diff options
Diffstat (limited to 'src/saveload.cpp')
-rw-r--r-- | src/saveload.cpp | 294 |
1 files changed, 145 insertions, 149 deletions
diff --git a/src/saveload.cpp b/src/saveload.cpp index 535b5c9ef..3a5fbdc7b 100644 --- a/src/saveload.cpp +++ b/src/saveload.cpp @@ -27,7 +27,6 @@ #include "variables.h" #include "table/strings.h" #include "strings.h" -#include <setjmp.h> #include <list> extern const uint16 SAVEGAME_VERSION = 73; @@ -68,7 +67,6 @@ static struct { void (*excpt_uninit)(); ///< the function to execute on any encountered error StringID error_str; ///< the translateable error message to show char *extra_msg; ///< the error message - jmp_buf excpt; ///< @todo used to jump to "exception handler"; really ugly } _sl; @@ -143,7 +141,7 @@ static void NORETURN SlError(StringID string, const char *extra_msg = NULL) _sl.error_str = string; free(_sl.extra_msg); _sl.extra_msg = (extra_msg == NULL) ? NULL : strdup(extra_msg); - longjmp(_sl.excpt, 0); + throw std::exception(); } /** Read in a single byte from file. If the temporary buffer is full, @@ -1521,9 +1519,42 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded) uint32 hdr[2]; _sl.excpt_uninit = NULL; - /* XXX - Setup setjmp error handler if an error occurs anywhere deep during - * loading/saving execute a longjmp() and continue execution here */ - if (setjmp(_sl.excpt)) { + try { + fmt = GetSavegameFormat(_savegame_format); + + /* We have written our stuff to memory, now write it to file! */ + hdr[0] = fmt->tag; + hdr[1] = TO_BE32(SAVEGAME_VERSION << 16); + if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE); + + if (!fmt->init_write()) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor"); + + { + uint i; + uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS; + + assert(_ts.count == _sl.offs_base); + for (i = 0; i != _Savegame_pool.GetBlockCount() - 1; i++) { + _sl.buf = _Savegame_pool.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 = _Savegame_pool.blocks[i]; + fmt->writer(_ts.count - (i * count)); + } + + fmt->uninit_write(); + assert(_ts.count == _sl.offs_base); + GetSavegameFormat("memory")->uninit_write(); // clean the memorypool + fclose(_sl.fh); + + if (threaded) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE); + + return SL_OK; + } + catch (...) { AbortSaveLoad(); if (_sl.excpt_uninit != NULL) _sl.excpt_uninit(); @@ -1537,40 +1568,6 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded) } return SL_ERROR; } - - fmt = GetSavegameFormat(_savegame_format); - - /* We have written our stuff to memory, now write it to file! */ - hdr[0] = fmt->tag; - hdr[1] = TO_BE32(SAVEGAME_VERSION << 16); - if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE); - - if (!fmt->init_write()) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor"); - - { - uint i; - uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS; - - assert(_ts.count == _sl.offs_base); - for (i = 0; i != _Savegame_pool.GetBlockCount() - 1; i++) { - _sl.buf = _Savegame_pool.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 = _Savegame_pool.blocks[i]; - fmt->writer(_ts.count - (i * count)); - } - - fmt->uninit_write(); - assert(_ts.count == _sl.offs_base); - GetSavegameFormat("memory")->uninit_write(); // clean the memorypool - fclose(_sl.fh); - - if (threaded) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE); - - return SL_OK; } static void* SaveFileToDiskThread(void *arg) @@ -1616,140 +1613,139 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb) return SL_OK; } - /* XXX - Setup setjmp error handler if an error occurs anywhere deep during - * loading/saving execute a longjmp() and continue execution here */ _sl.excpt_uninit = NULL; - if (setjmp(_sl.excpt)) { - AbortSaveLoad(); - - /* deinitialize compressor. */ - if (_sl.excpt_uninit != NULL) _sl.excpt_uninit(); + try { + _sl.fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb); - /* Skip the "color" character */ - ShowInfoF(GetSaveLoadErrorString() + 3); + /* Make it a little easier to load savegames from the console */ + if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR); + if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR); - /* A saver/loader exception!! reinitialize all variables to prevent crash! */ - return (mode == SL_LOAD) ? SL_REINIT : SL_ERROR; - } - - _sl.fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb); - - /* Make it a little easier to load savegames from the console */ - if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR); - if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR); + if (_sl.fh == NULL) { + SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE); + } - if (_sl.fh == NULL) { - SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE); - } + _sl.bufe = _sl.bufp = NULL; + _sl.offs_base = 0; + _sl.save = (mode != 0); + _sl.includes = _desc_includes; + _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 */ + if (mode == SL_SAVE) { /* SAVE game */ + fmt = GetSavegameFormat("memory"); // write to memory + + _sl.write_bytes = fmt->writer; + _sl.excpt_uninit = fmt->uninit_write; + if (!fmt->init_write()) { + DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name); + return AbortSaveLoad(); + } - _sl.bufe = _sl.bufp = NULL; - _sl.offs_base = 0; - _sl.save = (mode != 0); - _sl.includes = _desc_includes; - _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 */ - if (mode == SL_SAVE) { /* SAVE game */ - fmt = GetSavegameFormat("memory"); // write to memory - - _sl.write_bytes = fmt->writer; - _sl.excpt_uninit = fmt->uninit_write; - if (!fmt->init_write()) { - DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name); - return AbortSaveLoad(); - } + _sl_version = SAVEGAME_VERSION; - _sl_version = SAVEGAME_VERSION; + BeforeSaveGame(); + SlSaveChunks(); + SlWriteFill(); // flush the save buffer - BeforeSaveGame(); - SlSaveChunks(); - SlWriteFill(); // flush the save buffer + SaveFileStart(); + if (_network_server || + (save_thread = OTTDCreateThread(&SaveFileToDiskThread, NULL)) == NULL) { + if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode..."); - SaveFileStart(); - if (_network_server || - (save_thread = OTTDCreateThread(&SaveFileToDiskThread, NULL)) == NULL) { - if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode..."); + SaveOrLoadResult result = SaveFileToDisk(false); + SaveFileDone(); - SaveOrLoadResult result = SaveFileToDisk(false); - SaveFileDone(); + return result; + } + } else { /* LOAD game */ + assert(mode == SL_LOAD); + #ifdef DEBUG_DUMP_COMMANDS + debug_dump_commands("ddc:load:%s\n", filename); + #endif /* DUMP_COMMANDS */ + + if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE); + + /* see if we have any loader for this type. */ + for (fmt = _saveload_formats; ; fmt++) { + /* No loader found, treat as version 0 and use LZO format */ + if (fmt == endof(_saveload_formats)) { + DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format"); + #if defined(WINCE) + /* Of course some system had not to support rewind ;) */ + fseek(_sl.fh, 0L, SEEK_SET); + clearerr(_sl.fh); + #else + rewind(_sl.fh); + #endif + _sl_version = 0; + _sl_minor_version = 0; + fmt = _saveload_formats + 1; // LZO + break; + } - return result; - } - } else { /* LOAD game */ - assert(mode == SL_LOAD); -#ifdef DEBUG_DUMP_COMMANDS - debug_dump_commands("ddc:load:%s\n", filename); -#endif /* DUMP_COMMANDS */ + if (fmt->tag == hdr[0]) { + /* check version number */ + _sl_version = TO_BE32(hdr[1]) >> 16; + /* Minor is not used anymore from version 18.0, but it is still needed + * in versions before that (4 cases) which can't be removed easy. + * Therefor it is loaded, but never saved (or, it saves a 0 in any scenario). + * So never EVER use this minor version again. -- TrueLight -- 22-11-2005 */ + _sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF; - if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE); + DEBUG(sl, 1, "Loading savegame version %d", _sl_version); - /* see if we have any loader for this type. */ - for (fmt = _saveload_formats; ; fmt++) { - /* No loader found, treat as version 0 and use LZO format */ - if (fmt == endof(_saveload_formats)) { - DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format"); -#if defined(WINCE) - /* Of course some system had not to support rewind ;) */ - fseek(_sl.fh, 0L, SEEK_SET); - clearerr(_sl.fh); -#else - rewind(_sl.fh); -#endif - _sl_version = 0; - _sl_minor_version = 0; - fmt = _saveload_formats + 1; // LZO - break; + /* Is the version higher than the current? */ + if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME); + break; + } } - if (fmt->tag == hdr[0]) { - /* check version number */ - _sl_version = TO_BE32(hdr[1]) >> 16; - /* Minor is not used anymore from version 18.0, but it is still needed - * in versions before that (4 cases) which can't be removed easy. - * Therefor it is loaded, but never saved (or, it saves a 0 in any scenario). - * So never EVER use this minor version again. -- TrueLight -- 22-11-2005 */ - _sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF; + _sl.read_bytes = fmt->reader; + _sl.excpt_uninit = fmt->uninit_read; - DEBUG(sl, 1, "Loading savegame version %d", _sl_version); + /* loader for this savegame type is not implemented? */ + if (fmt->init_read == NULL) { + char err_str[64]; + snprintf(err_str, lengthof(err_str), "Loader for '%s' is not available.", fmt->name); + SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str); + } - /* Is the version higher than the current? */ - if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME); - break; + if (!fmt->init_read()) { + char err_str[64]; + snprintf(err_str, lengthof(err_str), "Initializing loader '%s' failed", fmt->name); + SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str); } - } - _sl.read_bytes = fmt->reader; - _sl.excpt_uninit = fmt->uninit_read; + /* Old maps were hardcoded to 256x256 and thus did not contain + * any mapsize information. Pre-initialize to 256x256 to not to + * confuse old games */ + InitializeGame(IG_DATE_RESET, 256, 256); - /* loader for this savegame type is not implemented? */ - if (fmt->init_read == NULL) { - char err_str[64]; - snprintf(err_str, lengthof(err_str), "Loader for '%s' is not available.", fmt->name); - SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str); - } + SlLoadChunks(); + fmt->uninit_read(); + fclose(_sl.fh); - if (!fmt->init_read()) { - char err_str[64]; - snprintf(err_str, lengthof(err_str), "Initializing loader '%s' failed", fmt->name); - SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str); + /* After loading fix up savegame for any internal changes that + * might've occured since then. If it fails, load back the old game */ + if (!AfterLoadGame()) return SL_REINIT; } - /* Old maps were hardcoded to 256x256 and thus did not contain - * any mapsize information. Pre-initialize to 256x256 to not to - * confuse old games */ - InitializeGame(IG_DATE_RESET, 256, 256); + return SL_OK; + } + catch (...) { + AbortSaveLoad(); - SlLoadChunks(); - fmt->uninit_read(); - fclose(_sl.fh); + /* deinitialize compressor. */ + if (_sl.excpt_uninit != NULL) _sl.excpt_uninit(); - /* After loading fix up savegame for any internal changes that - * might've occured since then. If it fails, load back the old game */ - if (!AfterLoadGame()) return SL_REINIT; - } + /* Skip the "color" character */ + ShowInfoF(GetSaveLoadErrorString() + 3); - return SL_OK; + /* A saver/loader exception!! reinitialize all variables to prevent crash! */ + return (mode == SL_LOAD) ? SL_REINIT : SL_ERROR; + } } /** Do a save when exiting the game (patch option) _patches.autosave_on_exit */ |