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path: root/src/saveload/saveload.cpp
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2021-07-09Add #9188: netsave now keeps multiple version around, similar to autosave ↵Stephan
(#9395)
2021-07-08Fix: reduce the amount of debug messages on -dsl=2 (#9420)Patric Stout
LoadCheck makes it sound like something is really broken while loading savegames, while it really is perfectly normal, as most chunks do not implement LoadCheck.
2021-07-06Cleanup: Remove now unneeded ChunkHandler membersglx22
2021-07-06Codechange: Use static array of references to ChunkHandlerglx22
2021-07-06Codechange: Preparation for ChunkHandler subclassingglx22
2021-07-02Feature: framework to make savegames self-descriptivePatric Stout
We won't be able to make it fully self-descriptive (looking at you MAP-chunks), but anything else can. With this framework, we can add headers for each chunk explaining how each chunk looks like in detail. They also will all be tables, making it a lot easier to read in external tooling, and opening the way to consider a database (like SQLite) to use as savegame format. Lastly, with the headers in the savegame, you can freely add fields without needing a savegame version bump; older versions of OpenTTD will simply ignore the new field. This also means we can remove all the SLE_CONDNULL, as they are irrelevant. The next few commits will start using this framework.
2021-06-15Codechange: mark chunks that are not stored as CH_READONLYPatric Stout
This makes it easier to spot chunks that have a save_proc that is a nullptr, but also prevents confusion, where it looks like the CH_ type of a chunk has influence on how it is being read. It is not, it is only used for saving.
2021-06-15Codechange: add the ability to save/load a std::vectorPatric Stout
std::vector<bool> is not possible, as .. that is a nice special case in C++. This new type will be used in next commit.
2021-06-15Change: prefix SL_ARR with the length of the arrayPatric Stout
This means that during loading we can validate that what is saved is also that what is expected. Additionally, this makes all list types similar to how they are stored on disk: First a gamma to indicate length, followed by the data. The size still depends on the type.
2021-06-15Codechange: make it more obvious SlArray supports SLE_VAR_NULLPatric Stout
In the end, the code was already doing the right thing, but a few functions deep, and not really obvious. When validating what objects can handle SLE_VAR_NULL, it is nicer to just have this obvious.
2021-06-15Codechange: use SL_NULL if you want to store null-bytes or load to nothingPatric Stout
Using SL_ARR for this gives us a bit of trouble later on, where we add a length-field to SL_ARR. This of course is not the intention of SLE_CONDNULL. So better seperate it.
2021-06-15Change: switch SL_DEQUE and SL_REFLIST length field to a gammaPatric Stout
The current SaveLoad is a bit inconsistent how long a length field is. Sometimes it is a 32bit, sometimes a gamma. Make it consistent across the board by making them all gammas.
2021-06-15Change: indicate in the savegame if a SL_STRUCT contains any dataPatric Stout
This helps external tooling to understand if a SL_STRUCT should be skipped when reading. Basically, this transforms an SL_STRUCT into a SL_STRUCTLIST with either 0 or 1 length.
2021-06-15Change: store length of SL_STRUCTLIST in the savegamePatric Stout
This wasn't consistently done, and often variables were used that were read by an earlier blob. By moving it next to the struct itself, the code becomes a bit more self-contained and easier to read. Additionally, this allows for external tooling to know how many structs to expect, instead of having to know where to find the length-field or a hard-coded value that can change at any moment.
2021-06-14Codechange: remove the special station/vehicle code from SaveLoadPatric Stout
With the new SLEG_STRUCT it is much easier to embed a struct in a struct, where the sub-struct has limitations on when it is being used. This makes both the code easier to read (less magic) and avoids the SaveLoad needing to know all these things about Stations and Vehicles.
2021-06-14Codechange: ability to store structs and list of structs in savegamesPatric Stout
The commits following this will use this new functionality. Currently, a few places do this manually. This has as drawback that the Save() and Load() code need to be in sync, and that any change can result in (old) savegames no longer loading. In general, it is annoying code to maintain. By putting everything in a description table, and use that for both Save() and Load(), it becomes easier to see what is going on, and hopefully less likely for people to make mistakes.
2021-06-13Codechange: convert printf DEBUG statements to fmt Debug statementsrubidium42
2021-06-10Codechange: rename SL_LST to SL_REFLIST to highlight the "reference" partPatric Stout
You can easily mistake SlList / SL_LST to be a list of SL_VAR, but it is a list of SL_REF. With this rename, it hopefully saves a few people from "wtf?" moments.
2021-06-10Codechange: refactor SlList to use SlStorageHelperPatric Stout
2021-06-10Codechange: refactor SlDequeueHelper to work with unsigned and be more genericPatric Stout
Future additions will start using it for std::list too.
