Fix #7925: Reset temporary saveload data at the start of loading a savegame instead...
[openttd-github.git] / src / saveload / saveload.cpp
blobaeaa7a5edde9092dd89c317bfd93f64e85db14af
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <http://www.gnu.org/licenses/>.
6 */
8 /**
9 * @file saveload.cpp
10 * All actions handling saving and loading goes on in this file. The general actions
11 * are as follows for saving a game (loading is analogous):
12 * <ol>
13 * <li>initialize the writer by creating a temporary memory-buffer for it
14 * <li>go through all to-be saved elements, each 'chunk' (#ChunkHandler) prefixed by a label
15 * <li>use their description array (#SaveLoad) to know what elements to save and in what version
16 * of the game it was active (used when loading)
17 * <li>write all data byte-by-byte to the temporary buffer so it is endian-safe
18 * <li>when the buffer is full; flush it to the output (eg save to file) (_sl.buf, _sl.bufp, _sl.bufe)
19 * <li>repeat this until everything is done, and flush any remaining output to file
20 * </ol>
22 #include <deque>
24 #include "../stdafx.h"
25 #include "../debug.h"
26 #include "../station_base.h"
27 #include "../thread.h"
28 #include "../town.h"
29 #include "../network/network.h"
30 #include "../window_func.h"
31 #include "../strings_func.h"
32 #include "../core/endian_func.hpp"
33 #include "../vehicle_base.h"
34 #include "../company_func.h"
35 #include "../date_func.h"
36 #include "../autoreplace_base.h"
37 #include "../roadstop_base.h"
38 #include "../linkgraph/linkgraph.h"
39 #include "../linkgraph/linkgraphjob.h"
40 #include "../statusbar_gui.h"
41 #include "../fileio_func.h"
42 #include "../gamelog.h"
43 #include "../string_func.h"
44 #include "../fios.h"
45 #include "../error.h"
46 #include <atomic>
48 #include "table/strings.h"
50 #include "saveload_internal.h"
51 #include "saveload_filter.h"
53 #include "../safeguards.h"
55 extern const SaveLoadVersion SAVEGAME_VERSION = (SaveLoadVersion)(SL_MAX_VERSION - 1); ///< Current savegame version of OpenTTD.
57 SavegameType _savegame_type; ///< type of savegame we are loading
58 FileToSaveLoad _file_to_saveload; ///< File to save or load in the openttd loop.
60 uint32 _ttdp_version; ///< version of TTDP savegame (if applicable)
61 SaveLoadVersion _sl_version; ///< the major savegame version identifier
62 byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
63 char _savegame_format[8]; ///< how to compress savegames
64 bool _do_autosave; ///< are we doing an autosave at the moment?
66 /** What are we currently doing? */
67 enum SaveLoadAction {
68 SLA_LOAD, ///< loading
69 SLA_SAVE, ///< saving
70 SLA_PTRS, ///< fixing pointers
71 SLA_NULL, ///< null all pointers (on loading error)
72 SLA_LOAD_CHECK, ///< partial loading into #_load_check_data
75 enum NeedLength {
76 NL_NONE = 0, ///< not working in NeedLength mode
77 NL_WANTLENGTH = 1, ///< writing length and data
78 NL_CALCLENGTH = 2, ///< need to calculate the length
81 /** Save in chunks of 128 KiB. */
82 static const size_t MEMORY_CHUNK_SIZE = 128 * 1024;
84 /** A buffer for reading (and buffering) savegame data. */
85 struct ReadBuffer {
86 byte buf[MEMORY_CHUNK_SIZE]; ///< Buffer we're going to read from.
87 byte *bufp; ///< Location we're at reading the buffer.
88 byte *bufe; ///< End of the buffer we can read from.
89 LoadFilter *reader; ///< The filter used to actually read.
90 size_t read; ///< The amount of read bytes so far from the filter.
92 /**
93 * Initialise our variables.
94 * @param reader The filter to actually read data.
96 ReadBuffer(LoadFilter *reader) : bufp(nullptr), bufe(nullptr), reader(reader), read(0)
100 inline byte ReadByte()
102 if (this->bufp == this->bufe) {
103 size_t len = this->reader->Read(this->buf, lengthof(this->buf));
104 if (len == 0) SlErrorCorrupt("Unexpected end of chunk");
106 this->read += len;
107 this->bufp = this->buf;
108 this->bufe = this->buf + len;
111 return *this->bufp++;
115 * Get the size of the memory dump made so far.
116 * @return The size.
118 size_t GetSize() const
120 return this->read - (this->bufe - this->bufp);
125 /** Container for dumping the savegame (quickly) to memory. */
126 struct MemoryDumper {
127 std::vector<byte *> blocks; ///< Buffer with blocks of allocated memory.
128 byte *buf; ///< Buffer we're going to write to.
129 byte *bufe; ///< End of the buffer we write to.
131 /** Initialise our variables. */
132 MemoryDumper() : buf(nullptr), bufe(nullptr)
136 ~MemoryDumper()
138 for (auto p : this->blocks) {
139 free(p);
144 * Write a single byte into the dumper.
145 * @param b The byte to write.
147 inline void WriteByte(byte b)
149 /* Are we at the end of this chunk? */
150 if (this->buf == this->bufe) {
151 this->buf = CallocT<byte>(MEMORY_CHUNK_SIZE);
152 this->blocks.push_back(this->buf);
153 this->bufe = this->buf + MEMORY_CHUNK_SIZE;
156 *this->buf++ = b;
160 * Flush this dumper into a writer.
161 * @param writer The filter we want to use.
163 void Flush(SaveFilter *writer)
165 uint i = 0;
166 size_t t = this->GetSize();
168 while (t > 0) {
169 size_t to_write = min(MEMORY_CHUNK_SIZE, t);
171 writer->Write(this->blocks[i++], to_write);
172 t -= to_write;
175 writer->Finish();
179 * Get the size of the memory dump made so far.
180 * @return The size.
182 size_t GetSize() const
184 return this->blocks.size() * MEMORY_CHUNK_SIZE - (this->bufe - this->buf);
188 /** The saveload struct, containing reader-writer functions, buffer, version, etc. */
189 struct SaveLoadParams {
190 SaveLoadAction action; ///< are we doing a save or a load atm.
191 NeedLength need_length; ///< working in NeedLength (Autolength) mode?
192 byte block_mode; ///< ???
193 bool error; ///< did an error occur or not
195 size_t obj_len; ///< the length of the current object we are busy with
196 int array_index, last_array_index; ///< in the case of an array, the current and last positions
198 MemoryDumper *dumper; ///< Memory dumper to write the savegame to.
199 SaveFilter *sf; ///< Filter to write the savegame to.
201 ReadBuffer *reader; ///< Savegame reading buffer.
202 LoadFilter *lf; ///< Filter to read the savegame from.
204 StringID error_str; ///< the translatable error message to show
205 char *extra_msg; ///< the error message
207 byte ff_state; ///< The state of fast-forward when saving started.
208 bool saveinprogress; ///< Whether there is currently a save in progress.
211 static SaveLoadParams _sl; ///< Parameters used for/at saveload.
