/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/**
* @file saveload.cpp
* All actions handling saving and loading goes on in this file. The general actions
* are as follows for saving a game (loading is analogous):
*
* - initialize the writer by creating a temporary memory-buffer for it
*
- go through all to-be saved elements, each 'chunk' (#ChunkHandler) prefixed by a label
*
- use their description array (#SaveLoad) to know what elements to save and in what version
* of the game it was active (used when loading)
*
- write all data byte-by-byte to the temporary buffer so it is endian-safe
*
- when the buffer is full; flush it to the output (eg save to file) (_sl.buf, _sl.bufp, _sl.bufe)
*
- repeat this until everything is done, and flush any remaining output to file
*
*/
#include "../stdafx.h"
#include "../debug.h"
#include "../station_base.h"
#include "../thread/thread.h"
#include "../town.h"
#include "../network/network.h"
#include "../window_func.h"
#include "../strings_func.h"
#include "../core/endian_func.hpp"
#include "../vehicle_base.h"
#include "../company_func.h"
#include "../date_func.h"
#include "../autoreplace_base.h"
#include "../roadstop_base.h"
#include "../linkgraph/linkgraph.h"
#include "../linkgraph/linkgraphjob.h"
#include "../statusbar_gui.h"
#include "../fileio_func.h"
#include "../gamelog.h"
#include "../string_func.h"
#include "../fios.h"
#include "../error.h"
#include "table/strings.h"
#include "saveload_internal.h"
#include "saveload_filter.h"
/*
* Previous savegame versions, the trunk revision where they were
* introduced and the released version that had that particular
* savegame version.
* Up to savegame version 18 there is a minor version as well.
*
* 1.0 0.1.x, 0.2.x
* 2.0 0.3.0
* 2.1 0.3.1, 0.3.2
* 3.x lost
* 4.0 1
* 4.1 122 0.3.3, 0.3.4
* 4.2 1222 0.3.5
* 4.3 1417
* 4.4 1426
* 5.0 1429
* 5.1 1440
* 5.2 1525 0.3.6
* 6.0 1721
* 6.1 1768
* 7.0 1770
* 8.0 1786
* 9.0 1909
* 10.0 2030
* 11.0 2033
* 11.1 2041
* 12.1 2046
* 13.1 2080 0.4.0, 0.4.0.1
* 14.0 2441
* 15.0 2499
* 16.0 2817
* 16.1 3155
* 17.0 3212
* 17.1 3218
* 18 3227
* 19 3396
* 20 3403
* 21 3472 0.4.x
* 22 3726
* 23 3915
* 24 4150
* 25 4259
* 26 4466
* 27 4757
* 28 4987
* 29 5070
* 30 5946
* 31 5999
* 32 6001
* 33 6440
* 34 6455
* 35 6602
* 36 6624
* 37 7182
* 38 7195
* 39 7269
* 40 7326
* 41 7348 0.5.x
* 42 7573
* 43 7642
* 44 8144
* 45 8501
* 46 8705
* 47 8735
* 48 8935
* 49 8969
* 50 8973
* 51 8978
* 52 9066
* 53 9316
* 54 9613
* 55 9638
* 56 9667
* 57 9691
* 58 9762
* 59 9779
* 60 9874
* 61 9892
* 62 9905
* 63 9956
* 64 10006
* 65 10210
* 66 10211
* 67 10236
* 68 10266
* 69 10319
* 70 10541
* 71 10567
* 72 10601
* 73 10903
* 74 11030
* 75 11107
* 76 11139
* 77 11172
* 78 11176
* 79 11188
* 80 11228
* 81 11244
* 82 11410
* 83 11589
* 84 11822
* 85 11874
* 86 12042
* 87 12129
* 88 12134
* 89 12160
* 90 12293
* 91 12347
* 92 12381 0.6.x
* 93 12648
* 94 12816
* 95 12924
* 96 13226
* 97 13256
* 98 13375
* 99 13838
* 100 13952
* 101 14233
* 102 14332
* 103 14598
* 104 14735
* 105 14803
* 106 14919
* 107 15027
* 108 15045
* 109 15075
* 110 15148
* 111 15190
* 112 15290
* 113 15340
* 114 15601
* 115 15695
* 116 15893 0.7.x
* 117 16037
* 118 16129
* 119 16242
* 120 16439
* 121 16694
* 122 16855
* 123 16909
* 124 16993
* 125 17113
* 126 17433
* 127 17439
* 128 18281
* 129 18292
* 130 18404
* 131 18481
* 132 18522
* 133 18674
* 134 18703
* 135 18719
* 136 18764
* 137 18912
* 138 18942 1.0.x
* 139 19346
* 140 19382
* 141 19799
* 142 20003
* 143 20048
* 144 20334
* 145 20376
* 146 20446
* 147 20621
* 148 20659
* 149 20832
* 150 20857
* 151 20918
* 152 21171
* 153 21263
* 154 21426
* 155 21453
* 156 21728
* 157 21862
* 158 21933
* 159 21962
* 160 21974 1.1.x
* 161 22567
* 162 22713
* 163 22767
* 164 23290
* 165 23304
* 166 23415
* 167 23504
* 168 23637
* 169 23816
* 170 23826
* 171 23835
* 172 23947
* 173 23967 1.2.0-RC1
* 174 23973 1.2.x
* 175 24136
* 176 24446
* 177 24619
* 178 24789
* 179 24810
* 180 24998 1.3.x
* 181 25012
* 182 25296
* 183 25363
* 184 25508
* 185 25620
* 186 TODO
*/
extern const uint16 SAVEGAME_VERSION = 186; ///< Current savegame version of OpenTTD.
SavegameType _savegame_type; ///< type of savegame we are loading
uint32 _ttdp_version; ///< version of TTDP savegame (if applicable)
uint16 _sl_version; ///< the major savegame version identifier
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
char _savegame_format[8]; ///< how to compress savegames
bool _do_autosave; ///< are we doing an autosave at the moment?
/** What are we currently doing? */
enum SaveLoadAction {
SLA_LOAD, ///< loading
SLA_SAVE, ///< saving
SLA_PTRS, ///< fixing pointers
SLA_NULL, ///< null all pointers (on loading error)
SLA_LOAD_CHECK, ///< partial loading into #_load_check_data
};
enum NeedLength {
NL_NONE = 0, ///< not working in NeedLength mode
NL_WANTLENGTH = 1, ///< writing length and data
NL_CALCLENGTH = 2, ///< need to calculate the length
};
/** Save in chunks of 128 KiB. */
static const size_t MEMORY_CHUNK_SIZE = 128 * 1024;
/** A buffer for reading (and buffering) savegame data. */
struct ReadBuffer {
byte buf[MEMORY_CHUNK_SIZE]; ///< Buffer we're going to read from.
byte *bufp; ///< Location we're at reading the buffer.
byte *bufe; ///< End of the buffer we can read from.
LoadFilter *reader; ///< The filter used to actually read.
size_t read; ///< The amount of read bytes so far from the filter.
/**
* Initialise our variables.
* @param reader The filter to actually read data.
*/
ReadBuffer(LoadFilter *reader) : bufp(NULL), bufe(NULL), reader(reader), read(0)
{
}
inline byte ReadByte()
{
if (this->bufp == this->bufe) {
size_t len = this->reader->Read(this->buf, lengthof(this->buf));
if (len == 0) SlErrorCorrupt("Unexpected end of chunk");
this->read += len;
this->bufp = this->buf;
this->bufe = this->buf + len;
}
return *this->bufp++;
}
/**
* Get the size of the memory dump made so far.
* @return The size.
*/
size_t GetSize() const
{
return this->read - (this->bufe - this->bufp);
}
};
/** Container for dumping the savegame (quickly) to memory. */
struct MemoryDumper {
AutoFreeSmallVector blocks; ///< Buffer with blocks of allocated memory.
byte *buf; ///< Buffer we're going to write to.
byte *bufe; ///< End of the buffer we write to.
/** Initialise our variables. */
MemoryDumper() : buf(NULL), bufe(NULL)
{
}
/**
* Write a single byte into the dumper.
* @param b The byte to write.
*/
inline void WriteByte(byte b)
{
/* Are we at the end of this chunk? */
if (this->buf == this->bufe) {
this->buf = CallocT(MEMORY_CHUNK_SIZE);
*this->blocks.Append() = this->buf;
this->bufe = this->buf + MEMORY_CHUNK_SIZE;
}
*this->buf++ = b;
}
/**
* Flush this dumper into a writer.
* @param writer The filter we want to use.
*/
void Flush(SaveFilter *writer)
{
uint i = 0;
size_t t = this->GetSize();
while (t > 0) {
size_t to_write = min(MEMORY_CHUNK_SIZE, t);
writer->Write(this->blocks[i++], to_write);
t -= to_write;
}
writer->Finish();
}
/**
* Get the size of the memory dump made so far.
* @return The size.
*/
size_t GetSize() const
{
return this->blocks.Length() * MEMORY_CHUNK_SIZE - (this->bufe - this->buf);
}
};
/** The saveload struct, containing reader-writer functions, buffer, version, etc. */
struct SaveLoadParams {
SaveLoadAction action; ///< are we doing a save or a load atm.
NeedLength need_length; ///< working in NeedLength (Autolength) mode?
byte block_mode; ///< ???
bool error; ///< did an error occur or not
size_t obj_len; ///< the length of the current object we are busy with
int array_index, last_array_index; ///< in the case of an array, the current and last positions
MemoryDumper *dumper; ///< Memory dumper to write the savegame to.
SaveFilter *sf; ///< Filter to write the savegame to.
ReadBuffer *reader; ///< Savegame reading buffer.
LoadFilter *lf; ///< Filter to read the savegame from.
StringID error_str; ///< the translatable error message to show
char *extra_msg; ///< the error message
byte ff_state; ///< The state of fast-forward when saving started.
bool saveinprogress; ///< Whether there is currently a save in progress.
};
static SaveLoadParams _sl; ///< Parameters used for/at saveload.