2021-06-10Codechange: use wrappers to get Var[Mem|File]Type, instead of GB()Patric Stout
2021-06-10Codechange: move GetVariableAddress inside SlObjectMemberPatric Stout
Also move it to static, as nobody else is using it.
2021-06-07Codechange: make [Save|Load]Settings() behave more like other Save/Load code ↵Patric Stout
(#9335) Prepare the full description and send it to SlObject. This does require some code to be able to read to a SLE_VAR_NULL, like strings etc, as there is no way to know their length beforehand.
2021-06-06Codechange: move SLF_NO_NETWORK_SYNC into settingsPatric Stout
It is a settings-only flag, so don't pollute SaveLoad code with it.
2021-06-06Codechange: move SLF_NOT_IN_SAVE into settingsPatric Stout
It is a settings-only flag, so don't pollute SaveLoad code with it.
2021-06-06Codechange: Remove FOR_ALL_CHUNK_HANDLERSglx22
Co-Authored-By: Patric Stout <truebrain@openttd.org>
2021-06-03Codechange: use "[[maybe_unused]]" instead of a wide variety of other ways ↵Patric Stout
we had While at it, replace OTTD_ASSERT with WITH_ASSERT, as this is always set if assert() is valid. No matter if NDEBUG is set or not.
2021-05-31Codechange: C++-ify lists for SaveLoad (#9323)Patric Stout
Basically, this changes "SaveLoad *" to either: 1) "SaveLoadTable" if a list of SaveLoads was meant 2) "SaveLoad &" if a single entry was meant As added bonus, this removes SL_END / SLE_END / SLEG_END. This also adds core/span.hpp, a "std::span"-lite.
2021-05-29Codechange: rename str_validate to StrMakeValid(InPlace) (#9304)Patric Stout
This to be more explicit the function changes the value, and not returns yes/no.
2021-05-15Change: Use gender-neutral pronounsrubidium42
2021-05-13Codechange: clean up C-string support from settingsrubidium42
2021-05-13Codechange: move misc settings to std::stringrubidium42
2021-04-29Fix: [MinGW] Set minimum OS version to Windows XP (#9135)Loïc Guilloux
2021-02-28Add: settings to limit your fast-forward game speedPatric Stout
By default this setting is set to 2500% normal game speed.
2021-01-08Codechange: Remove min/max functions in favour of STL variants (#8502)Charles Pigott
2021-01-01Codechange: move some DEBUG-levels and remove some others in saveload ↵Patric Stout
routine (#8474) When running with -dsl=2 it is very easy to miss important information as there was a lot of noise in between too. This tunes the debug levels a bit to be less noisy while keeping the important bits.
2020-12-27Codechange: Even more std::string usage in file IO.Michael Lutz
2020-12-27Codechange: Convert some more FIO functions to take std::string.Michael Lutz
2020-12-27Codechange: Replace assert_compile macro with static_assertCharles Pigott
2020-12-27Cleanup: Remove unused ChunkType flag CH_AUTO_LENGTHcirdan
CH_AUTO_LENGTH is no longer used anywhere, so remove all code that depends on it.
2020-12-22Fix: next 67 savegame versions are used in PatchPacks; skip them (#8411)Patric Stout
Various of PatchPacks (Spring 2013, Joker, ChillPP) used versions slightly higher than ours. Of course, as time went by, this caught up with us, and we are now almost pushing a new version that would conflict with them. To avoid users creating unneeded issues about "why can I not load my savegame", lets be ahead of the curve and flat-out refuse to load them. Version-wise, this is totally fine. We have ~32k versions to go before we run out (0x8000 is masked by JGRPP; we should avoid using that). At the rate we bump savegames, this is not going to happen in any sane reality.
2020-12-15Add: support for emscripten (play-OpenTTD-in-the-browser)Patric Stout
Emscripten compiles to WASM, which can be loaded via HTML / JavaScript. This allows you to play OpenTTD inside a browser. Co-authored-by: milek7 <me@milek7.pl>
2020-12-06Codechange: don't do work GetVariableAddress() is already doingPatric Stout
2020-06-28Codechange: Move SlSkipBytes to saveload.hJonathan G Rennison
2020-05-21Codechange: Use std::string for most of the user-settable custom names.Michael Lutz
2020-05-21Codechange: Store GS lang texts in std::strings.Michael Lutz
2020-05-10Fix: Stop any gamelog action when recovering from SlError()glx
2020-01-12Fix #7925: Reset temporary saveload data at the start of loading a savegame ↵frosch
instead of at the end. Otherwise temporary data may be passed from an aborted load action to the next load action.
2019-12-21Codechange: Replace FOR_ALL_COMPANIES with range-based for loopsglx
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt