvater@3044: return SlCalcConvFileLen(conv) * length; tron@2958: } Darkvater@1881: Darkvater@1881: /** Darkvater@1881: * Save/Load an array. Darkvater@1881: * @param array The array being manipulated Darkvater@1881: * @param length The length of the array in elements Darkvater@1881: * @param conv @VarType type of the atomic array (int, byte, uint64, etc.) Darkvater@1881: */ Darkvater@1881: void SlArray(void *array, uint length, VarType conv) truelight@0: { truelight@0: // Automatically calculate the length? truelight@0: if (_sl.need_length != NL_NONE) { tron@2958: SlSetLength(SlCalcArrayLen(length, conv)); truelight@0: // Determine length only? Darkvater@3044: if (_sl.need_length == NL_CALCLENGTH) return; truelight@0: } truelight@0: Darkvater@1881: /* NOTICE - handle some buggy stuff, in really old versions everything was saved Darkvater@1881: * as a byte-type. So detect this, and adjust array size accordingly */ tron@2295: if (!_sl.save && _sl_version == 0) { Darkvater@3044: if (conv == SLE_INT16 || conv == SLE_UINT16 || conv == SLE_STRINGID || tron@4077: conv == SLE_INT32 || conv == SLE_UINT32) { Darkvater@3044: length *= SlCalcConvFileLen(conv); truelight@0: conv = SLE_INT8; truelight@0: } truelight@0: } truelight@0: Darkvater@3044: /* If the size of elements is 1 byte both in file and memory, no special Darkvater@3044: * conversion is needed, use specialized copy-copy function to speed up things */ Darkvater@1881: if (conv == SLE_INT8 || conv == SLE_UINT8) { Darkvater@1881: SlCopyBytes(array, length); Darkvater@1881: } else { truelight@0: byte *a = (byte*)array; Darkvater@3044: byte mem_size = SlCalcConvMemLen(conv); Darkvater@3044: Darkvater@1881: for (; length != 0; length --) { truelight@0: SlSaveLoadConv(a, conv); Darkvater@3044: a += mem_size; // get size truelight@0: } truelight@0: } truelight@0: } truelight@0: Darkvater@3044: /* Are we going to save this object or not? */ Darkvater@3044: static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld) Darkvater@3044: { Darkvater@3044: if (_sl_version < sld->version_from || _sl_version > sld->version_to) return false; Darkvater@3117: if (sld->conv & SLF_SAVE_NO) return false; Darkvater@3044: Darkvater@3044: return true; Darkvater@3044: } Darkvater@3044: Darkvater@3117: /** Are we going to load this variable when loading a savegame or not? Darkvater@3117: * @note If the variable is skipped it is skipped in the savegame Darkvater@3117: * bytestream itself as well, so there is no need to skip it somewhere else */ Darkvater@3117: static inline bool SlSkipVariableOnLoad(const SaveLoad *sld) Darkvater@3117: { Darkvater@3117: if ((sld->conv & SLF_NETWORK_NO) && !_sl.save && _networking && !_network_server) { Darkvater@3117: SlSkipBytes(SlCalcConvMemLen(sld->conv) * sld->length); Darkvater@3117: return true; Darkvater@3117: } Darkvater@3117: Darkvater@3117: return false; Darkvater@3117: } Darkvater@3117: Darkvater@1881: /** Darkvater@1881: * Calculate the size of an object. Darkvater@1881: * @param sld The @SaveLoad description of the object so we know how to manipulate it Darkvater@1881: */ Darkvater@5142: static size_t SlCalcObjLength(const void *object, const SaveLoad *sld) truelight@0: { truelight@0: size_t length = 0; truelight@0: truelight@0: // Need to determine the length and write a length tag. Darkvater@1881: for (; sld->cmd != SL_END; sld++) { Darkvater@5142: length += SlCalcObjMemberLength(object, sld); Darkvater@3046: } Darkvater@3046: return length; Darkvater@3046: } Darkvater@3046: Darkvater@5142: size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld) Darkvater@3046: { Darkvater@3046: assert(_sl.save); Darkvater@3046: Darkvater@3046: switch (sld->cmd) { Darkvater@3046: case SL_VAR: Darkvater@3046: case SL_REF: Darkvater@3046: case SL_ARR: Darkvater@3048: case SL_STR: Darkvater@3044: /* CONDITIONAL saveload types depend on the savegame version */ Darkvater@3046: if (!SlIsObjectValidInSavegame(sld)) break; truelight@0: Darkvater@1881: switch (sld->cmd) { Darkvater@3046: case SL_VAR: return SlCalcConvFileLen(sld->conv); Darkvater@3046: case SL_REF: return SlCalcRefLen(); Darkvater@3046: case SL_ARR: return SlCalcArrayLen(sld->length, sld->conv); Darkvater@5142: case SL_STR: return SlCalcStringLen(GetVariableAddress(object, sld), sld->length, sld->conv); Darkvater@1881: default: NOT_REACHED(); truelight@0: } Darkvater@3046: break; Darkvater@3046: case SL_WRITEBYTE: return 1; // a byte is logically of size 1 Darkvater@5142: case SL_INCLUDE: return SlCalcObjLength(object, _sl.includes[sld->version_from]); Darkvater@3046: default: NOT_REACHED(); truelight@0: } Darkvater@3046: return 0; Darkvater@3046: } Darkvater@3046: tron@4039: tron@4039: static uint ReferenceToInt(const void* obj, SLRefType rt); tron@4039: static void* IntToReference(uint index, SLRefType rt); tron@4039: tron@4039: Darkvater@3046: bool SlObjectMember(void *ptr, const SaveLoad *sld) Darkvater@3046: { Darkvater@3046: VarType conv = GB(sld->conv, 0, 8); Darkvater@3046: switch (sld->cmd) { Darkvater@3046: case SL_VAR: Darkvater@3046: case SL_REF: Darkvater@3046: case SL_ARR: Darkvater@3048: case SL_STR: Darkvater@3046: /* CONDITIONAL saveload types depend on the savegame version */ Darkvater@3046: if (!SlIsObjectValidInSavegame(sld)) return false; Darkvater@3117: if (SlSkipVariableOnLoad(sld)) return false; Darkvater@3046: Darkvater@3046: switch (sld->cmd) { Darkvater@3046: case SL_VAR: SlSaveLoadConv(ptr, conv); break; Darkvater@3046: case SL_REF: /* Reference variable, translate */ Darkvater@3046: /// @todo XXX - another artificial limitof 65K elements of pointers? Darkvater@3046: if (_sl.save) { // XXX - read/write pointer as uint16? What is with higher indeces? tron@4039: SlWriteUint16(ReferenceToInt(*(void**)ptr, conv)); tron@4039: } else { tron@4039: *(void**)ptr = IntToReference(SlReadUint16(), conv); tron@4039: } Darkvater@3046: break; Darkvater@3046: case SL_ARR: SlArray(ptr, sld->length, conv); break; Darkvater@3048: case SL_STR: SlString(ptr, sld->length, conv); break; Darkvater@3046: default: NOT_REACHED(); Darkvater@3046: } Darkvater@3046: break; Darkvater@3046: Darkvater@3046: /* SL_WRITEBYTE translates a value of a variable to another one upon rubidium@4549: * saving or loading. rubidium@4549: * XXX - variable renaming abuse rubidium@4549: * game_value: the value of the variable ingame is abused by sld->version_from rubidium@4549: * file_value: the value of the variable in the savegame is abused by sld->version_to */ Darkvater@3046: case SL_WRITEBYTE: Darkvater@3046: if (_sl.save) { Darkvater@3046: SlWriteByte(sld->version_to); Darkvater@3046: } else { Darkvater@3046: *(byte*)ptr = sld->version_from; Darkvater@3046: } Darkvater@3046: break; Darkvater@3046: Darkvater@3046: /* SL_INCLUDE loads common code for a type Darkvater@3046: * XXX - variable renaming abuse Darkvater@3046: * include_index: common code to include from _desc_includes[], abused by sld->version_from */ Darkvater@3046: case SL_INCLUDE: Darkvater@3046: SlObject(ptr, _sl.includes[sld->version_from]); Darkvater@3046: break; Darkvater@3046: default: NOT_REACHED(); Darkvater@3046: } Darkvater@3046: return true; truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Main SaveLoad function. Darkvater@1881: * @param object The object that is being saved or loaded Darkvater@1881: * @param sld The @SaveLoad description of the object so we know how to manipulate it Darkvater@1881: */ Darkvater@1881: void SlObject(void *object, const SaveLoad *sld) truelight@0: { truelight@0: // Automatically calculate the length? truelight@0: if (_sl.need_length != NL_NONE) { Darkvater@5142: SlSetLength(SlCalcObjLength(object, sld)); Darkvater@3044: if (_sl.need_length == NL_CALCLENGTH) return; truelight@0: } truelight@0: Darkvater@1881: for (; sld->cmd != SL_END; sld++) { Darkvater@5141: void *ptr = GetVariableAddress(object, sld); Darkvater@3046: SlObjectMember(ptr, sld); truelight@0: } truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Save or Load (a list of) global variables Darkvater@1881: * @param desc The global variable that is being loaded or saved Darkvater@1881: */ Darkvater@3046: void SlGlobList(const SaveLoadGlobVarList *sldg) truelight@0: { truelight@0: if (_sl.need_length != NL_NONE) { Darkvater@5142: SlSetLength(SlCalcObjLength(NULL, (const SaveLoad*)sldg)); Darkvater@3046: if (_sl.need_length == NL_CALCLENGTH) return; truelight@0: } Darkvater@1881: Darkvater@3046: for (; sldg->cmd != SL_END; sldg++) { Darkvater@3073: SlObjectMember(sldg->address, (const SaveLoad*)sldg); truelight@0: } truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Do something of which I have no idea what it is :P Darkvater@1881: * @param proc The callback procedure that is called Darkvater@1881: * @param arg The variable that will be used for the callback procedure Darkvater@1881: */ truelight@0: void SlAutolength(AutolengthProc *proc, void *arg) truelight@0: { truelight@0: uint32 offs; truelight@0: truelight@0: assert(_sl.save); truelight@0: truelight@0: // Tell it to calculate the length truelight@0: _sl.need_length = NL_CALCLENGTH; truelight@0: _sl.obj_len = 0; truelight@0: proc(arg); truelight@0: truelight@0: // Setup length truelight@0: _sl.need_length = NL_WANTLENGTH; truelight@0: SlSetLength(_sl.obj_len); truelight@0: truelight@0: offs = SlGetOffs() + _sl.obj_len; truelight@0: truelight@0: // And write the stuff truelight@0: proc(arg); truelight@0: truelight@0: assert(offs == SlGetOffs()); truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Load a chunk of data (eg vehicles, stations, etc.) Darkvater@1881: * @param ch The chunkhandler that will be used for the operation Darkvater@1881: */ truelight@0: static void SlLoadChunk(const ChunkHandler *ch) truelight@0: { truelight@0: byte m = SlReadByte(); truelight@0: size_t len; truelight@0: uint32 endoffs; truelight@0: truelight@0: _sl.block_mode = m; truelight@0: _sl.obj_len = 0; truelight@193: Darkvater@1881: switch (m) { truelight@0: case CH_ARRAY: truelight@0: _sl.array_index = 0; truelight@0: ch->load_proc(); truelight@0: break; truelight@0: case CH_SPARSE_ARRAY: truelight@0: ch->load_proc(); truelight@0: break; ludde@2041: default: ludde@2041: if ((m & 0xF) == CH_RIFF) { ludde@2041: // Read length ludde@2041: len = (SlReadByte() << 16) | ((m >> 4) << 24); ludde@2041: len += SlReadUint16(); ludde@2041: _sl.obj_len = len; ludde@2041: endoffs = SlGetOffs() + len; ludde@2041: ch->load_proc(); ludde@2041: assert(SlGetOffs() == endoffs); ludde@2041: } else { ludde@2041: SlError("Invalid chunk type"); ludde@2041: } truelight@0: break; truelight@0: } truelight@0: } truelight@0: Darkvater@1881: /* Stub Chunk handlers to only calculate length and do nothing else */ truelight@0: static ChunkSaveLoadProc *_tmp_proc_1; Darkvater@1881: static inline void SlStubSaveProc2(void *arg) {_tmp_proc_1();} Darkvater@1881: static void SlStubSaveProc(void) {SlAutolength(SlStubSaveProc2, NULL);} truelight@0: Darkvater@1881: /** Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is Darkvater@1881: * prefixed by an ID identifying it, followed by data, and terminator where appropiate Darkvater@1881: * @param ch The chunkhandler that will be used for the operation Darkvater@1881: */ truelight@0: static void SlSaveChunk(const ChunkHandler *ch) truelight@0: { Darkvater@1881: ChunkSaveLoadProc *proc = ch->save_proc; truelight@0: truelight@0: SlWriteUint32(ch->id); Darkvater@5568: DEBUG(sl, 2, "Saving chunk %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id); truelight@0: truelight@0: if (ch->flags & CH_AUTO_LENGTH) { truelight@0: // Need to calculate the length. Solve that by calling SlAutoLength in the save_proc. truelight@0: _tmp_proc_1 = proc; truelight@0: proc = SlStubSaveProc; truelight@0: } truelight@193: truelight@0: _sl.block_mode = ch->flags & CH_TYPE_MASK; Darkvater@1881: switch (ch->flags & CH_TYPE_MASK) { truelight@0: case CH_RIFF: truelight@0: _sl.need_length = NL_WANTLENGTH; truelight@0: proc(); truelight@0: break; truelight@0: case CH_ARRAY: truelight@0: _sl.last_array_index = 0; truelight@0: SlWriteByte(CH_ARRAY); truelight@0: proc(); truelight@0: SlWriteArrayLength(0); // Terminate arrays truelight@0: break; truelight@0: case CH_SPARSE_ARRAY: truelight@0: SlWriteByte(CH_SPARSE_ARRAY); truelight@0: proc(); truelight@0: SlWriteArrayLength(0); // Terminate arrays truelight@0: break; Darkvater@1881: default: NOT_REACHED(); truelight@0: } truelight@0: } truelight@0: Darkvater@1881: /** Save all chunks */ tron@1093: static void SlSaveChunks(void) truelight@0: { truelight@0: const ChunkHandler *ch; Darkvater@1881: const ChunkHandler* const *chsc; truelight@0: uint p; truelight@0: Darkvater@1881: for (p = 0; p != CH_NUM_PRI_LEVELS; p++) { Darkvater@1881: for (chsc = _sl.chs; (ch = *chsc++) != NULL;) { Darkvater@1881: while (true) { truelight@0: if (((ch->flags >> CH_PRI_SHL) & (CH_NUM_PRI_LEVELS - 1)) == p) truelight@193: SlSaveChunk(ch); truelight@0: if (ch->flags & CH_LAST) truelight@0: break; truelight@0: ch++; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: // Terminator truelight@0: SlWriteUint32(0); truelight@0: } truelight@0: Darkvater@1881: /** Find the ChunkHandler that will be used for processing the found Darkvater@1881: * chunk in the savegame or in memory Darkvater@1881: * @param id the chunk in question Darkvater@1881: * @return returns the appropiate chunkhandler Darkvater@1881: */ truelight@0: static const ChunkHandler *SlFindChunkHandler(uint32 id) truelight@0: { truelight@0: const ChunkHandler *ch; Darkvater@1881: const ChunkHandler *const *chsc; Darkvater@1881: for (chsc = _sl.chs; (ch=*chsc++) != NULL;) { tron@2952: for (;;) { tron@2952: if (ch->id == id) return ch; tron@2952: if (ch->flags & CH_LAST) break; truelight@0: ch++; truelight@0: } truelight@0: } truelight@0: return NULL; truelight@0: } truelight@0: Darkvater@1881: /** Load all chunks */ tron@1093: static void SlLoadChunks(void) truelight@0: { truelight@0: uint32 id; truelight@0: const ChunkHandler *ch; truelight@0: Darkvater@1881: for (id = SlReadUint32(); id != 0; id = SlReadUint32()) { Darkvater@5568: DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id); Darkvater@1881: truelight@0: ch = SlFindChunkHandler(id); truelight@0: if (ch == NULL) SlError("found unknown tag in savegame (sync error)"); truelight@0: SlLoadChunk(ch); truelight@0: } truelight@0: } truelight@0: truelight@0: //******************************************* truelight@0: //********** START OF LZO CODE ************** truelight@0: //******************************************* truelight@0: #define LZO_SIZE 8192 truelight@0: truelight@781: #include "minilzo.h" truelight@0: tron@1093: static uint ReadLZO(void) truelight@0: { truelight@0: byte out[LZO_SIZE + LZO_SIZE / 64 + 16 + 3 + 8]; truelight@0: uint32 tmp[2]; truelight@0: uint32 size; truelight@0: uint len; truelight@0: truelight@0: // Read header truelight@0: if (fread(tmp, sizeof(tmp), 1, _sl.fh) != 1) SlError("file read failed"); truelight@0: truelight@0: // Check if size is bad truelight@0: ((uint32*)out)[0] = size = tmp[1]; truelight@193: tron@2295: if (_sl_version != 0) { truelight@0: tmp[0] = TO_BE32(tmp[0]); truelight@0: size = TO_BE32(size); truelight@0: } truelight@0: truelight@0: if (size >= sizeof(out)) SlError("inconsistent size"); truelight@0: truelight@0: // Read block truelight@0: if (fread(out + sizeof(uint32), size, 1, _sl.fh) != 1) SlError("file read failed"); truelight@0: truelight@0: // Verify checksum truelight@0: if (tmp[0] != lzo_adler32(0, out, size + sizeof(uint32))) SlError("bad checksum"); truelight@193: truelight@0: // Decompress truelight@0: lzo1x_decompress(out + sizeof(uint32)*1, size, _sl.buf, &len, NULL); truelight@0: return len; truelight@0: } truelight@0: truelight@0: // p contains the pointer to the buffer, len contains the pointer to the length. truelight@0: // len bytes will be written, p and l will be updated to reflect the next buffer. truelight@0: static void WriteLZO(uint size) truelight@0: { truelight@0: byte out[LZO_SIZE + LZO_SIZE / 64 + 16 + 3 + 8]; truelight@0: byte wrkmem[sizeof(byte*)*4096]; truelight@0: uint outlen; truelight@193: truelight@0: lzo1x_1_compress(_sl.buf, size, out + sizeof(uint32)*2, &outlen, wrkmem); truelight@0: ((uint32*)out)[1] = TO_BE32(outlen); truelight@0: ((uint32*)out)[0] = TO_BE32(lzo_adler32(0, out + sizeof(uint32), outlen + sizeof(uint32))); truelight@0: if (fwrite(out, outlen + sizeof(uint32)*2, 1, _sl.fh) != 1) SlError("file write failed"); truelight@0: } truelight@0: tron@1093: static bool InitLZO(void) tron@1093: { truelight@0: _sl.bufsize = LZO_SIZE; Darkvater@2414: _sl.buf = _sl.buf_ori = (byte*)malloc(LZO_SIZE); truelight@0: return true; truelight@0: } truelight@0: tron@1093: static void UninitLZO(void) tron@1093: { Darkvater@2414: free(_sl.buf_ori); truelight@0: } truelight@0: Darkvater@1881: //********************************************* Darkvater@1881: //******** START