/* these define the chunks */
extern const ChunkHandler _gamelog_chunk_handlers[];
extern const ChunkHandler _map_chunk_handlers[];
extern const ChunkHandler _misc_chunk_handlers[];
extern const ChunkHandler _name_chunk_handlers[];
extern const ChunkHandler _cheat_chunk_handlers[] ;
extern const ChunkHandler _setting_chunk_handlers[];
extern const ChunkHandler _company_chunk_handlers[];
extern const ChunkHandler _engine_chunk_handlers[];
extern const ChunkHandler _veh_chunk_handlers[];
extern const ChunkHandler _waypoint_chunk_handlers[];
extern const ChunkHandler _depot_chunk_handlers[];
extern const ChunkHandler _order_chunk_handlers[];
extern const ChunkHandler _town_chunk_handlers[];
extern const ChunkHandler _sign_chunk_handlers[];
extern const ChunkHandler _station_chunk_handlers[];
extern const ChunkHandler _industry_chunk_handlers[];
extern const ChunkHandler _economy_chunk_handlers[];
extern const ChunkHandler _subsidy_chunk_handlers[];
extern const ChunkHandler _cargomonitor_chunk_handlers[];
extern const ChunkHandler _goal_chunk_handlers[];
extern const ChunkHandler _story_page_chunk_handlers[];
extern const ChunkHandler _ai_chunk_handlers[];
extern const ChunkHandler _game_chunk_handlers[];
extern const ChunkHandler _animated_tile_chunk_handlers[];
extern const ChunkHandler _newgrf_chunk_handlers[];
extern const ChunkHandler _group_chunk_handlers[];
extern const ChunkHandler _cargopacket_chunk_handlers[];
extern const ChunkHandler _autoreplace_chunk_handlers[];
extern const ChunkHandler _labelmaps_chunk_handlers[];
extern const ChunkHandler _linkgraph_chunk_handlers[];
extern const ChunkHandler _airport_chunk_handlers[];
extern const ChunkHandler _object_chunk_handlers[];
extern const ChunkHandler _persistent_storage_chunk_handlers[];
/** Array of all chunks in a savegame, \c NULL terminated. */
static const ChunkHandler * const _chunk_handlers[] = {
_gamelog_chunk_handlers,
_map_chunk_handlers,
_misc_chunk_handlers,
_name_chunk_handlers,
_cheat_chunk_handlers,
_setting_chunk_handlers,
_veh_chunk_handlers,
_waypoint_chunk_handlers,
_depot_chunk_handlers,
_order_chunk_handlers,
_industry_chunk_handlers,
_economy_chunk_handlers,
_subsidy_chunk_handlers,
_cargomonitor_chunk_handlers,
_goal_chunk_handlers,
_story_page_chunk_handlers,
_engine_chunk_handlers,
_town_chunk_handlers,
_sign_chunk_handlers,
_station_chunk_handlers,
_company_chunk_handlers,
_ai_chunk_handlers,
_game_chunk_handlers,
_animated_tile_chunk_handlers,
_newgrf_chunk_handlers,
_group_chunk_handlers,
_cargopacket_chunk_handlers,
_autoreplace_chunk_handlers,
_labelmaps_chunk_handlers,
_linkgraph_chunk_handlers,
_airport_chunk_handlers,
_object_chunk_handlers,
_persistent_storage_chunk_handlers,
NULL,
};
/**
* Iterate over all chunk handlers.
* @param ch the chunk handler iterator
*/
#define FOR_ALL_CHUNK_HANDLERS(ch) \
for (const ChunkHandler * const *chsc = _chunk_handlers; *chsc != NULL; chsc++) \
for (const ChunkHandler *ch = *chsc; ch != NULL; ch = (ch->flags & CH_LAST) ? NULL : ch + 1)
/** Null all pointers (convert index -> NULL) */
static void SlNullPointers()
{
_sl.action = SLA_NULL;
/* We don't want any savegame conversion code to run
* during NULLing; especially those that try to get
* pointers from other pools. */
_sl_version = SAVEGAME_VERSION;
DEBUG(sl, 1, "Nulling pointers");
FOR_ALL_CHUNK_HANDLERS(ch) {
if (ch->ptrs_proc != NULL) {
DEBUG(sl, 2, "Nulling pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
ch->ptrs_proc();
}
}
DEBUG(sl, 1, "All pointers nulled");
assert(_sl.action == SLA_NULL);
}
/**
* Error handler. Sets everything up to show an error message and to clean
* up the mess of a partial savegame load.
* @param string The translatable error message to show.
* @param extra_msg An extra error message coming from one of the APIs.
* @note This function does never return as it throws an exception to
* break out of all the saveload code.
*/
void NORETURN SlError(StringID string, const char *extra_msg)
{
/* Distinguish between loading into _load_check_data vs. normal save/load. */
if (_sl.action == SLA_LOAD_CHECK) {
_load_check_data.error = string;
free(_load_check_data.error_data);
_load_check_data.error_data = (extra_msg == NULL) ? NULL : strdup(extra_msg);
} else {
_sl.error_str = string;
free(_sl.extra_msg);
_sl.extra_msg = (extra_msg == NULL) ? NULL : strdup(extra_msg);
}
/* We have to NULL all pointers here; we might be in a state where
* the pointers are actually filled with indices, which means that
* when we access them during cleaning the pool dereferences of
* those indices will be made with segmentation faults as result. */
if (_sl.action == SLA_LOAD || _sl.action == SLA_PTRS) SlNullPointers();
throw std::exception();
}
/**
* Error handler for corrupt savegames. Sets everything up to show the
* error message and to clean up the mess of a partial savegame load.
* @param msg Location the corruption has been spotted.
* @note This function does never return as it throws an exception to
* break out of all the saveload code.
*/
void NORETURN SlErrorCorrupt(const char *msg)
{
SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, msg);
}
typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished.
static AsyncSaveFinishProc _async_save_finish = NULL; ///< Callback to call when the savegame loading is finished.
static ThreadObject *_save_thread; ///< The thread we're using to compress and write a savegame
/**
* Called by save thread to tell we finished saving.
* @param proc The callback to call when saving is done.
*/
static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
{
if (_exit_game) return;
while (_async_save_finish != NULL) CSleep(10);
_async_save_finish = proc;
}
/**
* Handle async save finishes.
*/
void ProcessAsyncSaveFinish()
{
if (_async_save_finish == NULL) return;
_async_save_finish();
_async_save_finish = NULL;
if (_save_thread != NULL) {
_save_thread->Join();
delete _save_thread;
_save_thread = NULL;
}
}
/**
* Wrapper for reading a byte from the buffer.
* @return The read byte.
*/
byte SlReadByte()
{
return _sl.reader->ReadByte();
}
/**
* Wrapper for writing a byte to the dumper.
* @param b The byte to write.
*/
void SlWriteByte(byte b)
{
_sl.dumper->WriteByte(b);
}
static inline int SlReadUint16()
{
int x = SlReadByte() << 8;
return x | SlReadByte();
}
static inline uint32 SlReadUint32()
{
uint32 x = SlReadUint16() << 16;
return x | SlReadUint16();
}
static inline uint64 SlReadUint64()
{
uint32 x = SlReadUint32();
uint32 y = SlReadUint32();
return (uint64)x << 32 | y;
}
static inline void SlWriteUint16(uint16 v)
{
SlWriteByte(GB(v, 8, 8));
SlWriteByte(GB(v, 0, 8));
}
static inline void SlWriteUint32(uint32 v)
{
SlWriteUint16(GB(v, 16, 16));
SlWriteUint16(GB(v, 0, 16));
}
static inline void SlWriteUint64(uint64 x)
{
SlWriteUint32((uint32)(x >> 32));
SlWriteUint32((uint32)x);
}
/**
* Read in bytes from the file/data structure but don't do
* anything with them, discarding them in effect
* @param length The amount of bytes that is being treated this way
*/
static inline void SlSkipBytes(size_t length)
{
for (; length != 0; length--) SlReadByte();
}
/**
* Read in the header descriptor of an object or an array.
* If the highest bit is set (7), then the index is bigger than 127
* elements, so use the next byte to read in the real value.
* The actual value is then both bytes added with the first shifted
* 8 bits to the left, and dropping the highest bit (which only indicated a big index).
* x = ((x & 0x7F) << 8) + SlReadByte();
* @return Return the value of the index
*/
static uint SlReadSimpleGamma()
{
uint i = SlReadByte();
if (HasBit(i, 7)) {
i &= ~0x80;
if (HasBit(i, 6)) {
i &= ~0x40;
if (HasBit(i, 5)) {
i &= ~0x20;
if (HasBit(i, 4)) {
SlErrorCorrupt("Unsupported gamma");
}
i = (i << 8) | SlReadByte();
}
i = (i << 8) | SlReadByte();
}
i = (i << 8) | SlReadByte();
}
return i;
}
/**
* Write the header descriptor of an object or an array.
