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authorDarkvater <darkvater@openttd.org>2005-06-06 13:11:35 +0000
committerDarkvater <darkvater@openttd.org>2005-06-06 13:11:35 +0000
commit71c2a573e193b0e4530cee49e02148320c84c612 (patch)
treec146880727877161bc94cf9f8458fc673e96086b /saveload.c
parentc1173657c72c8924fe675d83efa95bca340bf084 (diff)
downloadopenttd-71c2a573e193b0e4530cee49e02148320c84c612.tar.xz
(svn r2419) - Fix: saving no longer changes your cursor if it is in a non-mouse state.
- Fix: autosaving/loading; it no longer returns a fail code when saving is already in progress. In the case of a load, the game pauses to wait for the save to finish. (glx) - Fix (regression): fix a bug in the 'buggy load' code where a wrong offset was used for the LZO format.
Diffstat (limited to 'saveload.c')
-rw-r--r--saveload.c99
1 files changed, 58 insertions, 41 deletions
diff --git a/saveload.c b/saveload.c
index 8172f39ef..c8ae632a6 100644
--- a/saveload.c
+++ b/saveload.c
@@ -822,37 +822,54 @@ static void UninitNoComp(void)
//********************************************
enum {
- SAVELOAD_POOL_BLOCK_SIZE_BITS = 17,
- SAVELOAD_POOL_MAX_BLOCKS = 500
+ SAVE_POOL_BLOCK_SIZE_BITS = 17,
+ SAVE_POOL_MAX_BLOCKS = 500
};
+#include "network.h"
+#include "table/strings.h"
+#include "table/sprites.h"
+#include "gfx.h"
+#include "gui.h"
+
+typedef struct ThreadedSave {
+ MemoryPool *save;
+ uint count;
+ bool ff_state;
+ bool saveinprogress;
+ uint32 cursor;
+} ThreadedSave;
+
/* 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 MemoryPool _save_pool = {"Savegame", SAVE_POOL_MAX_BLOCKS, SAVE_POOL_BLOCK_SIZE_BITS, sizeof(byte), NULL, 0, 0, NULL};
+static ThreadedSave _ts;
static bool InitMem(void)
{
- CleanPool(&_saveload_pool);
- AddBlockToPool(&_saveload_pool);
+ _ts.save = &_save_pool;
+ _ts.count = 0;
+
+ CleanPool(_ts.save);
+ AddBlockToPool(_ts.save);
/* 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);
+ _sl.bufsize = _ts.save->total_items;
+ _sl.buf = (byte*)GetItemFromPool(_ts.save, _ts.count);
return true;
}
static void UnInitMem(void)
{
- CleanPool(&_saveload_pool);
+ CleanPool(_ts.save);
+ _ts.save = NULL;
}
static void WriteMem(uint size)
{
- _save_byte_count += size;
+ _ts.count += size;
/* Allocate new block and new buffer-pointer */
- AddBlockIfNeeded(&_saveload_pool, _save_byte_count);
- _sl.buf = (byte*)GetItemFromPool(&_saveload_pool, _save_byte_count);
+ AddBlockIfNeeded(_ts.save, _ts.count);
+ _sl.buf = (byte*)GetItemFromPool(_ts.save, _ts.count);
}
//********************************************
@@ -1152,33 +1169,31 @@ 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 */
+ * and set locks on saveload. Also turn off fast-forward cause with that
+ * saving takes Aaaaages */
static inline void SaveFileStart(void)
{
- SetMouseCursor(SPR_CURSOR_ZZZ);
+ _ts.ff_state = _fast_forward;
+ _fast_forward = false;
+ if (_cursor.sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ);
+
SendWindowMessage(WC_STATUS_BAR, 0, true, 0, 0);
- _saving_game = true;
+ _ts.saveinprogress = true;
}
/** Update the gui accordingly when saving is done and release locks
* on saveload */
static inline void SaveFileDone(void)
{
+ _fast_forward = _ts.ff_state;
if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
+
SendWindowMessage(WC_STATUS_BAR, 0, false, 0, 0);
- _saving_game = false;
+ _ts.saveinprogress = false;
}
-/** We have written the whole game into memory, _saveload_pool, now find
+/** We have written the whole game into memory, _save_pool, now find
* and appropiate compressor and start writing to file.
*/
static bool SaveFileToDisk(void *ptr)
@@ -1215,24 +1230,24 @@ static bool SaveFileToDisk(void *ptr)
{
uint i;
- uint count = 1 << _saveload_pool.block_size_bits;
+ uint count = 1 << _ts.save->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];
+ assert(_ts.count == _sl.offs_base);
+ for (i = 0; i != _ts.save->current_blocks - 1; i++) {
+ _sl.buf = _ts.save->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 = _ts.save->blocks[i];
+ fmt->writer(_ts.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);
+ assert(_ts.count == _sl.offs_base);
GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
fclose(_sl.fh);
@@ -1254,7 +1269,15 @@ int SaveOrLoad(const char *filename, int mode)
const SaveLoadFormat *fmt;
uint version;
- /* Load a TTDLX or TTDPatch game */
+ /* An instance of saving is already active, so wait until it is done */
+ if (_ts.saveinprogress) {
+ if (!_do_autosave) ShowErrorMessage(_error_message, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
+ JoinOTTDThread(); // synchronize and wait until save is finished to continue
+ // nonsense to do an autosave while we were still saving our game, so skip it
+ if (_do_autosave) return SL_OK;
+ }
+
+ /* Load a TTDLX or TTDPatch game */
if (mode == SL_OLD_LOAD) {
InitializeGame(8, 8); // set a mapsize of 256x256 for TTDPatch games or it might get confused
if (!LoadOldSaveGame(filename)) return SL_REINIT;
@@ -1262,12 +1285,6 @@ 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.");
@@ -1344,7 +1361,7 @@ int SaveOrLoad(const char *filename, int mode)
rewind(_sl.fh);
_sl.version = version = 0;
_sl.full_version = 0;
- fmt = _saveload_formats + 0; // LZO
+ fmt = _saveload_formats + 1; // LZO
break;
}