213 /* these define the chunks */
214 extern const ChunkHandler _gamelog_chunk_handlers[];
215 extern const ChunkHandler _map_chunk_handlers[];
216 extern const ChunkHandler _misc_chunk_handlers[];
217 extern const ChunkHandler _name_chunk_handlers[];
218 extern const ChunkHandler _cheat_chunk_handlers[] ;
219 extern const ChunkHandler _setting_chunk_handlers[];
220 extern const ChunkHandler _company_chunk_handlers[];
221 extern const ChunkHandler _engine_chunk_handlers[];
222 extern const ChunkHandler _veh_chunk_handlers[];
223 extern const ChunkHandler _waypoint_chunk_handlers[];
224 extern const ChunkHandler _depot_chunk_handlers[];
225 extern const ChunkHandler _order_chunk_handlers[];
226 extern const ChunkHandler _town_chunk_handlers[];
227 extern const ChunkHandler _sign_chunk_handlers[];
228 extern const ChunkHandler _station_chunk_handlers[];
229 extern const ChunkHandler _industry_chunk_handlers[];
230 extern const ChunkHandler _economy_chunk_handlers[];
231 extern const ChunkHandler _subsidy_chunk_handlers[];
232 extern const ChunkHandler _cargomonitor_chunk_handlers[];
233 extern const ChunkHandler _goal_chunk_handlers[];
234 extern const ChunkHandler _story_page_chunk_handlers[];
235 extern const ChunkHandler _ai_chunk_handlers[];
236 extern const ChunkHandler _game_chunk_handlers[];
237 extern const ChunkHandler _animated_tile_chunk_handlers[];
238 extern const ChunkHandler _newgrf_chunk_handlers[];
239 extern const ChunkHandler _group_chunk_handlers[];
240 extern const ChunkHandler _cargopacket_chunk_handlers[];
241 extern const ChunkHandler _autoreplace_chunk_handlers[];
242 extern const ChunkHandler _labelmaps_chunk_handlers[];
243 extern const ChunkHandler _linkgraph_chunk_handlers[];
244 extern const ChunkHandler _airport_chunk_handlers[];
245 extern const ChunkHandler _object_chunk_handlers[];
246 extern const ChunkHandler _persistent_storage_chunk_handlers[];
248 /** Array of all chunks in a savegame, \c nullptr terminated. */
249 static const ChunkHandler * const _chunk_handlers[] = {
250 _gamelog_chunk_handlers,
251 _map_chunk_handlers,
252 _misc_chunk_handlers,
253 _name_chunk_handlers,
254 _cheat_chunk_handlers,
255 _setting_chunk_handlers,
256 _veh_chunk_handlers,
257 _waypoint_chunk_handlers,
258 _depot_chunk_handlers,
259 _order_chunk_handlers,
260 _industry_chunk_handlers,
261 _economy_chunk_handlers,
262 _subsidy_chunk_handlers,
263 _cargomonitor_chunk_handlers,
264 _goal_chunk_handlers,
265 _story_page_chunk_handlers,
266 _engine_chunk_handlers,
267 _town_chunk_handlers,
268 _sign_chunk_handlers,
269 _station_chunk_handlers,
270 _company_chunk_handlers,
271 _ai_chunk_handlers,
272 _game_chunk_handlers,
273 _animated_tile_chunk_handlers,
274 _newgrf_chunk_handlers,
275 _group_chunk_handlers,
276 _cargopacket_chunk_handlers,
277 _autoreplace_chunk_handlers,
278 _labelmaps_chunk_handlers,
279 _linkgraph_chunk_handlers,
280 _airport_chunk_handlers,
281 _object_chunk_handlers,
282 _persistent_storage_chunk_handlers,
283 nullptr,
287 * Iterate over all chunk handlers.
288 * @param ch the chunk handler iterator
290 #define FOR_ALL_CHUNK_HANDLERS(ch) \
291 for (const ChunkHandler * const *chsc = _chunk_handlers; *chsc != nullptr; chsc++) \
292 for (const ChunkHandler *ch = *chsc; ch != nullptr; ch = (ch->flags & CH_LAST) ? nullptr : ch + 1)
294 /** Null all pointers (convert index -> nullptr) */
295 static void SlNullPointers()
297 _sl.action = SLA_NULL;
299 /* We don't want any savegame conversion code to run
300 * during NULLing; especially those that try to get
301 * pointers from other pools. */
302 _sl_version = SAVEGAME_VERSION;
304 DEBUG(sl, 1, "Nulling pointers");
306 FOR_ALL_CHUNK_HANDLERS(ch) {
307 if (ch->ptrs_proc != nullptr) {
308 DEBUG(sl, 2, "Nulling pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
309 ch->ptrs_proc();
313 DEBUG(sl, 1, "All pointers nulled");
315 assert(_sl.action == SLA_NULL);
319 * Error handler. Sets everything up to show an error message and to clean
320 * up the mess of a partial savegame load.