* If the element is bigger than 127, use 2 bytes for saving
* and use the highest byte of the first written one as a notice
* that the length consists of 2 bytes, etc.. like this:
* 0xxxxxxx
* 10xxxxxx xxxxxxxx
* 110xxxxx xxxxxxxx xxxxxxxx
* 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
* @param i Index being written
*/
static void SlWriteSimpleGamma(size_t i)
{
if (i >= (1 << 7)) {
if (i >= (1 << 14)) {
if (i >= (1 << 21)) {
assert(i < (1 << 28));
SlWriteByte((byte)(0xE0 | (i >> 24)));
SlWriteByte((byte)(i >> 16));
} else {
SlWriteByte((byte)(0xC0 | (i >> 16)));
}
SlWriteByte((byte)(i >> 8));
} else {
SlWriteByte((byte)(0x80 | (i >> 8)));
}
}
SlWriteByte((byte)i);
}
/** Return how many bytes used to encode a gamma value */
static inline uint SlGetGammaLength(size_t i)
{
return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21));
}
static inline uint SlReadSparseIndex()
{
return SlReadSimpleGamma();
}
static inline void SlWriteSparseIndex(uint index)
{
SlWriteSimpleGamma(index);
}
static inline uint SlReadArrayLength()
{
return SlReadSimpleGamma();
}
static inline void SlWriteArrayLength(size_t length)
{
SlWriteSimpleGamma(length);
}
static inline uint SlGetArrayLength(size_t length)
{
return SlGetGammaLength(length);
}
/**
* Return the size in bytes of a certain type of normal/atomic variable
* as it appears in memory. See VarTypes
* @param conv VarType type of variable that is used for calculating the size
* @return Return the size of this type in bytes
*/
static inline uint SlCalcConvMemLen(VarType conv)
{
static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
byte length = GB(conv, 4, 4);
switch (length << 4) {
case SLE_VAR_STRB:
case SLE_VAR_STRBQ:
case SLE_VAR_STR:
case SLE_VAR_STRQ:
return SlReadArrayLength();
default:
assert(length < lengthof(conv_mem_size));
return conv_mem_size[length];
}
}
/**
* Return the size in bytes of a certain type of normal/atomic variable
* as it appears in a saved game. See VarTypes
* @param conv VarType type of variable that is used for calculating the size
* @return Return the size of this type in bytes
*/
static inline byte SlCalcConvFileLen(VarType conv)
{
static const byte conv_file_size[] = {1, 1, 2, 2, 4, 4, 8, 8, 2};
byte length = GB(conv, 0, 4);
assert(length < lengthof(conv_file_size));
return conv_file_size[length];
}
/** Return the size in bytes of a reference (pointer) */
static inline size_t SlCalcRefLen()
{
return IsSavegameVersionBefore(69) ? 2 : 4;
}
void SlSetArrayIndex(uint index)
{
_sl.need_length = NL_WANTLENGTH;
_sl.array_index = index;
}
static size_t _next_offs;
/**
* Iterate through the elements of an array and read the whole thing
* @return The index of the object, or -1 if we have reached the end of current block
*/
int SlIterateArray()
{
int index;
/* After reading in the whole array inside the loop
* we must have read in all the data, so we must be at end of current block. */
if (_next_offs != 0 && _sl.reader->GetSize() != _next_offs) SlErrorCorrupt("Invalid chunk size");
for (;;) {
uint length = SlReadArrayLength();
if (length == 0) {
_next_offs = 0;
return -1;
}
_sl.obj_len = --length;
_next_offs = _sl.reader->GetSize() + length;
switch (_sl.block_mode) {
case CH_SPARSE_ARRAY: index = (int)SlReadSparseIndex(); break;
case CH_ARRAY: index = _sl.array_index++; break;
default:
DEBUG(sl, 0, "SlIterateArray error");
return -1; // error
}
if (length != 0) return index;
}
}
/**
* Skip an array or sparse array
*/
void SlSkipArray()
{
while (SlIterateArray() != -1) {
SlSkipBytes(_next_offs - _sl.reader->GetSize());
}
}
/**
* Sets the length of either a RIFF object or the number of items in an array.
* This lets us load an object or an array of arbitrary size
* @param length The length of the sought object/array
*/
void SlSetLength(size_t length)
{
assert(_sl.action == SLA_SAVE);
switch (_sl.need_length) {
case NL_WANTLENGTH:
_sl.need_length = NL_NONE;
switch (_sl.block_mode) {
case CH_RIFF:
/* Ugly encoding of >16M RIFF chunks
* The lower 24 bits are normal
* The uppermost 4 bits are bits 24:27 */
assert(length < (1 << 28));
SlWriteUint32((uint32)((length & 0xFFFFFF) | ((length >> 24) << 28)));
break;
case CH_ARRAY:
assert(_sl.last_array_index <= _sl.array_index);
while (++_sl.last_array_index <= _sl.array_index) {
SlWriteArrayLength(1);
}
SlWriteArrayLength(length + 1);
break;
case CH_SPARSE_ARRAY:
SlWriteArrayLength(length + 1 + SlGetArrayLength(_sl.array_index)); // Also include length of sparse index.
SlWriteSparseIndex(_sl.array_index);
break;
default: NOT_REACHED();
}
break;
case NL_CALCLENGTH:
_sl.obj_len += (int)length;
break;
default: NOT_REACHED();
}
}
/**
* Save/Load bytes. These do not need to be converted to Little/Big Endian
* so directly write them or read them to/from file
* @param ptr The source or destination of the object being manipulated
* @param length number of bytes this fast CopyBytes lasts
*/
static void SlCopyBytes(void *ptr, size_t length)
{
byte *p = (byte *)ptr;
switch (_sl.action) {
case SLA_LOAD_CHECK:
case SLA_LOAD:
for (; length != 0; length--) *p++ = SlReadByte();
break;
case SLA_SAVE:
for (; length != 0; length--) SlWriteByte(*p++);
break;
default: NOT_REACHED();
}
}
/** Get the length of the current object */
size_t SlGetFieldLength()
{
return _sl.obj_len;
}
/**
* Return a signed-long version of the value of a setting
* @param ptr pointer to the variable
* @param conv type of variable, can be a non-clean
* type, eg one with other flags because it is parsed
* @return returns the value of the pointer-setting
*/
int64 ReadValue(const void *ptr, VarType conv)
{
switch (GetVarMemType(conv)) {
case SLE_VAR_BL: return (*(const bool *)ptr != 0);
case SLE_VAR_I8: return *(const int8 *)ptr;
case SLE_VAR_U8: return *(const byte *)ptr;
case SLE_VAR_I16: return *(const int16 *)ptr;
case SLE_VAR_U16: return *(const uint16*)ptr;
case SLE_VAR_I32: return *(const int32 *)ptr;
case SLE_VAR_U32: return *(const uint32*)ptr;
case SLE_VAR_I64: return *(const int64 *)ptr;
case SLE_VAR_U64: return *(const uint64*)ptr;
case SLE_VAR_NULL:return 0;
default: NOT_REACHED();
}
}
/**
* Write the value of a setting
* @param ptr pointer to the variable
* @param conv type of variable, can be a non-clean type, eg
* with other flags. It is parsed upon read
* @param val the new value being given to the variable
*/
void WriteValue(void *ptr, VarType conv, int64 val)
{
switch (GetVarMemType(conv)) {
case SLE_VAR_BL: *(bool *)ptr = (val != 0); break;
case SLE_VAR_I8: *(int8 *)ptr = val; break;
case SLE_VAR_U8: *(byte *)ptr = val; break;
case SLE_VAR_I16: *(int16 *)ptr = val; break;
case SLE_VAR_U16: *(uint16*)ptr = val; break;
case SLE_VAR_I32: *(int32 *)ptr = val; break;
case SLE_VAR_U32: *(uint32*)ptr = val; break;
case SLE_VAR_I64: *(int64 *)ptr = val; break;
case SLE_VAR_U64: *(uint64*)ptr = val; break;
case SLE_VAR_NAME: *(char**)ptr = CopyFromOldName(val); break;
case SLE_VAR_NULL: break;
default: NOT_REACHED();
}
}
/**
* Handle all conversion and typechecking of variables here.
* In the case of saving, read in the actual value from the struct
* and then write them to file, endian safely. Loading a value
* goes exactly the opposite way
* @param ptr The object being filled/read
* @param conv VarType type of the current element of the struct
*/
static void SlSaveLoadConv(void *ptr, VarType conv)
{
switch (_sl.action) {
case SLA_SAVE: {
int64 x = ReadValue(ptr, conv);
/* Write the value to the file and check if its value is in the desired range */
switch (GetVarFileType(conv)) {
case SLE_FILE_I8: assert(x >= -128 && x <= 127); SlWriteByte(x);break;
case SLE_FILE_U8: assert(x >= 0 && x <= 255); SlWriteByte(x);break;
case SLE_FILE_I16:assert(x >= -32768 && x <= 32767); SlWriteUint16(x);break;
case SLE_FILE_STRINGID:
case SLE_FILE_U16:assert(x >= 0 && x <= 65535); SlWriteUint16(x);break;
case SLE_FILE_I32:
case SLE_FILE_U32: SlWriteUint32((uint32)x);break;
case SLE_FILE_I64:
case SLE_FILE_U64: SlWriteUint64(x);break;
default: NOT_REACHED();
}
break;
}
case SLA_LOAD_CHECK:
case SLA_LOAD: {
int64 x;
/* Read a value from the file */
switch (GetVarFileType(conv)) {
case SLE_FILE_I8: x = (int8 )SlReadByte(); break;
case SLE_FILE_U8: x = (byte )SlReadByte(); break;
case SLE_FILE_I16: x = (int16 )SlReadUint16(); break;
case SLE_FILE_U16: x = (uint16)SlReadUint16(); break;
case SLE_FILE_I32: x = (int32 )SlReadUint32(); break;
case SLE_FILE_U32: x = (uint32)SlReadUint32(); break;
case SLE_FILE_I64: x = (int64 )SlReadUint64(); break;
case SLE_FILE_U64: x = (uint64)SlReadUint64(); break;
case SLE_FILE_STRINGID: x = RemapOldStringID((uint16)SlReadUint16()); break;
default: NOT_REACHED();
}
/* Write The value to the struct. These ARE endian safe. */
WriteValue(ptr, conv, x);
break;
}
case SLA_PTRS: break;
case SLA_NULL: break;
default: NOT_REACHED();
}
}
/**
* Calculate the net length of a string. This is in almost all cases
* just strlen(), but if the string is not properly terminated, we'll
* resort to the maximum length of the buffer.
* @param ptr pointer to the stringbuffer
* @param length maximum length of the string (buffer). If -1 we don't care
* about a maximum length, but take string length as it is.
* @return return the net length of the string
*/
static inline size_t SlCalcNetStringLen(const char *ptr, size_t length)
{
if (ptr == NULL) return 0;
return min(strlen(ptr), length - 1);
}
/**
* Calculate the gross length of the string that it
* will occupy in the savegame. This includes the real length, returned
* by SlCalcNetStringLen and the length that the index will occupy.
* @param ptr pointer to the stringbuffer
* @param length maximum length of the string (buffer size, etc.)
* @param conv type of data been used
* @return return the gross length of the string
*/
static inline size_t SlCalcStringLen(const void *ptr, size_t length, VarType conv)
{
size_t len;
const char *str;
switch (GetVarMemType(conv)) {
default: NOT_REACHED();
case SLE_VAR_STR:
case SLE_VAR_STRQ:
str = *(const char * const *)ptr;
len = SIZE_MAX;
break;
case SLE_VAR_STRB:
case SLE_VAR_STRBQ:
str = (const char *)ptr;
len = length;
break;
}
len = SlCalcNetStringLen(str, len);
return len + SlGetArrayLength(len); // also include the length of the index
}
/**
* Save/Load a string.
