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author | rubidium <rubidium@openttd.org> | 2010-01-02 15:48:07 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-01-02 15:48:07 +0000 |
commit | ea75e7da60300bd0b1913a1a19ea554da21a592c (patch) | |
tree | 1e5816c5da293e4f9bc1884a6bb58c6fa7eaa90c | |
parent | 0f22c6030d90eb290fcac4bac55ab4efcb0a5413 (diff) | |
download | openttd-ea75e7da60300bd0b1913a1a19ea554da21a592c.tar.xz |
(svn r18686) -Fix [FS#3470]: in some cases _sl.chs is used when not initialised. As _sl.chs always refers to a single table when initialised replace _sl.chs with the actual table
-rw-r--r-- | src/saveload/saveload.cpp | 123 |
1 files changed, 60 insertions, 63 deletions
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp index f737a50c8..04598e881 100644 --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -88,8 +88,6 @@ struct SaveLoadParams { WriterProc *write_bytes; ///< savegame writer function ReaderProc *read_bytes; ///< savegame loader function - const ChunkHandler * const *chs; ///< the chunk of data that is being processed atm (vehicles, signs, etc.) - /* When saving/loading savegames, they are always saved to a temporary memory-place * to be flushed to file (save) or to final place (load) when full. */ byte *bufp, *bufe; ///< bufp(ointer) gives the current position in the buffer bufe(nd) gives the end of the buffer @@ -105,6 +103,62 @@ struct SaveLoadParams { char *extra_msg; ///< the error message }; +/* these define the chunks */ +extern const ChunkHandler _gamelog_chunk_handlers[]; +extern const ChunkHandler _map_chunk_handlers[]; +extern const ChunkHandler _misc_chunk_handlers[]; +extern const ChunkHandler _name_chunk_handlers[]; +extern const ChunkHandler _cheat_chunk_handlers[] ; +extern const ChunkHandler _setting_chunk_handlers[]; +extern const ChunkHandler _company_chunk_handlers[]; +extern const ChunkHandler _engine_chunk_handlers[]; +extern const ChunkHandler _veh_chunk_handlers[]; +extern const ChunkHandler _waypoint_chunk_handlers[]; +extern const ChunkHandler _depot_chunk_handlers[]; +extern const ChunkHandler _order_chunk_handlers[]; +extern const ChunkHandler _town_chunk_handlers[]; +extern const ChunkHandler _sign_chunk_handlers[]; +extern const ChunkHandler _station_chunk_handlers[]; +extern const ChunkHandler _industry_chunk_handlers[]; +extern const ChunkHandler _economy_chunk_handlers[]; +extern const ChunkHandler _subsidy_chunk_handlers[]; +extern const ChunkHandler _ai_chunk_handlers[]; +extern const ChunkHandler _animated_tile_chunk_handlers[]; +extern const ChunkHandler _newgrf_chunk_handlers[]; +extern const ChunkHandler _group_chunk_handlers[]; +extern const ChunkHandler _cargopacket_chunk_handlers[]; +extern const ChunkHandler _autoreplace_chunk_handlers[]; +extern const ChunkHandler _labelmaps_chunk_handlers[]; + +static const ChunkHandler * const _chunk_handlers[] = { + _gamelog_chunk_handlers, + _map_chunk_handlers, + _misc_chunk_handlers, + _name_chunk_handlers, + _cheat_chunk_handlers, + _setting_chunk_handlers, + _veh_chunk_handlers, + _waypoint_chunk_handlers, + _depot_chunk_handlers, + _order_chunk_handlers, + _industry_chunk_handlers, + _economy_chunk_handlers, + _subsidy_chunk_handlers, + _engine_chunk_handlers, + _town_chunk_handlers, + _sign_chunk_handlers, + _station_chunk_handlers, + _company_chunk_handlers, + _ai_chunk_handlers, + _animated_tile_chunk_handlers, + _newgrf_chunk_handlers, + _group_chunk_handlers, + _cargopacket_chunk_handlers, + _autoreplace_chunk_handlers, + _labelmaps_chunk_handlers, + NULL, +}; + static SaveLoadParams _sl; /** Null all pointers (convert index -> NULL) */ @@ -117,7 +171,7 @@ static void SlNullPointers() DEBUG(sl, 1, "Nulling pointers"); - for (chsc = _sl.chs; (ch = *chsc++) != NULL;) { + for (chsc = _chunk_handlers; (ch = *chsc++) != NULL;) { while (true) { if (ch->ptrs_proc != NULL) { DEBUG(sl, 2, "Nulling pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id); @@ -1138,7 +1192,7 @@ static void SlSaveChunks() uint p; for (p = 0; p != CH_NUM_PRI_LEVELS; p++) { - for (chsc = _sl.chs; (ch = *chsc++) != NULL;) { + for (chsc = _chunk_handlers; (ch = *chsc++) != NULL;) { while (true) { if (((ch->flags >> CH_PRI_SHL) & (CH_NUM_PRI_LEVELS - 1)) == p) SlSaveChunk(ch); @@ -1162,7 +1216,7 @@ static const ChunkHandler *SlFindChunkHandler(uint32 id) { const ChunkHandler *ch; const ChunkHandler *const *chsc; - for (chsc = _sl.chs; (ch = *chsc++) != NULL;) { + for (chsc = _chunk_handlers; (ch = *chsc++) != NULL;) { for (;;) { if (ch->id == id) return ch; if (ch->flags & CH_LAST) break; @@ -1197,7 +1251,7 @@ static void SlFixPointers() DEBUG(sl, 1, "Fixing pointers"); - for (chsc = _sl.chs; (ch = *chsc++) != NULL;) { + for (chsc = _chunk_handlers; (ch = *chsc++) != NULL;) { while (true) { if (ch->ptrs_proc != NULL) { DEBUG(sl, 2, "Fixing pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id); @@ -1454,62 +1508,6 @@ static void UninitWriteZlib() ************* END OF CODE ***************** *******************************************/ -/* these define the chunks */ -extern const ChunkHandler _gamelog_chunk_handlers[]; -extern const ChunkHandler _map_chunk_handlers[]; -extern const ChunkHandler _misc_chunk_handlers[]; -extern const ChunkHandler _name_chunk_handlers[]; -extern const ChunkHandler _cheat_chunk_handlers[] ; -extern const ChunkHandler _setting_chunk_handlers[]; -extern const ChunkHandler _company_chunk_handlers[]; -extern const ChunkHandler _engine_chunk_handlers[]; -extern const ChunkHandler _veh_chunk_handlers[]; -extern const ChunkHandler _waypoint_chunk_handlers[]; -extern const ChunkHandler _depot_chunk_handlers[]; -extern const ChunkHandler _order_chunk_handlers[]; -extern const ChunkHandler _town_chunk_handlers[]; -extern const ChunkHandler _sign_chunk_handlers[]; -extern const ChunkHandler _station_chunk_handlers[]; -extern const ChunkHandler _industry_chunk_handlers[]; -extern const ChunkHandler _economy_chunk_handlers[]; -extern const ChunkHandler _subsidy_chunk_handlers[]; -extern const ChunkHandler _ai_chunk_handlers[]; -extern const ChunkHandler _animated_tile_chunk_handlers[]; -extern const ChunkHandler _newgrf_chunk_handlers[]; -extern const ChunkHandler _group_chunk_handlers[]; -extern const ChunkHandler _cargopacket_chunk_handlers[]; -extern const ChunkHandler _autoreplace_chunk_handlers[]; -extern const ChunkHandler _labelmaps_chunk_handlers[]; - -static const ChunkHandler * const _chunk_handlers[] = { - _gamelog_chunk_handlers, - _map_chunk_handlers, - _misc_chunk_handlers, - _name_chunk_handlers, - _cheat_chunk_handlers, - _setting_chunk_handlers, - _veh_chunk_handlers, - _waypoint_chunk_handlers, - _depot_chunk_handlers, - _order_chunk_handlers, - _industry_chunk_handlers, - _economy_chunk_handlers, - _subsidy_chunk_handlers, - _engine_chunk_handlers, - _town_chunk_handlers, - _sign_chunk_handlers, - _station_chunk_handlers, - _company_chunk_handlers, - _ai_chunk_handlers, - _animated_tile_chunk_handlers, - _newgrf_chunk_handlers, - _group_chunk_handlers, - _cargopacket_chunk_handlers, - _autoreplace_chunk_handlers, - _labelmaps_chunk_handlers, - NULL, -}; - /** * Pointers cannot be saved to a savegame, so this functions gets * the index of the item, and if not available, it hussles with @@ -1851,7 +1849,6 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo _sl.bufe = _sl.bufp = NULL; _sl.offs_base = 0; _sl.action = (mode != 0) ? SLA_SAVE : SLA_LOAD; - _sl.chs = _chunk_handlers; /* 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 */ |