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authorrubidium <rubidium@openttd.org>2009-09-14 15:53:19 +0000
committerrubidium <rubidium@openttd.org>2009-09-14 15:53:19 +0000
commit14ea4e7672889df8810d487ed892c41c8f7bc8ef (patch)
treebacbc6aec93db46147289749f2282411c5bf4e67 /src
parent64bafcbe182ef539a31ffed9bd1f19ca0f7ae62a (diff)
downloadopenttd-14ea4e7672889df8810d487ed892c41c8f7bc8ef.tar.xz
(svn r17535) -Fix: compiling without networking failed; also unhackify the crash logger a bit.
Diffstat (limited to 'src')
-rw-r--r--src/crashlog.cpp6
-rw-r--r--src/saveload/saveload.cpp9
-rw-r--r--src/saveload/saveload.h2
3 files changed, 8 insertions, 9 deletions
diff --git a/src/crashlog.cpp b/src/crashlog.cpp
index 60679172f..af2bd69fd 100644
--- a/src/crashlog.cpp
+++ b/src/crashlog.cpp
@@ -16,7 +16,6 @@
#include "rev.h"
#include "string_func.h"
#include "strings_func.h"
-#include "network/network.h"
#include "blitter/factory.hpp"
#include "base_media_base.h"
#include "music/music_driver.hpp"
@@ -218,9 +217,8 @@ bool CrashLog::WriteSavegame(char *filename, const char *filename_last) const
seprintf(filename, filename_last, "%scrash.sav", _personal_dir);
- /* Fake ourselves to be a network server so we don't get threaded saving */
- _network_server = true;
- return SaveOrLoad(filename, SL_SAVE, NO_DIRECTORY) == SL_OK;
+ /* Don't do a threaded saveload. */
+ return SaveOrLoad(filename, SL_SAVE, NO_DIRECTORY, false) == SL_OK;
} catch (...) {
return false;
}
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index 39e6afa0e..5ec0a734e 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -1780,9 +1780,10 @@ void WaitTillSaved()
* handled. It opens the savegame, selects format and checks versions
* @param filename The name of the savegame being created/loaded
* @param mode Save or load. Load can also be a TTD(Patch) game. Use SL_LOAD, SL_OLD_LOAD or SL_SAVE
+ * @param threaded True when threaded saving is allowed
* @return Return the results of the action. SL_OK, SL_ERROR or SL_REINIT ("unload" the game)
*/
-SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
+SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded)
{
uint32 hdr[2];
const SaveLoadFormat *fmt;
@@ -1851,9 +1852,9 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
SlWriteFill(); // flush the save buffer
SaveFileStart();
- if (_network_server ||
- !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
- if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
+ if (_network_server) 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();
diff --git a/src/saveload/saveload.h b/src/saveload/saveload.h
index 765f99b0c..5d33c099f 100644
--- a/src/saveload/saveload.h
+++ b/src/saveload/saveload.h
@@ -47,7 +47,7 @@ enum SavegameType {
void GenerateDefaultSaveName(char *buf, const char *last);
void SetSaveLoadError(uint16 str);
const char *GetSaveLoadErrorString();
-SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb);
+SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded = true);
void WaitTillSaved();
void DoExitSave();