* @param ptr the string being manipulated
* @param length of the string (full length)
* @param conv must be SLE_FILE_STRING
*/
static void SlString(void *ptr, size_t length, VarType conv)
{
switch (_sl.action) {
case SLA_SAVE: {
size_t len;
switch (GetVarMemType(conv)) {
default: NOT_REACHED();
case SLE_VAR_STRB:
case SLE_VAR_STRBQ:
len = SlCalcNetStringLen((char *)ptr, length);
break;
case SLE_VAR_STR:
case SLE_VAR_STRQ:
ptr = *(char **)ptr;
len = SlCalcNetStringLen((char *)ptr, SIZE_MAX);
break;
}
SlWriteArrayLength(len);
SlCopyBytes(ptr, len);
break;
}
case SLA_LOAD_CHECK:
case SLA_LOAD: {
size_t len = SlReadArrayLength();
switch (GetVarMemType(conv)) {
default: NOT_REACHED();
case SLE_VAR_STRB:
case SLE_VAR_STRBQ:
if (len >= length) {
DEBUG(sl, 1, "String length in savegame is bigger than buffer, truncating");
SlCopyBytes(ptr, length);
SlSkipBytes(len - length);
len = length - 1;
} else {
SlCopyBytes(ptr, len);
}
break;
case SLE_VAR_STR:
case SLE_VAR_STRQ: // Malloc'd string, free previous incarnation, and allocate
free(*(char **)ptr);
if (len == 0) {
*(char **)ptr = NULL;
return;
} else {
*(char **)ptr = MallocT(len + 1); // terminating '\0'
ptr = *(char **)ptr;
SlCopyBytes(ptr, len);
}
break;
}
((char *)ptr)[len] = '\0'; // properly terminate the string
StringValidationSettings settings = SVS_REPLACE_WITH_QUESTION_MARK;
if ((conv & SLF_ALLOW_CONTROL) != 0) {
settings = settings | SVS_ALLOW_CONTROL_CODE;
if (IsSavegameVersionBefore(169)) {
str_fix_scc_encoded((char *)ptr, (char *)ptr + len);
}
}
if ((conv & SLF_ALLOW_NEWLINE) != 0) {
settings = settings | SVS_ALLOW_NEWLINE;
}
str_validate((char *)ptr, (char *)ptr + len, settings);
break;
}
case SLA_PTRS: break;
case SLA_NULL: break;
default: NOT_REACHED();
}
}
/**
* Return the size in bytes of a certain type of atomic array
* @param length The length of the array counted in elements
* @param conv VarType type of the variable that is used in calculating the size
*/
static inline size_t SlCalcArrayLen(size_t length, VarType conv)
{
return SlCalcConvFileLen(conv) * length;
}
/**
* Save/Load an array.
* @param array The array being manipulated
* @param length The length of the array in elements
* @param conv VarType type of the atomic array (int, byte, uint64, etc.)
*/
void SlArray(void *array, size_t length, VarType conv)
{
if (_sl.action == SLA_PTRS || _sl.action == SLA_NULL) return;
/* Automatically calculate the length? */
if (_sl.need_length != NL_NONE) {
SlSetLength(SlCalcArrayLen(length, conv));
/* Determine length only? */
if (_sl.need_length == NL_CALCLENGTH) return;
}
/* NOTICE - handle some buggy stuff, in really old versions everything was saved
* as a byte-type. So detect this, and adjust array size accordingly */
if (_sl.action != SLA_SAVE && _sl_version == 0) {
/* all arrays except difficulty settings */
if (conv == SLE_INT16 || conv == SLE_UINT16 || conv == SLE_STRINGID ||
conv == SLE_INT32 || conv == SLE_UINT32) {
SlCopyBytes(array, length * SlCalcConvFileLen(conv));
return;
}
/* used for conversion of Money 32bit->64bit */
if (conv == (SLE_FILE_I32 | SLE_VAR_I64)) {
for (uint i = 0; i < length; i++) {
((int64*)array)[i] = (int32)BSWAP32(SlReadUint32());
}
return;
}
}
/* If the size of elements is 1 byte both in file and memory, no special
* conversion is needed, use specialized copy-copy function to speed up things */
if (conv == SLE_INT8 || conv == SLE_UINT8) {
SlCopyBytes(array, length);
} else {
byte *a = (byte*)array;
byte mem_size = SlCalcConvMemLen(conv);
for (; length != 0; length --) {
SlSaveLoadConv(a, conv);
a += mem_size; // get size
}
}
}
/**
* Pointers cannot be saved to a savegame, so this functions gets
* the index of the item, and if not available, it hussles with
* pointers (looks really bad :()
* Remember that a NULL item has value 0, and all
* indices have +1, so vehicle 0 is saved as index 1.
* @param obj The object that we want to get the index of
* @param rt SLRefType type of the object the index is being sought of
* @return Return the pointer converted to an index of the type pointed to
*/
static size_t ReferenceToInt(const void *obj, SLRefType rt)
{
assert(_sl.action == SLA_SAVE);
if (obj == NULL) return 0;
switch (rt) {
case REF_VEHICLE_OLD: // Old vehicles we save as new ones
case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1;
case REF_STATION: return ((const Station*)obj)->index + 1;
case REF_TOWN: return ((const Town*)obj)->index + 1;
case REF_ORDER: return ((const Order*)obj)->index + 1;
case REF_ROADSTOPS: return ((const RoadStop*)obj)->index + 1;
case REF_ENGINE_RENEWS: return ((const EngineRenew*)obj)->index + 1;
case REF_CARGO_PACKET: return ((const CargoPacket*)obj)->index + 1;
case REF_ORDERLIST: return ((const OrderList*)obj)->index + 1;
case REF_STORAGE: return ((const PersistentStorage*)obj)->index + 1;
case REF_LINK_GRAPH: return ((const LinkGraph*)obj)->index + 1;
case REF_LINK_GRAPH_JOB: return ((const LinkGraphJob*)obj)->index + 1;
default: NOT_REACHED();
}
}
/**
* Pointers cannot be loaded from a savegame, so this function
* gets the index from the savegame and returns the appropriate
* pointer from the already loaded base.
* Remember that an index of 0 is a NULL pointer so all indices
* are +1 so vehicle 0 is saved as 1.
* @param index The index that is being converted to a pointer
* @param rt SLRefType type of the object the pointer is sought of
* @return Return the index converted to a pointer of any type
*/
static void *IntToReference(size_t index, SLRefType rt)
{
assert_compile(sizeof(size_t) <= sizeof(void *));
assert(_sl.action == SLA_PTRS);
/* After version 4.3 REF_VEHICLE_OLD is saved as REF_VEHICLE,
* and should be loaded like that */
if (rt == REF_VEHICLE_OLD && !IsSavegameVersionBefore(4, 4)) {
rt = REF_VEHICLE;
}
/* No need to look up NULL pointers, just return immediately */
if (index == (rt == REF_VEHICLE_OLD ? 0xFFFF : 0)) return NULL;
/* Correct index. Old vehicles were saved differently:
* invalid vehicle was 0xFFFF, now we use 0x0000 for everything invalid. */
if (rt != REF_VEHICLE_OLD) index--;
switch (rt) {
case REF_ORDERLIST:
if (OrderList::IsValidID(index)) return OrderList::Get(index);
SlErrorCorrupt("Referencing invalid OrderList");
case REF_ORDER:
if (Order::IsValidID(index)) return Order::Get(index);
/* in old versions, invalid order was used to mark end of order list */
if (IsSavegameVersionBefore(5, 2)) return NULL;
SlErrorCorrupt("Referencing invalid Order");
case REF_VEHICLE_OLD:
case REF_VEHICLE:
if (Vehicle::IsValidID(index)) return Vehicle::Get(index);
SlErrorCorrupt("Referencing invalid Vehicle");
case REF_STATION:
if (Station::IsValidID(index)) return Station::Get(index);
SlErrorCorrupt("Referencing invalid Station");
case REF_TOWN:
if (Town::IsValidID(index)) return Town::Get(index);
SlErrorCorrupt("Referencing invalid Town");
case REF_ROADSTOPS:
if (RoadStop::IsValidID(index)) return RoadStop::Get(index);
SlErrorCorrupt("Referencing invalid RoadStop");
case REF_ENGINE_RENEWS:
if (EngineRenew::IsValidID(index)) return EngineRenew::Get(index);
SlErrorCorrupt("Referencing invalid EngineRenew");
case REF_CARGO_PACKET:
if (CargoPacket::IsValidID(index)) return CargoPacket::Get(index);
SlErrorCorrupt("Referencing invalid CargoPacket");
case REF_STORAGE:
if (PersistentStorage::IsValidID(index)) return PersistentStorage::Get(index);
SlErrorCorrupt("Referencing invalid PersistentStorage");
case REF_LINK_GRAPH:
if (LinkGraph::IsValidID(index)) return LinkGraph::Get(index);
SlErrorCorrupt("Referencing invalid LinkGraph");
case REF_LINK_GRAPH_JOB:
if (LinkGraphJob::IsValidID(index)) return LinkGraphJob::Get(index);
SlErrorCorrupt("Referencing invalid LinkGraphJob");
default: NOT_REACHED();
}
}
/**
* Return the size in bytes of a list
* @param list The std::list to find the size of
*/
static inline size_t SlCalcListLen(const void *list)
{
const std::list *l = (const std::list *) list;
int type_size = IsSavegameVersionBefore(69) ? 2 : 4;
/* Each entry is saved as type_size bytes, plus type_size bytes are used for the length
* of the list */
return l->size() * type_size + type_size;
}
/**
* Save/Load a list.
