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-rw-r--r--src/saveload/order_sl.cpp60
1 files changed, 60 insertions, 0 deletions
diff --git a/src/saveload/order_sl.cpp b/src/saveload/order_sl.cpp
index 71bb09bd0..a8459a652 100644
--- a/src/saveload/order_sl.cpp
+++ b/src/saveload/order_sl.cpp
@@ -11,7 +11,9 @@
#include "../stdafx.h"
#include "../order_base.h"
+#include "../order_backup.h"
#include "../settings_type.h"
+#include "../network/network.h"
#include "saveload.h"
@@ -235,7 +237,65 @@ static void Ptrs_ORDL()
}
}
+const SaveLoad *GetOrderBackupDescription()
+{
+ static const SaveLoad _order_backup_desc[] = {
+ SLE_VAR(OrderBackup, user, SLE_UINT32),
+ SLE_VAR(OrderBackup, tile, SLE_UINT32),
+ SLE_VAR(OrderBackup, group, SLE_UINT16),
+ SLE_VAR(OrderBackup, service_interval, SLE_INT32),
+ SLE_STR(OrderBackup, name, SLE_STR, 0),
+ SLE_VAR(OrderBackup, clone, SLE_UINT16),
+ SLE_VAR(OrderBackup, orderindex, SLE_UINT8),
+ SLE_REF(OrderBackup, orders, REF_ORDER),
+ SLE_END()
+ };
+
+ return _order_backup_desc;
+}
+
+static void Save_BKOR()
+{
+ /* We only save this when we're a network server
+ * as we want this information on our clients. For
+ * normal games this information isn't needed. */
+ if (!_networking || !_network_server) return;
+
+ OrderBackup *ob;
+ FOR_ALL_ORDER_BACKUPS(ob) {
+ SlSetArrayIndex(ob->index);
+ SlObject(ob, GetOrderBackupDescription());
+ }
+}
+
+void Load_BKOR()
+{
+ int index;
+
+ while ((index = SlIterateArray()) != -1) {
+ /* set num_orders to 0 so it's a valid OrderList */
+ OrderBackup *ob = new (index) OrderBackup();
+ SlObject(ob, GetOrderBackupDescription());
+ }
+
+ /* If we are a network server, then we just loaded
+ * a previously saved-by-server savegame. There are
+ * no clients with a backup anymore, so clear it. */
+ if (_networking && _network_server) {
+ _order_backup_pool.CleanPool();
+ }
+}
+
+static void Ptrs_BKOR()
+{
+ OrderBackup *ob;
+ FOR_ALL_ORDER_BACKUPS(ob) {
+ SlObject(ob, GetOrderBackupDescription());
+ }
+}
+
extern const ChunkHandler _order_chunk_handlers[] = {
+ { 'BKOR', Save_BKOR, Load_BKOR, Ptrs_BKOR, NULL, CH_ARRAY},
{ 'ORDR', Save_ORDR, Load_ORDR, Ptrs_ORDR, NULL, CH_ARRAY},
{ 'ORDL', Save_ORDL, Load_ORDL, Ptrs_ORDL, NULL, CH_ARRAY | CH_LAST},
};