diff options
Diffstat (limited to 'src/saveload/saveload.cpp')
-rw-r--r-- | src/saveload/saveload.cpp | 127 |
1 files changed, 34 insertions, 93 deletions
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp index 635d05072..d196dd3fd 100644 --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -46,6 +46,7 @@ #include "table/strings.h" #include "saveload_internal.h" +#include "saveload_filter.h" /* * Previous savegame versions, the trunk revision where they were @@ -246,43 +247,6 @@ enum NeedLength { /** Save in chunks of 128 KiB. */ static const size_t MEMORY_CHUNK_SIZE = 128 * 1024; -/** Interface for filtering a savegame till it is loaded. */ -struct LoadFilter { - /** Chained to the (savegame) filters. */ - LoadFilter *chain; - - /** - * Initialise this filter. - * @param chain The next filter in this chain. - */ - LoadFilter(LoadFilter *chain) : chain(chain) - { - } - - /** Make sure the writers are properly closed. */ - virtual ~LoadFilter() - { - delete this->chain; - } - - /** - * Read a given number of bytes from the savegame. - * @param buf The bytes to read. - * @param len The number of bytes to read. - * @return The number of actually read bytes. - */ - virtual size_t Read(byte *buf, size_t len) = 0; - - /** - * Reset this filter to read from the beginning of the file. - */ - virtual void Reset() - { - this->chain->Reset(); - } -}; - - /** A buffer for reading (and buffering) savegame data. */ struct ReadBuffer { byte buf[MEMORY_CHUNK_SIZE]; ///< Buffer we're going to read from. @@ -324,62 +288,6 @@ struct ReadBuffer { }; -/** - * Instantiator for a load filter. - * @param chain The next filter in this chain. - * @tparam T The type of load filter to create. - */ -template <typename T> LoadFilter *CreateLoadFilter(LoadFilter *chain) -{ - return new T(chain); -} - -/** Interface for filtering a savegame till it is written. */ -struct SaveFilter { - /** Chained to the (savegame) filters. */ - SaveFilter *chain; - - /** - * Initialise this filter. - * @param chain The next filter in this chain. - */ - SaveFilter(SaveFilter *chain) : chain(chain) - { - } - - /** Make sure the writers are properly closed. */ - virtual ~SaveFilter() - { - delete this->chain; - } - - /** - * Write a given number of bytes into the savegame. - * @param buf The bytes to write. - * @param len The number of bytes to write. - */ - virtual void Write(byte *buf, size_t len) = 0; - - /** - * Prepare everything to finish writing the savegame. - */ - virtual void Finish() - { - if (this->chain != NULL) this->chain->Finish(); - } -}; - -/** - * Instantiator for a save filter. - * @param chain The next filter in this chain. - * @param compression_level The requested level of compression. - * @tparam T The type of save filter to create. - */ -template <typename T> SaveFilter *CreateSaveFilter(SaveFilter *chain, byte compression_level) -{ - return new T(chain, compression_level); -} - /** Container for dumping the savegame (quickly) to memory. */ struct MemoryDumper { AutoFreeSmallVector<byte *, 16> blocks; ///< Buffer with blocks of allocated memory. @@ -2518,6 +2426,23 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded) } /** + * Save the game using a (writer) filter. + * @param writer The filter to write the savegame to. + * @param threaded Whether to try to perform the saving asynchroniously. + * @return Return the result of the action. #SL_OK or #SL_ERROR + */ +SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded) +{ + try { + _sl.action = SLA_SAVE; + return DoSave(writer, threaded); + } catch (...) { + ClearSaveLoadState(); + return SL_ERROR; + } +} + +/** * Actually perform the loading of a "non-old" savegame. * @param reader The filter to read the savegame from. * @param load_check Whether to perform the checking ("preview") or actually load the game. @@ -2660,6 +2585,22 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check) } /** + * Load the game using a (reader) filter. + * @param reader The filter to read the savegame from. + * @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game) + */ +SaveOrLoadResult LoadWithFilter(LoadFilter *reader) +{ + try { + _sl.action = SLA_LOAD; + return DoLoad(reader, false); + } catch (...) { + ClearSaveLoadState(); + return SL_REINIT; + } +} + +/** * 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 |