* @param list The list being manipulated
* @param conv SLRefType type of the list (Vehicle *, Station *, etc)
*/
static void SlList(void *list, SLRefType conv)
{
/* Automatically calculate the length? */
if (_sl.need_length != NL_NONE) {
SlSetLength(SlCalcListLen(list));
/* Determine length only? */
if (_sl.need_length == NL_CALCLENGTH) return;
}
typedef std::list PtrList;
PtrList *l = (PtrList *)list;
switch (_sl.action) {
case SLA_SAVE: {
SlWriteUint32((uint32)l->size());
PtrList::iterator iter;
for (iter = l->begin(); iter != l->end(); ++iter) {
void *ptr = *iter;
SlWriteUint32((uint32)ReferenceToInt(ptr, conv));
}
break;
}
case SLA_LOAD_CHECK:
case SLA_LOAD: {
size_t length = IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
/* Load each reference and push to the end of the list */
for (size_t i = 0; i < length; i++) {
size_t data = IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
l->push_back((void *)data);
}
break;
}
case SLA_PTRS: {
PtrList temp = *l;
l->clear();
PtrList::iterator iter;
for (iter = temp.begin(); iter != temp.end(); ++iter) {
void *ptr = IntToReference((size_t)*iter, conv);
l->push_back(ptr);
}
break;
}
case SLA_NULL:
l->clear();
break;
default: NOT_REACHED();
}
}
/** Are we going to save this object or not? */
static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
{
if (_sl_version < sld->version_from || _sl_version > sld->version_to) return false;
if (sld->conv & SLF_NOT_IN_SAVE) return false;
return true;
}
/**
* Are we going to load this variable when loading a savegame or not?
* @note If the variable is skipped it is skipped in the savegame
* bytestream itself as well, so there is no need to skip it somewhere else
*/
static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
{
if ((sld->conv & SLF_NO_NETWORK_SYNC) && _sl.action != SLA_SAVE && _networking && !_network_server) {
SlSkipBytes(SlCalcConvMemLen(sld->conv) * sld->length);
return true;
}
return false;
}
/**
* Calculate the size of an object.
* @param object to be measured
* @param sld The SaveLoad description of the object so we know how to manipulate it
* @return size of given object
*/
size_t SlCalcObjLength(const void *object, const SaveLoad *sld)
{
size_t length = 0;
/* Need to determine the length and write a length tag. */
for (; sld->cmd != SL_END; sld++) {
length += SlCalcObjMemberLength(object, sld);
}
return length;
}
size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld)
{
assert(_sl.action == SLA_SAVE);
switch (sld->cmd) {
case SL_VAR:
case SL_REF:
case SL_ARR:
case SL_STR:
case SL_LST:
/* CONDITIONAL saveload types depend on the savegame version */
if (!SlIsObjectValidInSavegame(sld)) break;
switch (sld->cmd) {
case SL_VAR: return SlCalcConvFileLen(sld->conv);
case SL_REF: return SlCalcRefLen();
case SL_ARR: return SlCalcArrayLen(sld->length, sld->conv);
case SL_STR: return SlCalcStringLen(GetVariableAddress(object, sld), sld->length, sld->conv);
case SL_LST: return SlCalcListLen(GetVariableAddress(object, sld));
default: NOT_REACHED();
}
break;
case SL_WRITEBYTE: return 1; // a byte is logically of size 1
case SL_VEH_INCLUDE: return SlCalcObjLength(object, GetVehicleDescription(VEH_END));
case SL_ST_INCLUDE: return SlCalcObjLength(object, GetBaseStationDescription());
default: NOT_REACHED();
}
return 0;
}
bool SlObjectMember(void *ptr, const SaveLoad *sld)
{
VarType conv = GB(sld->conv, 0, 8);
switch (sld->cmd) {
case SL_VAR:
case SL_REF:
case SL_ARR:
case SL_STR:
case SL_LST:
/* CONDITIONAL saveload types depend on the savegame version */
if (!SlIsObjectValidInSavegame(sld)) return false;
if (SlSkipVariableOnLoad(sld)) return false;
switch (sld->cmd) {
case SL_VAR: SlSaveLoadConv(ptr, conv); break;
case SL_REF: // Reference variable, translate
switch (_sl.action) {
case SLA_SAVE:
SlWriteUint32((uint32)ReferenceToInt(*(void **)ptr, (SLRefType)conv));
break;
case SLA_LOAD_CHECK:
case SLA_LOAD:
*(size_t *)ptr = IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
break;
case SLA_PTRS:
*(void **)ptr = IntToReference(*(size_t *)ptr, (SLRefType)conv);
break;
case SLA_NULL:
*(void **)ptr = NULL;
break;
default: NOT_REACHED();
}
break;
case SL_ARR: SlArray(ptr, sld->length, conv); break;
case SL_STR: SlString(ptr, sld->length, sld->conv); break;
case SL_LST: SlList(ptr, (SLRefType)conv); break;
default: NOT_REACHED();
}
break;
/* SL_WRITEBYTE translates a value of a variable to another one upon
* saving or loading.
* XXX - variable renaming abuse
* game_value: the value of the variable ingame is abused by sld->version_from
* file_value: the value of the variable in the savegame is abused by sld->version_to */
case SL_WRITEBYTE:
switch (_sl.action) {
case SLA_SAVE: SlWriteByte(sld->version_to); break;
case SLA_LOAD_CHECK:
case SLA_LOAD: *(byte *)ptr = sld->version_from; break;
case SLA_PTRS: break;
case SLA_NULL: break;
default: NOT_REACHED();
}
break;
/* SL_VEH_INCLUDE loads common code for vehicles */
case SL_VEH_INCLUDE:
SlObject(ptr, GetVehicleDescription(VEH_END));
break;
case SL_ST_INCLUDE:
SlObject(ptr, GetBaseStationDescription());
break;
default: NOT_REACHED();
}
return true;
}
/**
* Main SaveLoad function.
* @param object The object that is being saved or loaded
* @param sld The SaveLoad description of the object so we know how to manipulate it
*/
void SlObject(void *object, const SaveLoad *sld)
{
/* Automatically calculate the length? */
if (_sl.need_length != NL_NONE) {
SlSetLength(SlCalcObjLength(object, sld));
if (_sl.need_length == NL_CALCLENGTH) return;
}
for (; sld->cmd != SL_END; sld++) {
void *ptr = sld->global ? sld->address : GetVariableAddress(object, sld);
SlObjectMember(ptr, sld);
}
}
/**
* Save or Load (a list of) global variables
* @param sldg The global variable that is being loaded or saved
*/
void SlGlobList(const SaveLoadGlobVarList *sldg)
{
SlObject(NULL, (const SaveLoad*)sldg);
}
/**
* Do something of which I have no idea what it is :P
* @param proc The callback procedure that is called
* @param arg The variable that will be used for the callback procedure
*/
void SlAutolength(AutolengthProc *proc, void *arg)
{
size_t offs;
assert(_sl.action == SLA_SAVE);
/* Tell it to calculate the length */
_sl.need_length = NL_CALCLENGTH;
_sl.obj_len = 0;
proc(arg);
/* Setup length */
_sl.need_length = NL_WANTLENGTH;
SlSetLength(_sl.obj_len);
offs = _sl.dumper->GetSize() + _sl.obj_len;
/* And write the stuff */
proc(arg);
if (offs != _sl.dumper->GetSize()) SlErrorCorrupt("Invalid chunk size");
}
/**
* Load a chunk of data (eg vehicles, stations, etc.)
* @param ch The chunkhandler that will be used for the operation
*/
static void SlLoadChunk(const ChunkHandler *ch)
{
byte m = SlReadByte();
size_t len;
size_t endoffs;
_sl.block_mode = m;
_sl.obj_len = 0;
switch (m) {
case CH_ARRAY:
_sl.array_index = 0;
ch->load_proc();
break;
case CH_SPARSE_ARRAY:
ch->load_proc();
break;
default:
if ((m & 0xF) == CH_RIFF) {
/* Read length */
len = (SlReadByte() << 16) | ((m >> 4) << 24);
len += SlReadUint16();
_sl.obj_len = len;
endoffs = _sl.reader->GetSize() + len;
ch->load_proc();
if (_sl.reader->GetSize() != endoffs) SlErrorCorrupt("Invalid chunk size");
} else {
SlErrorCorrupt("Invalid chunk type");
}
break;
}
}
/**
* Load a chunk of data for checking savegames.
* If the chunkhandler is NULL, the chunk is skipped.
* @param ch The chunkhandler that will be used for the operation
*/
static void SlLoadCheckChunk(const ChunkHandler *ch)
{
byte m = SlReadByte();
size_t len;
size_t endoffs;
_sl.block_mode = m;
_sl.obj_len = 0;
switch (m) {
case CH_ARRAY:
_sl.array_index = 0;
if (ch->load_check_proc) {
ch->load_check_proc();
} else {
SlSkipArray();
}
break;
case CH_SPARSE_ARRAY:
if (ch->load_check_proc) {
ch->load_check_proc();
} else {
SlSkipArray();
}
break;
default:
if ((m & 0xF) == CH_RIFF) {
/* Read length */
len = (SlReadByte() << 16) | ((m >> 4) << 24);
len += SlReadUint16();
_sl.obj_len = len;
endoffs = _sl.reader->GetSize() + len;
if (ch->load_check_proc) {
ch->load_check_proc();
} else {
SlSkipBytes(len);
}
if (_sl.reader->GetSize() != endoffs) SlErrorCorrupt("Invalid chunk size");
} else {
SlErrorCorrupt("Invalid chunk type");
}
break;
}
}
/**
* Stub Chunk handlers to only calculate length and do nothing else.
* The intended chunk handler that should be called.
*/
static ChunkSaveLoadProc *_stub_save_proc;
/**
* Stub Chunk handlers to only calculate length and do nothing else.
* Actually call the intended chunk handler.
* @param arg ignored parameter.
*/
static inline void SlStubSaveProc2(void *arg)
{
_stub_save_proc();
}
/**
* Stub Chunk handlers to only calculate length and do nothing else.
* Call SlAutoLenth with our stub save proc that will eventually
* call the intended chunk handler.