321 * @param string The translatable error message to show.
322 * @param extra_msg An extra error message coming from one of the APIs.
323 * @note This function does never return as it throws an exception to
324 * break out of all the saveload code.
326 void NORETURN SlError(StringID string, const char *extra_msg)
328 /* Distinguish between loading into _load_check_data vs. normal save/load. */
329 if (_sl.action == SLA_LOAD_CHECK) {
330 _load_check_data.error = string;
331 free(_load_check_data.error_data);
332 _load_check_data.error_data = (extra_msg == nullptr) ? nullptr : stredup(extra_msg);
333 } else {
334 _sl.error_str = string;
335 free(_sl.extra_msg);
336 _sl.extra_msg = (extra_msg == nullptr) ? nullptr : stredup(extra_msg);
339 /* We have to nullptr all pointers here; we might be in a state where
340 * the pointers are actually filled with indices, which means that
341 * when we access them during cleaning the pool dereferences of
342 * those indices will be made with segmentation faults as result. */
343 if (_sl.action == SLA_LOAD || _sl.action == SLA_PTRS) SlNullPointers();
344 throw std::exception();
348 * Error handler for corrupt savegames. Sets everything up to show the
349 * error message and to clean up the mess of a partial savegame load.
350 * @param msg Location the corruption has been spotted.
351 * @note This function does never return as it throws an exception to
352 * break out of all the saveload code.
354 void NORETURN SlErrorCorrupt(const char *msg)
356 SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, msg);
360 * Issue an SlErrorCorrupt with a format string.
361 * @param format format string
362 * @param ... arguments to format string
363 * @note This function does never return as it throws an exception to
364 * break out of all the saveload code.
366 void NORETURN SlErrorCorruptFmt(const char *format, ...)
368 va_list ap;
369 char msg[256];
371 va_start(ap, format);
372 vseprintf(msg, lastof(msg), format, ap);
373 va_end(ap);
375 SlErrorCorrupt(msg);
379 typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished.
380 static std::atomic<AsyncSaveFinishProc> _async_save_finish; ///< Callback to call when the savegame loading is finished.
381 static std::thread _save_thread; ///< The thread we're using to compress and write a savegame
384 * Called by save thread to tell we finished saving.
385 * @param proc The callback to call when saving is done.
387 static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
389 if (_exit_game) return;
390 while (_async_save_finish.load(std::memory_order_acquire) != nullptr) CSleep(10);
392 _async_save_finish.store(proc, std::memory_order_release);
396 * Handle async save finishes.
398 void ProcessAsyncSaveFinish()
400 AsyncSaveFinishProc proc = _async_save_finish.exchange(nullptr, std::memory_order_acq_rel);
401 if (proc == nullptr) return;
403 proc();
405 if (_save_thread.joinable()) {
406 _save_thread.join();
411 * Wrapper for reading a byte from the buffer.
412 * @return The read byte.
414 byte SlReadByte()
416 return _sl.reader->ReadByte();
420 * Wrapper for writing a byte to the dumper.
421 * @param b The byte to write.
423 void SlWriteByte(byte b)
425 _sl.dumper->WriteByte(b);
428 static inline int SlReadUint16()
430 int x = SlReadByte() << 8;
431 return x | SlReadByte();
434 static inline uint32 SlReadUint32()
436 uint32 x = SlReadUint16() << 16;
437 return x | SlReadUint16();
440 static inline uint64 SlReadUint64()
442 uint32 x = SlReadUint32();
443 uint32 y = SlReadUint32();
444 return (uint64)x << 32 | y;
447 static inline void SlWriteUint16(uint16 v)
449 SlWriteByte(GB(v, 8, 8));
450 SlWriteByte(GB(v, 0, 8));
453 static inline void SlWriteUint32(uint32 v)
455 SlWriteUint16(GB(v, 16, 16));
456 SlWriteUint16(GB(v, 0, 16));
459 static inline void SlWriteUint64(uint64 x)
461 SlWriteUint32((uint32)(x >> 32));
462 SlWriteUint32((uint32)x);
466 * Read in bytes from the file/data structure but don't do
467 * anything with them, discarding them in effect
468 * @param length The amount of bytes that is being treated this way
470 static inline void SlSkipBytes(size_t length)
472 for (; length != 0; length--) SlReadByte();
476 * Read in the header descriptor of an object or an array.
