summaryrefslogtreecommitdiff
path: root/src/saveload/saveload.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/saveload/saveload.cpp')
-rw-r--r--src/saveload/saveload.cpp127
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