*/
static void SlStubSaveProc()
{
SlAutolength(SlStubSaveProc2, NULL);
}
/**
* Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is
* prefixed by an ID identifying it, followed by data, and terminator where appropriate
* @param ch The chunkhandler that will be used for the operation
*/
static void SlSaveChunk(const ChunkHandler *ch)
{
ChunkSaveLoadProc *proc = ch->save_proc;
/* Don't save any chunk information if there is no save handler. */
if (proc == NULL) return;
SlWriteUint32(ch->id);
DEBUG(sl, 2, "Saving chunk %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
if (ch->flags & CH_AUTO_LENGTH) {
/* Need to calculate the length. Solve that by calling SlAutoLength in the save_proc. */
_stub_save_proc = proc;
proc = SlStubSaveProc;
}
_sl.block_mode = ch->flags & CH_TYPE_MASK;
switch (ch->flags & CH_TYPE_MASK) {
case CH_RIFF:
_sl.need_length = NL_WANTLENGTH;
proc();
break;
case CH_ARRAY:
_sl.last_array_index = 0;
SlWriteByte(CH_ARRAY);
proc();
SlWriteArrayLength(0); // Terminate arrays
break;
case CH_SPARSE_ARRAY:
SlWriteByte(CH_SPARSE_ARRAY);
proc();
SlWriteArrayLength(0); // Terminate arrays
break;
default: NOT_REACHED();
}
}
/** Save all chunks */
static void SlSaveChunks()
{
FOR_ALL_CHUNK_HANDLERS(ch) {
SlSaveChunk(ch);
}
/* Terminator */
SlWriteUint32(0);
}
/**
* Find the ChunkHandler that will be used for processing the found
* chunk in the savegame or in memory
* @param id the chunk in question
* @return returns the appropriate chunkhandler
*/
static const ChunkHandler *SlFindChunkHandler(uint32 id)
{
FOR_ALL_CHUNK_HANDLERS(ch) if (ch->id == id) return ch;
return NULL;
}
/** Load all chunks */
static void SlLoadChunks()
{
uint32 id;
const ChunkHandler *ch;
for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
ch = SlFindChunkHandler(id);
if (ch == NULL) SlErrorCorrupt("Unknown chunk type");
SlLoadChunk(ch);
}
}
/** Load all chunks for savegame checking */
static void SlLoadCheckChunks()
{
uint32 id;
const ChunkHandler *ch;
for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
ch = SlFindChunkHandler(id);
if (ch == NULL) SlErrorCorrupt("Unknown chunk type");
SlLoadCheckChunk(ch);
}
}
/** Fix all pointers (convert index -> pointer) */
static void SlFixPointers()
{
_sl.action = SLA_PTRS;
DEBUG(sl, 1, "Fixing pointers");
FOR_ALL_CHUNK_HANDLERS(ch) {
if (ch->ptrs_proc != NULL) {
DEBUG(sl, 2, "Fixing pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
ch->ptrs_proc();
}
}
DEBUG(sl, 1, "All pointers fixed");
assert(_sl.action == SLA_PTRS);
}
/** Yes, simply reading from a file. */
struct FileReader : LoadFilter {
FILE *file; ///< The file to read from.
long begin; ///< The begin of the file.
/**
* Create the file reader, so it reads from a specific file.
* @param file The file to read from.
*/
FileReader(FILE *file) : LoadFilter(NULL), file(file), begin(ftell(file))
{
}
/** Make sure everything is cleaned up. */
~FileReader()
{
if (this->file != NULL) fclose(this->file);
this->file = NULL;
/* Make sure we don't double free. */
_sl.sf = NULL;
}
/* virtual */ size_t Read(byte *buf, size_t size)
{
/* We're in the process of shutting down, i.e. in "failure" mode. */
if (this->file == NULL) return 0;
return fread(buf, 1, size, this->file);
}
/* virtual */ void Reset()
{
clearerr(this->file);
fseek(this->file, this->begin, SEEK_SET);
}
};
/** Yes, simply writing to a file. */
struct FileWriter : SaveFilter {
FILE *file; ///< The file to write to.
/**
* Create the file writer, so it writes to a specific file.
* @param file The file to write to.
*/
FileWriter(FILE *file) : SaveFilter(NULL), file(file)
{
}
/** Make sure everything is cleaned up. */
~FileWriter()
{
this->Finish();
/* Make sure we don't double free. */
_sl.sf = NULL;
}
/* virtual */ void Write(byte *buf, size_t size)
{
/* We're in the process of shutting down, i.e. in "failure" mode. */
if (this->file == NULL) return;
if (fwrite(buf, 1, size, this->file) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
}
/* virtual */ void Finish()
{
if (this->file != NULL) fclose(this->file);
this->file = NULL;
}
};
/*******************************************
********** START OF LZO CODE **************
*******************************************/
#ifdef WITH_LZO
#include
/** Buffer size for the LZO compressor */
static const uint LZO_BUFFER_SIZE = 8192;
/** Filter using LZO compression. */
struct LZOLoadFilter : LoadFilter {
/**
* Initialise this filter.
* @param chain The next filter in this chain.
*/
LZOLoadFilter(LoadFilter *chain) : LoadFilter(chain)
{
if (lzo_init() != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
}
/* virtual */ size_t Read(byte *buf, size_t ssize)
{
assert(ssize >= LZO_BUFFER_SIZE);
/* Buffer size is from the LZO docs plus the chunk header size. */
byte out[LZO_BUFFER_SIZE + LZO_BUFFER_SIZE / 16 + 64 + 3 + sizeof(uint32) * 2];
uint32 tmp[2];
uint32 size;
lzo_uint len;
/* Read header*/
if (this->chain->Read((byte*)tmp, sizeof(tmp)) != sizeof(tmp)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE, "File read failed");
/* Check if size is bad */
((uint32*)out)[0] = size = tmp[1];
if (_sl_version != 0) {
tmp[0] = TO_BE32(tmp[0]);
size = TO_BE32(size);
}
if (size >= sizeof(out)) SlErrorCorrupt("Inconsistent size");
/* Read block */
if (this->chain->Read(out + sizeof(uint32), size) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
/* Verify checksum */
if (tmp[0] != lzo_adler32(0, out, size + sizeof(uint32))) SlErrorCorrupt("Bad checksum");
/* Decompress */
lzo1x_decompress_safe(out + sizeof(uint32) * 1, size, buf, &len, NULL);
return len;
}
};
/** Filter using LZO compression. */
struct LZOSaveFilter : SaveFilter {
/**
* Initialise this filter.
* @param chain The next filter in this chain.
* @param compression_level The requested level of compression.
*/
LZOSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
{
if (lzo_init() != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
}
/* virtual */ void Write(byte *buf, size_t size)
{
const lzo_bytep in = buf;
/* Buffer size is from the LZO docs plus the chunk header size. */
byte out[LZO_BUFFER_SIZE + LZO_BUFFER_SIZE / 16 + 64 + 3 + sizeof(uint32) * 2];
byte wrkmem[LZO1X_1_MEM_COMPRESS];
lzo_uint outlen;
do {
/* Compress up to LZO_BUFFER_SIZE bytes at once. */
lzo_uint len = size > LZO_BUFFER_SIZE ? LZO_BUFFER_SIZE : (lzo_uint)size;
lzo1x_1_compress(in, len, out + sizeof(uint32) * 2, &outlen, wrkmem);
((uint32*)out)[1] = TO_BE32((uint32)outlen);
((uint32*)out)[0] = TO_BE32(lzo_adler32(0, out + sizeof(uint32), outlen + sizeof(uint32)));
this->chain->Write(out, outlen + sizeof(uint32) * 2);
/* Move to next data chunk. */
size -= len;
in += len;
} while (size > 0);
}
};
#endif /* WITH_LZO */
/*********************************************
******** START OF NOCOMP CODE (uncompressed)*
*********************************************/
/** Filter without any compression. */
struct NoCompLoadFilter : LoadFilter {
/**
* Initialise this filter.
* @param chain The next filter in this chain.
*/
NoCompLoadFilter(LoadFilter *chain) : LoadFilter(chain)
{
}
/* virtual */ size_t Read(byte *buf, size_t size)
{
return this->chain->Read(buf, size);
}
};
/** Filter without any compression. */
struct NoCompSaveFilter : SaveFilter {
/**
* Initialise this filter.
* @param chain The next filter in this chain.
* @param compression_level The requested level of compression.
*/
NoCompSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
{
}
/* virtual */ void Write(byte *buf, size_t size)
{
this->chain->Write(buf, size);
}
};
/********************************************
********** START OF ZLIB CODE **************
********************************************/
#if defined(WITH_ZLIB)
#include
/** Filter using Zlib compression. */
struct ZlibLoadFilter : LoadFilter {
z_stream z; ///< Stream state we are reading from.
byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file.
/**
* Initialise this filter.
* @param chain The next filter in this chain.
*/
ZlibLoadFilter(LoadFilter *chain) : LoadFilter(chain)
{
memset(&this->z, 0, sizeof(this->z));
if (inflateInit(&this->z) != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
}
/** Clean everything up. */
~ZlibLoadFilter()
{
inflateEnd(&this->z);
}
/* virtual */ size_t Read(byte *buf, size_t size)
{
this->z.next_out = buf;
this->z.avail_out = (uint)size;
do {
/* read more bytes from the file? */
if (this->z.avail_in == 0) {
this->z.next_in = this->fread_buf;
this->z.avail_in = (uint)this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
}
/* inflate the data */
int r = inflate(&this->z, 0);
if (r == Z_STREAM_END) break;
if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "inflate() failed");
} while (this->z.avail_out != 0);
return size - this->z.avail_out;
}
};
/** Filter using Zlib compression. */
struct ZlibSaveFilter : SaveFilter {
z_stream z; ///< Stream state we are writing to.
/**
* Initialise this filter.
* @param chain The next filter in this chain.
* @param compression_level The requested level of compression.
*/
ZlibSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
{
memset(&this->z, 0, sizeof(this->z));
if (deflateInit(&this->z, compression_level) != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
}
/** Clean up what we allocated. */
~ZlibSaveFilter()
{
deflateEnd(&this->z);
}
/**
* Helper loop for writing the data.
* @param p The bytes to write.
* @param len Amount of bytes to write.
* @param mode Mode for deflate.
