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authorrubidium <rubidium@openttd.org>2008-12-29 21:50:25 +0000
committerrubidium <rubidium@openttd.org>2008-12-29 21:50:25 +0000
commit3c6add5293f64f7335fe0ef84606b146ce21a117 (patch)
treeaec6feff3be34ba1d2dd8bd06c23da37e33ff3c1 /src/saveload.cpp
parentad1c52abf86d241c024a29b5e6d1c2f10f072d1f (diff)
downloadopenttd-3c6add5293f64f7335fe0ef84606b146ce21a117.tar.xz
(svn r14772) -Codechange: make the "dump log of game to reproduce" desync debug stuff a runtime configurable debug option instead of a compile time option.
Diffstat (limited to 'src/saveload.cpp')
-rw-r--r--src/saveload.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/saveload.cpp b/src/saveload.cpp
index 06789e8b0..968e48911 100644
--- a/src/saveload.cpp
+++ b/src/saveload.cpp
@@ -1687,6 +1687,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
/* 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 */
+ DEBUG(desync, 1, "save: %s\n", filename);
fmt = GetSavegameFormat("memory"); // write to memory
_sl.write_bytes = fmt->writer;
@@ -1714,7 +1715,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
}
} else { /* LOAD game */
assert(mode == SL_LOAD);
- DebugDumpCommands("ddc:load:%s\n", filename);
+ DEBUG(desync, 1, "load: %s\n", filename);
if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);