OF NOCOMP CODE (uncompressed)* Darkvater@1881: //********************************************* tron@1093: static uint ReadNoComp(void) truelight@0: { truelight@0: return fread(_sl.buf, 1, LZO_SIZE, _sl.fh); truelight@0: } truelight@0: truelight@0: static void WriteNoComp(uint size) truelight@0: { truelight@0: fwrite(_sl.buf, 1, size, _sl.fh); truelight@0: } truelight@0: tron@1093: static bool InitNoComp(void) truelight@0: { truelight@0: _sl.bufsize = LZO_SIZE; Darkvater@2414: _sl.buf = _sl.buf_ori =(byte*)malloc(LZO_SIZE); truelight@0: return true; truelight@0: } truelight@0: tron@1093: static void UninitNoComp(void) truelight@0: { Darkvater@2414: free(_sl.buf_ori); truelight@0: } truelight@0: truelight@0: //******************************************** Darkvater@1885: //********** START OF MEMORY CODE (in ram)**** Darkvater@1885: //******************************************** Darkvater@1885: Darkvater@1913: #include "network.h" Darkvater@1913: #include "table/strings.h" Darkvater@1913: #include "table/sprites.h" Darkvater@1913: #include "gfx.h" Darkvater@1913: #include "gui.h" Darkvater@1913: Darkvater@1913: typedef struct ThreadedSave { Darkvater@1913: uint count; Darkvater@1913: bool ff_state; Darkvater@1913: bool saveinprogress; Darkvater@1914: CursorID cursor; Darkvater@1913: } ThreadedSave; Darkvater@1913: Darkvater@1885: /* A maximum size of of 128K * 500 = 64.000KB savegames */ matthijs@5216: STATIC_OLD_POOL(Savegame, byte, 17, 500, NULL, NULL) Darkvater@1913: static ThreadedSave _ts; Darkvater@1885: Darkvater@1885: static bool InitMem(void) Darkvater@1885: { Darkvater@1913: _ts.count = 0; Darkvater@1913: tron@4985: CleanPool(&_Savegame_pool); tron@4985: AddBlockToPool(&_Savegame_pool); Darkvater@1885: Darkvater@1885: /* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */ tron@4985: _sl.bufsize = GetSavegamePoolSize(); tron@4985: _sl.buf = GetSavegame(_ts.count); Darkvater@1885: return true; Darkvater@1885: } Darkvater@1885: Darkvater@1885: static void UnInitMem(void) Darkvater@1885: { tron@4985: CleanPool(&_Savegame_pool); Darkvater@1885: } Darkvater@1885: Darkvater@1885: static void WriteMem(uint size) Darkvater@1885: { Darkvater@1913: _ts.count += size; Darkvater@1885: /* Allocate new block and new buffer-pointer */ tron@4985: AddBlockIfNeeded(&_Savegame_pool, _ts.count); tron@4985: _sl.buf = GetSavegame(_ts.count); Darkvater@1885: } Darkvater@1885: Darkvater@1885: //******************************************** truelight@0: //********** START OF ZLIB CODE ************** truelight@0: //******************************************** truelight@0: truelight@0: #if defined(WITH_ZLIB) Darkvater@2694: #include ludde@2138: truelight@0: static z_stream _z; truelight@0: tron@1093: static bool InitReadZlib(void) truelight@0: { truelight@0: memset(&_z, 0, sizeof(_z)); truelight@0: if (inflateInit(&_z) != Z_OK) return false; truelight@193: truelight@0: _sl.bufsize = 4096; Darkvater@2414: _sl.buf = _sl.buf_ori = (byte*)malloc(4096 + 4096); // also contains fread buffer truelight@0: return true; truelight@0: } truelight@0: tron@1093: static uint ReadZlib(void) truelight@0: { truelight@0: int r; truelight@0: truelight@0: _z.next_out = _sl.buf; truelight@0: _z.avail_out = 4096; truelight@0: truelight@0: do { truelight@0: // read more bytes from the file? truelight@0: if (_z.avail_in == 0) { truelight@0: _z.avail_in = fread(_z.next_in = _sl.buf + 4096, 1, 4096, _sl.fh); truelight@0: } truelight@0: truelight@0: // inflate the data truelight@0: r = inflate(&_z, 0); truelight@0: if (r == Z_STREAM_END) truelight@0: break; truelight@0: truelight@193: if (r != Z_OK) truelight@0: SlError("inflate() failed"); truelight@0: } while (_z.avail_out); truelight@0: truelight@0: return 4096 - _z.avail_out; truelight@0: } truelight@0: tron@1093: static void UninitReadZlib(void) truelight@0: { truelight@0: inflateEnd(&_z); Darkvater@2414: free(_sl.buf_ori); truelight@0: } truelight@0: tron@1093: static bool InitWriteZlib(void) truelight@0: { truelight@0: memset(&_z, 0, sizeof(_z)); truelight@0: if (deflateInit(&_z, 6) != Z_OK) return false; truelight@0: truelight@0: _sl.bufsize = 4096; Darkvater@2414: _sl.buf = _sl.buf_ori = (byte*)malloc(4096); // also contains fread buffer truelight@0: return true; truelight@0: } truelight@0: truelight@0: static void WriteZlibLoop(z_streamp z, byte *p, uint len, int mode) truelight@0: { hackykid@1884: byte buf[1024]; // output buffer truelight@0: int r; truelight@0: uint n; truelight@0: z->next_in = p; truelight@0: z->avail_in = len; truelight@0: do { truelight@0: z->next_out = buf; truelight@0: z->avail_out = sizeof(buf); tron@2026: r = deflate(z, mode); truelight@0: // bytes were emitted? truelight@0: if ((n=sizeof(buf) - z->avail_out) != 0) { truelight@0: if (fwrite(buf, n, 1, _sl.fh) != 1) SlError("file write error"); truelight@0: } truelight@0: if (r == Z_STREAM_END) truelight@0: break; truelight@0: if (r != Z_OK) SlError("zlib returned error code"); truelight@0: } while (z->avail_in || !z->avail_out); truelight@0: } truelight@0: truelight@0: static void WriteZlib(uint len) truelight@0: { truelight@0: WriteZlibLoop(&_z, _sl.buf, len, 0); truelight@0: } truelight@0: tron@1093: static void UninitWriteZlib(void) truelight@0: { truelight@0: // flush any pending output. truelight@0: if (_sl.fh) WriteZlibLoop(&_z, NULL, 0, Z_FINISH); truelight@0: deflateEnd(&_z); Darkvater@2414: free(_sl.buf_ori); truelight@0: } truelight@0: Darkvater@1881: #endif /* WITH_ZLIB */ truelight@0: truelight@0: //******************************************* truelight@0: //************* END OF CODE ***************** truelight@0: //******************************************* truelight@0: truelight@0: // these define the chunks truelight@0: extern const ChunkHandler _misc_chunk_handlers[]; Darkvater@3112: extern const ChunkHandler _setting_chunk_handlers[]; truelight@0: extern const ChunkHandler _player_chunk_handlers[]; peter1138@2848: extern const ChunkHandler _engine_chunk_handlers[]; truelight@0: extern const ChunkHandler _veh_chunk_handlers[]; truelight@1542: extern const ChunkHandler _waypoint_chunk_handlers[]; truelight@1313: extern const ChunkHandler _depot_chunk_handlers[]; truelight@1024: extern const ChunkHandler _order_chunk_handlers[]; truelight@0: extern const ChunkHandler _town_chunk_handlers[]; truelight@0: extern const ChunkHandler _sign_chunk_handlers[]; truelight@0: extern const ChunkHandler _station_chunk_handlers[]; truelight@0: extern const ChunkHandler _industry_chunk_handlers[]; truelight@0: extern const ChunkHandler _economy_chunk_handlers[]; truelight@0: extern const ChunkHandler _animated_tile_chunk_handlers[]; peter1138@5228: extern const ChunkHandler _newgrf_chunk_handlers[]; truelight@0: truelight@0: static const ChunkHandler * const _chunk_handlers[] = { truelight@0: _misc_chunk_handlers, Darkvater@3112: _setting_chunk_handlers, truelight@0: _veh_chunk_handlers, truelight@1542: _waypoint_chunk_handlers, truelight@1313: _depot_chunk_handlers, truelight@1024: _order_chunk_handlers, truelight@0: _industry_chunk_handlers, truelight@0: _economy_chunk_handlers, truelight@0: _engine_chunk_handlers, truelight@0: _town_chunk_handlers, truelight@0: _sign_chunk_handlers, truelight@0: _station_chunk_handlers, truelight@0: _player_chunk_handlers, truelight@0: _animated_tile_chunk_handlers, peter1138@5228: _newgrf_chunk_handlers, truelight@0: NULL, truelight@0: }; truelight@0: truelight@0: // used to include a vehicle desc in another desc. Darkvater@1881: extern const SaveLoad _common_veh_desc[]; Darkvater@1881: static const SaveLoad* const _desc_includes[] = { truelight@0: _common_veh_desc truelight@0: }; truelight@0: Darkvater@1881: /** Darkvater@1881: * Pointers cannot be saved to a savegame, so this functions gets Darkvater@1881: * the index of the item, and if not available, it hussles with Darkvater@1881: * pointers (looks really bad :() Darkvater@1881: * Remember that a NULL item has value 0, and all Darkvater@1881: * indeces have +1, so vehicle 0 is saved as index 1. Darkvater@1881: * @param obj The object that we want to get the index of Darkvater@1881: * @param rt @SLRefType type of the object the index is being sought of Darkvater@1881: * @return Return the pointer converted to an index of the type pointed to Darkvater@1881: */ Darkvater@1881: static uint ReferenceToInt(const void *obj, SLRefType rt) truelight@0: { Darkvater@1881: if (obj == NULL) return 0; truelight@938: Darkvater@1881: switch (rt) { truelight@938: case REF_VEHICLE_OLD: // Old vehicles we save as new onces tron@2548: case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1; tron@2548: case REF_STATION: return ((const Station*)obj)->index + 1; tron@2548: case REF_TOWN: return ((const Town*)obj)->index + 1; tron@2548: case REF_ORDER: return ((const Order*)obj)->index + 1; tron@2548: case REF_ROADSTOPS: return ((const RoadStop*)obj)->index + 1; peter1138@2848: case REF_ENGINE_RENEWS: return ((const EngineRenew*)obj)->index + 1; Darkvater@1881: default: NOT_REACHED(); truelight@938: } truelight@938: Darkvater@1881: return 0; // avoid compiler warning truelight@0: } truelight@0: Darkvater@1881: /** Darkvater@1881: * Pointers cannot be loaded from a savegame, so this function Darkvater@1881: * gets the index from the savegame and returns the appropiate Darkvater@1881: * pointer from the already loaded base. Darkvater@1881: * Remember that an index of 0 is a NULL pointer so all indeces Darkvater@1881: * are +1 so vehicle 0 is saved as 1. Darkvater@1881: * @param index The index that is being converted to a pointer Darkvater@1881: * @param rt @SLRefType type of the object the pointer is sought of Darkvater@1881: * @return Return the index converted to a pointer of any type Darkvater@1881: */ Darkvater@1881: static void *IntToReference(uint index, SLRefType rt) truelight@0: { Darkvater@1881: /* After version 4.3 REF_VEHICLE_OLD is saved as REF_VEHICLE, Darkvater@1881: * and should be loaded like that */ truelight@2685: if (rt == REF_VEHICLE_OLD && !CheckSavegameVersionOldStyle(4, 4)) Darkvater@1881: rt = REF_VEHICLE; truelight@938: Darkvater@1881: /* No need to look up NULL pointers, just return immediately */ Darkvater@1881: if (rt != REF_VEHICLE_OLD && index == 0) truelight@938: return NULL; truelight@938: Darkvater@1881: index--; // correct for the NULL index Darkvater@1881: Darkvater@1881: switch (rt) { truelight@1314: case REF_ORDER: { tron@4977: if (!AddBlockIfNeeded(&_Order_pool, index)) truelight@1314: error("Orders: failed loading savegame: too many orders"); Darkvater@1881: return GetOrder(index); truelight@1314: } truelight@1279: case REF_VEHICLE: { tron@4972: if (!AddBlockIfNeeded(&_Vehicle_pool, index)) truelight@1279: error("Vehicles: failed loading savegame: too many vehicles"); Darkvater@1881: return GetVehicle(index); truelight@1279: } truelight@1272: case REF_STATION: { tron@4980: if (!AddBlockIfNeeded(&_Station_pool, index)) truelight@1272: error("Stations: failed loading savegame: too many stations"); Darkvater@1881: return GetStation(index); truelight@1272: } truelight@1260: case REF_TOWN: { tron@4983: if (!AddBlockIfNeeded(&_Town_pool, index)) truelight@1260: error("Towns: failed loading savegame: too many towns"); Darkvater@1881: return GetTown(index); truelight@1260: } truelight@1284: case REF_ROADSTOPS: { tron@4981: if (!AddBlockIfNeeded(&_RoadStop_pool, index)) truelight@1314: error("RoadStops: failed loading savegame: too many RoadStops"); Darkvater@1881: return GetRoadStop(index); truelight@1284: } peter1138@2848: case REF_ENGINE_RENEWS: { tron@4974: if (!AddBlockIfNeeded(&_EngineRenew_pool, index)) peter1138@2848: error("EngineRenews: failed loading savegame: too many EngineRenews"); peter1138@2848: return GetEngineRenew(index); peter1138@2848: } truelight@938: truelight@938: case REF_VEHICLE_OLD: { Darkvater@1881: /* Old vehicles were saved differently: Darkvater@1881: * invalid vehicle was 0xFFFF, Darkvater@1881: * and the index was not - 1.. correct for this */ Darkvater@1881: index++; Darkvater@1881: if (index == INVALID_VEHICLE) truelight@938: return NULL; truelight@1279: tron@4972: if (!AddBlockIfNeeded(&_Vehicle_pool, index)) truelight@1279: error("Vehicles: failed loading savegame: too many vehicles"); Darkvater@1881: return GetVehicle(index); truelight@938: } Darkvater@1881: default: NOT_REACHED(); truelight@938: } truelight@938: truelight@938: return NULL; truelight@0: } truelight@0: Darkvater@1881: /** The format for a reader/writer type of a savegame */ truelight@0: typedef struct { Darkvater@1881: const char *name; /// name of the compressor/decompressor (debug-only) Darkvater@1881: uint32 tag; /// the 4-letter tag by which it is identified in the savegame truelight@0: Darkvater@1881: bool (*init_read)(void); /// function executed upon initalization of the loader Darkvater@1881: ReaderProc *reader; /// function that loads the data from the file Darkvater@1881: void (*uninit_read)(void); /// function executed when reading is finished truelight@0: Darkvater@1881: bool (*init_write)(void); /// function executed upon intialization of the saver Darkvater@1881: WriterProc *writer; /// function that saves the data to the file Darkvater@1881: void (*uninit_write)(void); /// function executed when writing is done truelight@0: } SaveLoadFormat; truelight@0: truelight@0: static const SaveLoadFormat _saveload_formats[] = { Darkvater@1885: {"memory", 0, NULL, NULL, NULL, InitMem, WriteMem, UnInitMem}, Darkvater@1885: {"lzo", TO_BE32X('OTTD'), InitLZO, ReadLZO, UninitLZO, InitLZO, WriteLZO, UninitLZO}, Darkvater@1885: {"none", TO_BE32X('OTTN'), InitNoComp, ReadNoComp, UninitNoComp, InitNoComp, WriteNoComp, UninitNoComp}, truelight@0: #if defined(WITH_ZLIB) Darkvater@1885: {"zlib", TO_BE32X('OTTZ'), InitReadZlib, ReadZlib, UninitReadZlib, InitWriteZlib, WriteZlib, UninitWriteZlib}, truelight@0: #else Darkvater@1885: {"zlib", TO_BE32X('OTTZ'), NULL, NULL, NULL, NULL, NULL, NULL}, truelight@0: #endif truelight@0: }; truelight@0: Darkvater@1881: /** Darkvater@1881: * Return the savegameformat of the game. Whether it was create with ZLIB compression Darkvater@1881: * uncompressed, or another type Darkvater@1885: * @param s Name of the savegame format. If NULL it picks the first available one Darkvater@1881: * @return Pointer to @SaveLoadFormat struct giving all characteristics of this type of savegame Darkvater@1881: */ truelight@0: static const SaveLoadFormat *GetSavegameFormat(const char *s) truelight@0: { Darkvater@1881: const SaveLoadFormat *def = endof(_saveload_formats) - 1; truelight@0: Darkvater@1881: // find default savegame format, the highest one with which files can be written truelight@0: while (!def->init_write) def--; truelight@0: Darkvater@1885: if (s != NULL && s[0] != '\0') { Darkvater@1885: const SaveLoadFormat *slf; Darkvater@1885: for (slf = &_saveload_formats[0]; slf != endof(_saveload_formats); slf++) { Darkvater@1885: if (slf->init_write != NULL && strcmp(s, slf->name) == 0) Darkvater@1885: return slf; Darkvater@1885: } truelight@0: truelight@0: ShowInfoF("Savegame format '%s' is not available. Reverting to '%s'.", s, def->name); truelight@0: } truelight@0: return def; truelight@0: } truelight@0: truelight@0: // actual loader/saver function truelight@2828: void InitializeGame(int mode, uint size_x, uint size_y); peter1138@2808: extern bool AfterLoadGame(void); tron@1093: extern void BeforeSaveGame(void); truelight@0: extern bool LoadOldSaveGame(const char *file); truelight@0: Darkvater@1881: /** Small helper function to close the to be loaded savegame an signal error */ tron@2162: static inline SaveOrLoadResult AbortSaveLoad(void) Darkvater@1881: { Darkvater@1881: if (_sl.fh != NULL) fclose(_sl.fh); Darkvater@1881: Darkvater@1881: _sl.fh = NULL; Darkvater@1881: return SL_ERROR; Darkvater@1881: } Darkvater@1881: Darkvater@1885: /** Update the gui accordingly when starting saving Darkvater@1913: * and set locks on saveload. Also turn off fast-forward cause with that Darkvater@1913: * saving takes Aaaaages */ Darkvater@2380: void SaveFileStart(void) Darkvater@1885: { Darkvater@1913: _ts.ff_state = _fast_forward; Darkvater@1913: _fast_forward = false; Darkvater@1913: if (_cursor.sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ); Darkvater@1913: Darkvater@1885: SendWindowMessage(WC_STATUS_BAR, 0, true, 0, 0); Darkvater@1913: _ts.saveinprogress = true; Darkvater@1885: } Darkvater@1885: Darkvater@1885: /** Update the gui accordingly when saving is done and release locks Darkvater@1885: * on saveload */ Darkvater@2380: void SaveFileDone(void) Darkvater@1885: { Darkvater@1913: _fast_forward = _ts.ff_state; Darkvater@1885: if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE); Darkvater@1913: Darkvater@1885: SendWindowMessage(WC_STATUS_BAR, 0, false, 0, 0); Darkvater@1913: _ts.saveinprogress = false; Darkvater@1885: } Darkvater@1885: Darkvater@2380: /** Show a gui message