*/
void WriteLoop(byte *p, size_t len, int mode)
{
byte buf[MEMORY_CHUNK_SIZE]; // output buffer
uint n;
this->z.next_in = p;
this->z.avail_in = (uInt)len;
do {
this->z.next_out = buf;
this->z.avail_out = sizeof(buf);
/**
* For the poor next soul who sees many valgrind warnings of the
* "Conditional jump or move depends on uninitialised value(s)" kind:
* According to the author of zlib it is not a bug and it won't be fixed.
* http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2
* [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newsgroup comp.compression]
*/
int r = deflate(&this->z, mode);
/* bytes were emitted? */
if ((n = sizeof(buf) - this->z.avail_out) != 0) {
this->chain->Write(buf, n);
}
if (r == Z_STREAM_END) break;
if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "zlib returned error code");
} while (this->z.avail_in || !this->z.avail_out);
}
/* virtual */ void Write(byte *buf, size_t size)
{
this->WriteLoop(buf, size, 0);
}
/* virtual */ void Finish()
{
this->WriteLoop(NULL, 0, Z_FINISH);
this->chain->Finish();
}
};
#endif /* WITH_ZLIB */
/********************************************
********** START OF LZMA CODE **************
********************************************/
#if defined(WITH_LZMA)
#include
/**
* Have a copy of an initialised LZMA stream. We need this as it's
* impossible to "re"-assign LZMA_STREAM_INIT to a variable in some
* compilers, i.e. LZMA_STREAM_INIT can't be used to set something.
* This var has to be used instead.
*/
static const lzma_stream _lzma_init = LZMA_STREAM_INIT;
/** Filter without any compression. */
struct LZMALoadFilter : LoadFilter {
lzma_stream lzma; ///< Stream state that we are reading from.
byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file.
/**
* Initialise this filter.
* @param chain The next filter in this chain.
*/
LZMALoadFilter(LoadFilter *chain) : LoadFilter(chain), lzma(_lzma_init)
{
/* Allow saves up to 256 MB uncompressed */
if (lzma_auto_decoder(&this->lzma, 1 << 28, 0) != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
}
/** Clean everything up. */
~LZMALoadFilter()
{
lzma_end(&this->lzma);
}
/* virtual */ size_t Read(byte *buf, size_t size)
{
this->lzma.next_out = buf;
this->lzma.avail_out = size;
do {
/* read more bytes from the file? */
if (this->lzma.avail_in == 0) {
this->lzma.next_in = this->fread_buf;
this->lzma.avail_in = this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
}
/* inflate the data */
lzma_ret r = lzma_code(&this->lzma, LZMA_RUN);
if (r == LZMA_STREAM_END) break;
if (r != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code");
} while (this->lzma.avail_out != 0);
return size - this->lzma.avail_out;
}
};
/** Filter using LZMA compression. */
struct LZMASaveFilter : SaveFilter {
lzma_stream lzma; ///< Stream state that we are writing to.
/**
* Initialise this filter.
* @param chain The next filter in this chain.
* @param compression_level The requested level of compression.
*/
LZMASaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain), lzma(_lzma_init)
{
if (lzma_easy_encoder(&this->lzma, compression_level, LZMA_CHECK_CRC32) != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
}
/** Clean up what we allocated. */
~LZMASaveFilter()
{
lzma_end(&this->lzma);
}
/**
* Helper loop for writing the data.
* @param p The bytes to write.
* @param len Amount of bytes to write.
* @param action Action for lzma_code.
*/
void WriteLoop(byte *p, size_t len, lzma_action action)
{
byte buf[MEMORY_CHUNK_SIZE]; // output buffer
size_t n;
this->lzma.next_in = p;
this->lzma.avail_in = len;
do {
this->lzma.next_out = buf;
this->lzma.avail_out = sizeof(buf);
lzma_ret r = lzma_code(&this->lzma, action);
/* bytes were emitted? */
if ((n = sizeof(buf) - this->lzma.avail_out) != 0) {
this->chain->Write(buf, n);
}
if (r == LZMA_STREAM_END) break;
if (r != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code");
} while (this->lzma.avail_in || !this->lzma.avail_out);
}
/* virtual */ void Write(byte *buf, size_t size)
{
this->WriteLoop(buf, size, LZMA_RUN);
}
/* virtual */ void Finish()
{
this->WriteLoop(NULL, 0, LZMA_FINISH);
this->chain->Finish();
}
};
#endif /* WITH_LZMA */
/*******************************************
************* END OF CODE *****************
*******************************************/
/** The format for a reader/writer type of a savegame */
struct SaveLoadFormat {
const char *name; ///< name of the compressor/decompressor (debug-only)
uint32 tag; ///< the 4-letter tag by which it is identified in the savegame
LoadFilter *(*init_load)(LoadFilter *chain); ///< Constructor for the load filter.
SaveFilter *(*init_write)(SaveFilter *chain, byte compression); ///< Constructor for the save filter.
byte min_compression; ///< the minimum compression level of this format
byte default_compression; ///< the default compression level of this format
byte max_compression; ///< the maximum compression level of this format
};
/** The different saveload formats known/understood by OpenTTD. */
static const SaveLoadFormat _saveload_formats[] = {
#if defined(WITH_LZO)
/* Roughly 75% larger than zlib level 6 at only ~7% of the CPU usage. */
{"lzo", TO_BE32X('OTTD'), CreateLoadFilter, CreateSaveFilter, 0, 0, 0},
#else
{"lzo", TO_BE32X('OTTD'), NULL, NULL, 0, 0, 0},
#endif
/* Roughly 5 times larger at only 1% of the CPU usage over zlib level 6. */
{"none", TO_BE32X('OTTN'), CreateLoadFilter, CreateSaveFilter, 0, 0, 0},
#if defined(WITH_ZLIB)
/* After level 6 the speed reduction is significant (1.5x to 2.5x slower per level), but the reduction in filesize is
* fairly insignificant (~1% for each step). Lower levels become ~5-10% bigger by each level than level 6 while level
* 1 is "only" 3 times as fast. Level 0 results in uncompressed savegames at about 8 times the cost of "none". */
{"zlib", TO_BE32X('OTTZ'), CreateLoadFilter, CreateSaveFilter, 0, 6, 9},
#else
{"zlib", TO_BE32X('OTTZ'), NULL, NULL, 0, 0, 0},
#endif
#if defined(WITH_LZMA)
/* Level 2 compression is speed wise as fast as zlib level 6 compression (old default), but results in ~10% smaller saves.
* Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
* The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
* slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much.
* It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */
{"lzma", TO_BE32X('OTTX'), CreateLoadFilter, CreateSaveFilter, 0, 2, 9},
#else
{"lzma", TO_BE32X('OTTX'), NULL, NULL, 0, 0, 0},
#endif
};
/**
* Return the savegameformat of the game. Whether it was created with ZLIB compression
* uncompressed, or another type
* @param s Name of the savegame format. If NULL it picks the first available one
* @param compression_level Output for telling what compression level we want.
* @return Pointer to SaveLoadFormat struct giving all characteristics of this type of savegame
*/
static const SaveLoadFormat *GetSavegameFormat(char *s, byte *compression_level)
{
const SaveLoadFormat *def = lastof(_saveload_formats);
/* find default savegame format, the highest one with which files can be written */
while (!def->init_write) def--;
if (!StrEmpty(s)) {
/* Get the ":..." of the compression level out of the way */
char *complevel = strrchr(s, ':');
if (complevel != NULL) *complevel = '\0';
for (const SaveLoadFormat *slf = &_saveload_formats[0]; slf != endof(_saveload_formats); slf++) {
if (slf->init_write != NULL && strcmp(s, slf->name) == 0) {
*compression_level = slf->default_compression;
if (complevel != NULL) {
/* There is a compression level in the string.
* First restore the : we removed to do proper name matching,
* then move the the begin of the actual version. */
*complevel = ':';
complevel++;
/* Get the version and determine whether all went fine. */
char *end;
long level = strtol(complevel, &end, 10);
if (end == complevel || level != Clamp(level, slf->min_compression, slf->max_compression)) {
SetDParamStr(0, complevel);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL, WL_CRITICAL);
} else {
*compression_level = level;
}
}
return slf;
}
}
SetDParamStr(0, s);
SetDParamStr(1, def->name);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM, WL_CRITICAL);
/* Restore the string by adding the : back */
if (complevel != NULL) *complevel = ':';
}
*compression_level = def->default_compression;
return def;
}
/* actual loader/saver function */
void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
extern bool AfterLoadGame();
extern bool LoadOldSaveGame(const char *file);
/**
* Clear/free saveload state.
*/
static inline void ClearSaveLoadState()
{
delete _sl.dumper;
_sl.dumper = NULL;
delete _sl.sf;
_sl.sf = NULL;
delete _sl.reader;
_sl.reader = NULL;
delete _sl.lf;
_sl.lf = NULL;
}
/**
* Update the gui accordingly when starting saving
* and set locks on saveload. Also turn off fast-forward cause with that
* saving takes Aaaaages
*/
static void SaveFileStart()
{
_sl.ff_state = _fast_forward;
_fast_forward = 0;
if (_cursor.sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
_sl.saveinprogress = true;
}
/** Update the gui accordingly when saving is done and release locks on saveload. */
static void SaveFileDone()
{
if (_game_mode != GM_MENU) _fast_forward = _sl.ff_state;
if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);
_sl.saveinprogress = false;
}
/** Set the error message from outside of the actual loading/saving of the game (AfterLoadGame and friends) */
void SetSaveLoadError(StringID str)
{
_sl.error_str = str;
}
/** Get the string representation of the error message */
const char *GetSaveLoadErrorString()
{
SetDParam(0, _sl.error_str);
SetDParamStr(1, _sl.extra_msg);
static char err_str[512];
GetString(err_str, _sl.action == SLA_SAVE ? STR_ERROR_GAME_SAVE_FAILED : STR_ERROR_GAME_LOAD_FAILED, lastof(err_str));
return err_str;
}
/** Show a gui message when saving has failed */
static void SaveFileError()
{
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
SaveFileDone();
}
/**
* We have written the whole game into memory, _memory_savegame, now find
* and appropriate compressor and start writing to file.
