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authorrubidium <rubidium@openttd.org>2010-12-04 09:54:38 +0000
committerrubidium <rubidium@openttd.org>2010-12-04 09:54:38 +0000
commitbf7da9b3a889a699cb086879176a497058477992 (patch)
tree8d52f3c2a55382ef60eada704d40314a3bafdd9e /src/saveload
parenta7b9297d206f2373fd45cb3d575c963e8241232c (diff)
downloadopenttd-bf7da9b3a889a699cb086879176a497058477992.tar.xz
(svn r21379) -Codechange: move the actual save code into a separate function
Diffstat (limited to 'src/saveload')
-rw-r--r--src/saveload/saveload.cpp52
1 files changed, 33 insertions, 19 deletions
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index 49ecba4b4..0425e2671 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -2471,6 +2471,38 @@ void WaitTillSaved()
}
/**
+ * Actually perform the saving of the savegame.
+ * General tactic is to first save the game to memory, then write it to file
+ * using the writer, either in threaded mode if possible, or single-threaded.
+ * @param writer The filter to write the savegame to.
+ * @param threaded Whether to try to perform the saving asynchroniously.
+ */
+static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
+{
+ assert(!_ts.saveinprogress);
+
+ _sl.dumper = new MemoryDumper();
+ _sl.sf = writer;
+
+ _sl_version = SAVEGAME_VERSION;
+
+ SaveViewportBeforeSaveGame();
+ SlSaveChunks();
+
+ SaveFileStart();
+ if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
+ if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
+
+ SaveOrLoadResult result = SaveFileToDisk(false);
+ SaveFileDone();
+
+ return result;
+ }
+
+ return SL_OK;
+}
+
+/**
* Main Save or Load function where the high-level saveload functions are
* handled. It opens the savegame, selects format and checks versions
* @param filename The name of the savegame being created/loaded
@@ -2539,29 +2571,11 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
}
- /* 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: %08x; %02x; %s", _date, _date_fract, filename);
-
- _sl.dumper = new MemoryDumper();
- _sl.sf = new FileWriter(fh);
-
- _sl_version = SAVEGAME_VERSION;
-
- SaveViewportBeforeSaveGame();
- SlSaveChunks();
-
- SaveFileStart();
if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
- if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
- if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
- SaveOrLoadResult result = SaveFileToDisk(false);
- SaveFileDone();
-
- return result;
- }
+ return DoSave(new FileWriter(fh), threaded);
} else { // LOAD game
assert(mode == SL_LOAD || mode == SL_LOAD_CHECK);
DEBUG(desync, 1, "load: %s", filename);