when saving has failed */ Darkvater@2380: void SaveFileError(void) Darkvater@2380: { Darkvater@2380: ShowErrorMessage(STR_4007_GAME_SAVE_FAILED, STR_NULL, 0, 0); Darkvater@2380: SaveFileDone(); Darkvater@2380: } Darkvater@2380: truelight@4298: static OTTDThread* save_thread; Darkvater@2382: tron@4978: /** We have written the whole game into memory, _Savegame_pool, now find Darkvater@1885: * and appropiate compressor and start writing to file. Darkvater@1885: */ Darkvater@2380: static void* SaveFileToDisk(void *arg) Darkvater@1885: { truelight@2927: const SaveLoadFormat *fmt; Darkvater@1885: uint32 hdr[2]; Darkvater@1885: Darkvater@1885: /* XXX - Setup setjmp error handler if an error occurs anywhere deep during Darkvater@1885: * loading/saving execute a longjmp() and continue execution here */ Darkvater@1885: if (setjmp(_sl.excpt)) { Darkvater@1885: AbortSaveLoad(); Darkvater@1885: _sl.excpt_uninit(); Darkvater@1885: Darkvater@2413: fprintf(stderr, "Save game failed: %s.", _sl.excpt_msg); tron@4077: if (arg != NULL) { tron@4077: OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_ERROR); tron@4077: } else { tron@4077: SaveFileError(); tron@4077: } tron@2286: return NULL; Darkvater@1885: } Darkvater@1885: truelight@2927: fmt = GetSavegameFormat(_savegame_format); truelight@2927: Darkvater@1885: /* We have written our stuff to memory, now write it to file! */ Darkvater@1885: hdr[0] = fmt->tag; truelight@2685: hdr[1] = TO_BE32(SAVEGAME_VERSION << 16); Darkvater@1885: if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError("file write failed"); Darkvater@1885: Darkvater@1885: if (!fmt->init_write()) SlError("cannot initialize compressor"); Darkvater@1885: Darkvater@1885: { Darkvater@1885: uint i; tron@4985: uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS; Darkvater@1885: Darkvater@1913: assert(_ts.count == _sl.offs_base); tron@4985: for (i = 0; i != _Savegame_pool.current_blocks - 1; i++) { tron@4985: _sl.buf = _Savegame_pool.blocks[i]; Darkvater@1885: fmt->writer(count); Darkvater@1885: } Darkvater@1885: Darkvater@1885: /* The last block is (almost) always not fully filled, so only write away Darkvater@1885: * as much data as it is in there */ tron@4985: _sl.buf = _Savegame_pool.blocks[i]; Darkvater@1913: fmt->writer(_ts.count - (i * count)); Darkvater@1885: } Darkvater@1885: Darkvater@1885: fmt->uninit_write(); Darkvater@1913: assert(_ts.count == _sl.offs_base); Darkvater@1885: GetSavegameFormat("memory")->uninit_write(); // clean the memorypool Darkvater@1885: fclose(_sl.fh); Darkvater@1885: Darkvater@2413: if (arg != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE); tron@2286: return NULL; Darkvater@1885: } Darkvater@1885: tron@2285: void WaitTillSaved(void) tron@2285: { tron@2285: OTTDJoinThread(save_thread); tron@2285: save_thread = NULL; tron@2285: } tron@2285: Darkvater@1881: /** Darkvater@1881: * Main Save or Load function where the high-level saveload functions are Darkvater@1881: * handled. It opens the savegame, selects format and checks versions Darkvater@1881: * @param filename The name of the savegame being created/loaded Darkvater@1881: * @param mode Save or load. Load can also be a TTD(Patch) game. Use SL_LOAD, SL_OLD_LOAD or SL_SAVE Darkvater@1881: * @return Return the results of the action. SL_OK, SL_ERROR or SL_REINIT ("unload" the game) Darkvater@1881: */ tron@2162: SaveOrLoadResult SaveOrLoad(const char *filename, int mode) truelight@0: { truelight@0: uint32 hdr[2]; truelight@0: const SaveLoadFormat *fmt; truelight@193: Darkvater@2413: /* An instance of saving is already active, so don't go saving again */ Darkvater@2413: if (_ts.saveinprogress && mode == SL_SAVE) { Darkvater@2413: // if not an autosave, but a user action, show error message Darkvater@2749: if (!_do_autosave) ShowErrorMessage(INVALID_STRING_ID, STR_SAVE_STILL_IN_PROGRESS, 0, 0); Darkvater@2413: return SL_OK; Darkvater@1913: } Darkvater@2413: WaitTillSaved(); Darkvater@1913: Darkvater@2413: /* Load a TTDLX or TTDPatch game */ truelight@0: if (mode == SL_OLD_LOAD) { truelight@2828: InitializeGame(IG_DATE_RESET, 256, 256); // set a mapsize of 256x256 for TTDPatch games or it might get confused truelight@0: if (!LoadOldSaveGame(filename)) return SL_REINIT; peter1138@2808: _sl_version = 0; peter1138@2808: AfterLoadGame(); truelight@0: return SL_OK; truelight@0: } truelight@193: Darkvater@5167: _sl.fh = (mode == SL_SAVE) ? fopen(filename, "wb") : fopen(filename, "rb"); Darkvater@1881: if (_sl.fh == NULL) { Darkvater@5568: DEBUG(sl, 0, "Cannot open savegame '%s' for saving/loading.", filename); truelight@0: return SL_ERROR; Darkvater@1881: } truelight@193: truelight@0: _sl.bufe = _sl.bufp = NULL; truelight@0: _sl.offs_base = 0; truelight@0: _sl.save = mode; truelight@0: _sl.includes = _desc_includes; truelight@0: _sl.chs = _chunk_handlers; truelight@0: Darkvater@1885: /* XXX - Setup setjmp error handler if an error occurs anywhere deep during Darkvater@1885: * loading/saving execute a longjmp() and continue execution here */ truelight@0: if (setjmp(_sl.excpt)) { Darkvater@1881: AbortSaveLoad(); truelight@0: truelight@0: // deinitialize compressor. truelight@0: _sl.excpt_uninit(); truelight@0: Darkvater@1881: /* A saver/loader exception!! reinitialize all variables to prevent crash! */ truelight@0: if (mode == SL_LOAD) { truelight@0: ShowInfoF("Load game failed: %s.", _sl.excpt_msg); truelight@0: return SL_REINIT; truelight@0: } Darkvater@2382: Darkvater@2380: ShowInfoF("Save game failed: %s.", _sl.excpt_msg); Darkvater@2380: return SL_ERROR; truelight@0: } truelight@0: Darkvater@1885: /* General tactic is to first save the game to memory, then use an available writer Darkvater@1885: * to write it to file, either in threaded mode if possible, or single-threaded */ Darkvater@1881: if (mode == SL_SAVE) { /* SAVE game */ Darkvater@1885: fmt = GetSavegameFormat("memory"); // write to memory truelight@193: truelight@0: _sl.write_bytes = fmt->writer; truelight@0: _sl.excpt_uninit = fmt->uninit_write; Darkvater@1881: if (!fmt->init_write()) { Darkvater@5568: DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name); Darkvater@1881: return AbortSaveLoad(); Darkvater@1881: } truelight@193: truelight@2685: _sl_version = SAVEGAME_VERSION; truelight@193: truelight@0: BeforeSaveGame(); truelight@0: SlSaveChunks(); truelight@0: SlWriteFill(); // flush the save buffer Darkvater@1885: truelight@4323: SaveFileStart(); tron@2285: if (_network_server || Darkvater@2413: (save_thread = OTTDCreateThread(&SaveFileToDisk, (void*)"")) == NULL) { Darkvater@5568: DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode..."); tron@2283: SaveFileToDisk(NULL); truelight@4323: SaveFileDone(); Darkvater@1885: } truelight@0: Darkvater@1881: } else { /* LOAD game */ Darkvater@1885: assert(mode == SL_LOAD); Darkvater@1885: truelight@0: if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) { Darkvater@5568: DEBUG(sl, 0, "Cannot read savegame header, aborting"); Darkvater@1881: return AbortSaveLoad(); truelight@0: } truelight@0: truelight@0: // see if we have any loader for this type. Darkvater@1881: for (fmt = _saveload_formats; ; fmt++) { Darkvater@1881: /* No loader found, treat as version 0 and use LZO format */ truelight@0: if (fmt == endof(_saveload_formats)) { Darkvater@5568: DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format"); truelight@0: rewind(_sl.fh); glx@4016: _sl_version = 0; truelight@2685: _sl_minor_version = 0; Darkvater@1913: fmt = _saveload_formats + 1; // LZO truelight@0: break; truelight@0: } Darkvater@1881: truelight@0: if (fmt->tag == hdr[0]) { truelight@0: // check version number glx@4016: _sl_version = TO_BE32(hdr[1]) >> 16; truelight@2685: /* Minor is not used anymore from version 18.0, but it is still needed truelight@2685: * in versions before that (4 cases) which can't be removed easy. truelight@2685: * Therefor it is loaded, but never saved (or, it saves a 0 in any scenario). truelight@2685: * So never EVER use this minor version again. -- TrueLight -- 22-11-2005 */ truelight@2685: _sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF; truelight@2685: Darkvater@5568: DEBUG(sl, 1, "Loading savegame version %d", _sl_version); truelight@193: truelight@938: /* Is the version higher than the current? */ truelight@2685: if (_sl_version > SAVEGAME_VERSION) { Darkvater@5568: DEBUG(sl, 0, "Savegame version invalid"); Darkvater@1881: return AbortSaveLoad(); Darkvater@1881: } truelight@0: break; truelight@0: } truelight@0: } truelight@0: truelight@0: _sl.read_bytes = fmt->reader; truelight@0: _sl.excpt_uninit = fmt->uninit_read; truelight@0: truelight@0: // loader for this savegame type is not implemented? truelight@0: if (fmt->init_read == NULL) { truelight@0: ShowInfoF("Loader for '%s' is not available.", fmt->name); Darkvater@1881: return AbortSaveLoad(); truelight@0: } truelight@0: Darkvater@1881: if (!fmt->init_read()) { Darkvater@5568: DEBUG(sl, 0, "Initializing loader '%s' failed", fmt->name); Darkvater@1881: return AbortSaveLoad(); Darkvater@1881: } Darkvater@1881: Darkvater@1885: /* Old maps were hardcoded to 256x256 and thus did not contain Darkvater@1885: * any mapsize information. Pre-initialize to 256x256 to not to Darkvater@1885: * confuse old games */ truelight@2828: InitializeGame(IG_DATE_RESET, 256, 256); tron@1218: truelight@0: SlLoadChunks(); truelight@0: fmt->uninit_read(); Darkvater@1885: fclose(_sl.fh); truelight@0: Darkvater@1885: /* After loading fix up savegame for any internal changes that rubidium@4549: * might've occured since then. If it fails, load back the old game */ peter1138@2808: if (!AfterLoadGame()) return SL_REINIT; Darkvater@1885: } truelight@0: truelight@0: return SL_OK; truelight@0: } truelight@0: Darkvater@1881: /** Do a save when exiting the game (patch option) _patches.autosave_on_exit */ tron@1093: void DoExitSave(void) dominik@643: { dominik@643: char buf[200]; Darkvater@5296: snprintf(buf, sizeof(buf), "%s%sexit.sav", _paths.autosave_dir, PATHSEP); dominik@643: SaveOrLoad(buf, SL_SAVE); dominik@643: } dominik@643: Darkvater@1881: #if 0 Darkvater@1881: /** Darkvater@1881: * Function to get the type of the savegame by looking at the file header. Darkvater@1881: * NOTICE: Not used right now, but could be used if extensions of savegames are garbled Darkvater@1881: * @param file Savegame to be checked Darkvater@1881: * @return SL_OLD_LOAD or SL_LOAD of the file Darkvater@1881: */ Darkvater@1881: int GetSavegameType(char *file) truelight@0: { truelight@0: const SaveLoadFormat *fmt; truelight@0: uint32 hdr; truelight@0: FILE *f; truelight@0: int mode = SL_OLD_LOAD; truelight@0: truelight@0: f = fopen(file, "rb"); truelight@0: if (fread(&hdr, sizeof(hdr), 1, f) != 1) { Darkvater@5568: DEBUG(sl, 0, "Savegame is obsolete or invalid format"); tron@2026: mode = SL_LOAD; // don't try to get filename, just show name as it is written tron@4077: } else { truelight@0: // see if we have any loader for this type. truelight@0: for (fmt = _saveload_formats; fmt != endof(_saveload_formats); fmt++) { truelight@0: if (fmt->tag == hdr) { truelight@0: mode = SL_LOAD; // new type of savegame truelight@0: break; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: fclose(f); truelight@0: return mode; Darkvater@1881: } Darkvater@1881: #endif