*/
static SaveOrLoadResult SaveFileToDisk(bool threaded)
{
try {
byte compression;
const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format, &compression);
/* We have written our stuff to memory, now write it to file! */
uint32 hdr[2] = { fmt->tag, TO_BE32(SAVEGAME_VERSION << 16) };
_sl.sf->Write((byte*)hdr, sizeof(hdr));
_sl.sf = fmt->init_write(_sl.sf, compression);
_sl.dumper->Flush(_sl.sf);
ClearSaveLoadState();
if (threaded) SetAsyncSaveFinish(SaveFileDone);
return SL_OK;
} catch (...) {
ClearSaveLoadState();
AsyncSaveFinishProc asfp = SaveFileDone;
/* We don't want to shout when saving is just
* cancelled due to a client disconnecting. */
if (_sl.error_str != STR_NETWORK_ERROR_LOSTCONNECTION) {
/* Skip the "colour" character */
DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
asfp = SaveFileError;
}
if (threaded) {
SetAsyncSaveFinish(asfp);
} else {
asfp();
}
return SL_ERROR;
}
}
/** Thread run function for saving the file to disk. */
static void SaveFileToDiskThread(void *arg)
{
SaveFileToDisk(true);
}
void WaitTillSaved()
{
if (_save_thread == NULL) return;
_save_thread->Join();
delete _save_thread;
_save_thread = NULL;
/* Make sure every other state is handled properly as well. */
ProcessAsyncSaveFinish();
}
/**
* Actually perform the saving of the savegame.
* General tactics is to first save the game to memory, then write it to file
* using the writer, either in threaded mode if possible, or single-threaded.
* @param writer The filter to write the savegame to.
* @param threaded Whether to try to perform the saving asynchronously.
* @return Return the result of the action. #SL_OK or #SL_ERROR
*/
static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
{
assert(!_sl.saveinprogress);
_sl.dumper = new MemoryDumper();
_sl.sf = writer;
_sl_version = SAVEGAME_VERSION;
SaveViewportBeforeSaveGame();
SlSaveChunks();
SaveFileStart();
if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
SaveOrLoadResult result = SaveFileToDisk(false);
SaveFileDone();
return result;
}
return SL_OK;
}
/**
* 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 asynchronously.
* @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.
* @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
*/
static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
{
_sl.lf = reader;
if (load_check) {
/* Clear previous check data */
_load_check_data.Clear();
/* Mark SL_LOAD_CHECK as supported for this savegame. */
_load_check_data.checkable = true;
}
uint32 hdr[2];
if (_sl.lf->Read((byte*)hdr, sizeof(hdr)) != sizeof(hdr)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
/* see if we have any loader for this type. */
const SaveLoadFormat *fmt = _saveload_formats;
for (;;) {
/* 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");
_sl.lf->Reset();
_sl_version = 0;
_sl_minor_version = 0;
/* Try to find the LZO savegame format; it uses 'OTTD' as tag. */
fmt = _saveload_formats;
for (;;) {
if (fmt == endof(_saveload_formats)) {
/* Who removed LZO support? Bad bad boy! */
NOT_REACHED();
}
if (fmt->tag == TO_BE32X('OTTD')) break;
fmt++;
}
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.
* Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */
_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
/* Is the version higher than the current? */
if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
break;
}
fmt++;
}
/* loader for this savegame type is not implemented? */
if (fmt->init_load == 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);
}
_sl.lf = fmt->init_load(_sl.lf);
_sl.reader = new ReadBuffer(_sl.lf);
_next_offs = 0;
if (!load_check) {
/* 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(256, 256, true, true);
GamelogReset();
if (IsSavegameVersionBefore(4)) {
/*
* NewGRFs were introduced between 0.3,4 and 0.3.5, which both
* shared savegame version 4. Anything before that 'obviously'
* does not have any NewGRFs. Between the introduction and
* savegame version 41 (just before 0.5) the NewGRF settings
* were not stored in the savegame and they were loaded by
* using the settings from the main menu.
* So, to recap:
* - savegame version < 4: do not load any NewGRFs.
* - savegame version >= 41: load NewGRFs from savegame, which is
* already done at this stage by
* overwriting the main menu settings.
* - other savegame versions: use main menu settings.
*
* This means that users *can* crash savegame version 4..40
* savegames if they set incompatible NewGRFs in the main menu,
* but can't crash anymore for savegame version < 4 savegames.
*
* Note: this is done here because AfterLoadGame is also called
* for TTO/TTD/TTDP savegames which have their own NewGRF logic.
*/
ClearGRFConfigList(&_grfconfig);
}
}
if (load_check) {
/* Load chunks into _load_check_data.
* No pools are loaded. References are not possible, and thus do not need resolving. */
SlLoadCheckChunks();
} else {
/* Load chunks and resolve references */
SlLoadChunks();
SlFixPointers();
}
ClearSaveLoadState();
_savegame_type = SGT_OTTD;
if (load_check) {
/* The only part from AfterLoadGame() we need */
_load_check_data.grf_compatibility = IsGoodGRFConfigList(_load_check_data.grfconfig);
} else {
GamelogStartAction(GLAT_LOAD);
/* After loading fix up savegame for any internal changes that
* might have occurred since then. If it fails, load back the old game. */
if (!AfterLoadGame()) {
GamelogStopAction();
return SL_REINIT;
}
GamelogStopAction();
}
return SL_OK;
}
/**
* 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
* @param mode Save or load mode. Load can also be a TTD(Patch) game. Use #SL_LOAD, #SL_OLD_LOAD, #SL_LOAD_CHECK, or #SL_SAVE.
* @param sb The sub directory to save the savegame in
* @param threaded True when threaded saving is allowed
* @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game)
*/
SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded)
{
/* An instance of saving is already active, so don't go saving again */
if (_sl.saveinprogress && mode == SL_SAVE && threaded) {
/* if not an autosave, but a user action, show error message */
if (!_do_autosave) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, WL_ERROR);
return SL_OK;
}
WaitTillSaved();
/* Load a TTDLX or TTDPatch game */
if (mode == SL_OLD_LOAD) {
InitializeGame(256, 256, true, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
/* TTD/TTO savegames have no NewGRFs, TTDP savegame have them
* and if so a new NewGRF list will be made in LoadOldSaveGame.
* Note: this is done here because AfterLoadGame is also called
* for OTTD savegames which have their own NewGRF logic. */
ClearGRFConfigList(&_grfconfig);
GamelogReset();
if (!LoadOldSaveGame(filename)) return SL_REINIT;
_sl_version = 0;
_sl_minor_version = 0;
GamelogStartAction(GLAT_LOAD);
if (!AfterLoadGame()) {
GamelogStopAction();
return SL_REINIT;
}
GamelogStopAction();
return SL_OK;
}
switch (mode) {
case SL_LOAD_CHECK: _sl.action = SLA_LOAD_CHECK; break;
case SL_LOAD: _sl.action = SLA_LOAD; break;
case SL_SAVE: _sl.action = SLA_SAVE; break;
default: NOT_REACHED();
}
try {
FILE *fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
/* Make it a little easier to load savegames from the console */
if (fh == NULL && mode != SL_SAVE) fh = FioFOpenFile(filename, "rb", SAVE_DIR);
if (fh == NULL && mode != SL_SAVE) fh = FioFOpenFile(filename, "rb", BASE_DIR);
if (fh == NULL && mode != SL_SAVE) fh = FioFOpenFile(filename, "rb", SCENARIO_DIR);
if (fh == NULL) {
SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
}
if (mode == SL_SAVE) { // SAVE game
DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename);
if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
return DoSave(new FileWriter(fh), threaded);
}
/* LOAD game */
assert(mode == SL_LOAD || mode == SL_LOAD_CHECK);
DEBUG(desync, 1, "load: %s", filename);
return DoLoad(new FileReader(fh), mode == SL_LOAD_CHECK);
} catch (...) {
ClearSaveLoadState();
/* Skip the "colour" character */
if (mode != SL_LOAD_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
/* 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 (_settings_client.gui.autosave_on_exit) */
void DoExitSave()
{
SaveOrLoad("exit.sav", SL_SAVE, AUTOSAVE_DIR);
}
/**
* Fill the buffer with the default name for a savegame *or* screenshot.
* @param buf the buffer to write to.
* @param last the last element in the buffer.
*/
void GenerateDefaultSaveName(char *buf, const char *last)
{
/* Check if we have a name for this map, which is the name of the first
* available company. When there's no company available we'll use
* 'Spectator' as "company" name. */
CompanyID cid = _local_company;
if (!Company::IsValidID(cid)) {
const Company *c;
FOR_ALL_COMPANIES(c) {
cid = c->index;
break;
}
}
SetDParam(0, cid);
/* Insert current date */
switch (_settings_client.gui.date_format_in_default_names) {
case 0: SetDParam(1, STR_JUST_DATE_LONG); break;
case 1: SetDParam(1, STR_JUST_DATE_TINY); break;
case 2: SetDParam(1, STR_JUST_DATE_ISO); break;
default: NOT_REACHED();
}
SetDParam(2, _date);
/* Get the correct string (special string for when there's not company) */
GetString(buf, !Company::IsValidID(cid) ? STR_SAVEGAME_NAME_SPECTATOR : STR_SAVEGAME_NAME_DEFAULT, last);
SanitizeFilename(buf);
}
#if 0
/**
* Function to get the type of the savegame by looking at the file header.
* NOTICE: Not used right now, but could be used if extensions of savegames are garbled
* @param file Savegame to be checked
* @return SL_OLD_LOAD or SL_LOAD of the file
*/
int GetSavegameType(char *file)
{
const SaveLoadFormat *fmt;
uint32 hdr;
FILE *f;
int mode = SL_OLD_LOAD;
f = fopen(file, "rb");
if (fread(&hdr, sizeof(hdr), 1, f) != 1) {
DEBUG(sl, 0, "Savegame is obsolete or invalid format");
mode = SL_LOAD; // don't try to get filename, just show name as it is written
} else {
/* see if we have any loader for this type. */
for (fmt = _saveload_formats; fmt != endof(_saveload_formats); fmt++) {
if (fmt->tag == hdr) {
mode = SL_LOAD; // new type of savegame
break;
}
}
}
fclose(f);
return mode;
}
#endif