477 * If the highest bit is set (7), then the index is bigger than 127
478 * elements, so use the next byte to read in the real value.
479 * The actual value is then both bytes added with the first shifted
480 * 8 bits to the left, and dropping the highest bit (which only indicated a big index).
481 * x = ((x & 0x7F) << 8) + SlReadByte();
482 * @return Return the value of the index
484 static uint SlReadSimpleGamma()
486 uint i = SlReadByte();
487 if (HasBit(i, 7)) {
488 i &= ~0x80;
489 if (HasBit(i, 6)) {
490 i &= ~0x40;
491 if (HasBit(i, 5)) {
492 i &= ~0x20;
493 if (HasBit(i, 4)) {
494 i &= ~0x10;
495 if (HasBit(i, 3)) {
496 SlErrorCorrupt("Unsupported gamma");
498 i = SlReadByte(); // 32 bits only.
500 i = (i << 8) | SlReadByte();
502 i = (i << 8) | SlReadByte();
504 i = (i << 8) | SlReadByte();
506 return i;
510 * Write the header descriptor of an object or an array.
511 * If the element is bigger than 127, use 2 bytes for saving
512 * and use the highest byte of the first written one as a notice
513 * that the length consists of 2 bytes, etc.. like this:
514 * 0xxxxxxx
515 * 10xxxxxx xxxxxxxx
516 * 110xxxxx xxxxxxxx xxxxxxxx
517 * 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
518 * 11110--- xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx
519 * We could extend the scheme ad infinum to support arbitrarily
520 * large chunks, but as sizeof(size_t) == 4 is still very common
521 * we don't support anything above 32 bits. That's why in the last
522 * case the 3 most significant bits are unused.
523 * @param i Index being written
526 static void SlWriteSimpleGamma(size_t i)
528 if (i >= (1 << 7)) {
529 if (i >= (1 << 14)) {
530 if (i >= (1 << 21)) {
531 if (i >= (1 << 28)) {
532 assert(i <= UINT32_MAX); // We can only support 32 bits for now.
533 SlWriteByte((byte)(0xF0));
534 SlWriteByte((byte)(i >> 24));
535 } else {
536 SlWriteByte((byte)(0xE0 | (i >> 24)));
538 SlWriteByte((byte)(i >> 16));
539 } else {
540 SlWriteByte((byte)(0xC0 | (i >> 16)));
542 SlWriteByte((byte)(i >> 8));
543 } else {
544 SlWriteByte((byte)(0x80 | (i >> 8)));
547 SlWriteByte((byte)i);
550 /** Return how many bytes used to encode a gamma value */
551 static inline uint SlGetGammaLength(size_t i)
553 return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21)) + (i >= (1 << 28));
556 static inline uint SlReadSparseIndex()
558 return SlReadSimpleGamma();
561 static inline void SlWriteSparseIndex(uint index)
563 SlWriteSimpleGamma(index);
566 static inline uint SlReadArrayLength()
568 return SlReadSimpleGamma();
571 static inline void SlWriteArrayLength(size_t length)
573 SlWriteSimpleGamma(length);
576 static inline uint SlGetArrayLength(size_t length)
578 return SlGetGammaLength(length);
582 * Return the size in bytes of a certain type of normal/atomic variable
583 * as it appears in memory. See VarTypes
584 * @param conv VarType type of variable that is used for calculating the size
585 * @return Return the size of this type in bytes
587 static inline uint SlCalcConvMemLen(VarType conv)
589 static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
590 byte length = GB(conv, 4, 4);
592 switch (length << 4) {
593 case SLE_VAR_STRB:
594 case SLE_VAR_STRBQ:
595 case SLE_VAR_STR:
596 case SLE_VAR_STRQ:
597 return SlReadArrayLength();
599 default:
600 assert(length < lengthof(conv_mem_size));
601 return conv_mem_size[length];
606 * Return the size in bytes of a certain type of normal/atomic variable
607 * as it appears in a saved game. See VarTypes
608 * @param conv VarType type of variable that is used for calculating the size
609 * @return Return the size of this type in bytes
611 static inline byte SlCalcConvFileLen(VarType conv)
613 static const byte conv_file_size[] = {1, 1, 2, 2, 4, 4, 8, 8, 2};
614 byte length = GB(conv, 0, 4);
615 assert(length < lengthof(conv_file_size));
616 return conv_file_size[length];
619 /** Return the size in bytes of a reference (pointer) */
620 static inline size_t SlCalcRefLen()
622 return IsSavegameVersionBefore(SLV_69) ? 2 : 4;
625 void SlSetArrayIndex(uint index)
627 _sl.need_length = NL_WANTLENGTH;
628 _sl.array_index = index;
631 static size_t _next_offs;
634 * Iterate through the elements of an array and read the whole thing
635 * @return The index of the object, or -1 if we have reached the end of current block
637 int SlIterateArray()
639 int index;
641 /* After reading in the whole array inside the loop
642 * we must have read in all the data, so we must be at end of current block. */
643 if (_next_offs != 0 && _sl.reader->GetSize() != _next_offs) SlErrorCorrupt("Invalid chunk size");
645 for (;;) {
646 uint length = SlReadArrayLength();
647 if (length == 0) {
648 _next_offs = 0;
649 return -1;
652 _sl.obj_len = --length;
653 _next_offs = _sl.reader->GetSize() + length;
655 switch (_sl.block_mode) {
656 case CH_SPARSE_ARRAY: index = (int)SlReadSparseIndex(); break;
657 case CH_ARRAY: index = _sl.array_index++; break;
658 default:
659 DEBUG(sl, 0, "SlIterateArray error");
660 return -1; // error
663 if (length != 0) return index;
668 * Skip an array or sparse array
670 void SlSkipArray()
672 while (SlIterateArray() != -1) {
673 SlSkipBytes(_next_offs - _sl.reader->GetSize());
678 * Sets the length of either a RIFF object or the number of items in an array.
679 * This lets us load an object or an array of arbitrary size
680 * @param length The length of the sought object/array
682 void SlSetLength(size_t length)
684 assert(_sl.action == SLA_SAVE);
686 switch (_sl.need_length) {
687 case NL_WANTLENGTH:
688 _sl.need_length = NL_NONE;
689 switch (_sl.block_mode) {
690 case CH_RIFF:
691 /* Ugly encoding of >16M RIFF chunks
692 * The lower 24 bits are normal
693 * The uppermost 4 bits are bits 24:27 */
694 assert(length < (1 << 28));
695 SlWriteUint32((uint32)((length & 0xFFFFFF) | ((length >> 24) << 28)));
696 break;
697 case CH_ARRAY:
698 assert(_sl.last_array_index <= _sl.array_index);
699 while (++_sl.last_array_index <= _sl.array_index) {
700 SlWriteArrayLength(1);
702 SlWriteArrayLength(length + 1);
703 break;
704 case CH_SPARSE_ARRAY:
705 SlWriteArrayLength(length + 1 + SlGetArrayLength(_sl.array_index)); // Also include length of sparse index.
706 SlWriteSparseIndex(_sl.array_index);
707 break;
708 default: NOT_REACHED();
710 break;
712 case NL_CALCLENGTH:
713 _sl.obj_len += (int)length;
714 break;
716 default: NOT_REACHED();
721 * Save/Load bytes. These do not need to be converted to Little/Big Endian
722 * so directly write them or read them to/from file
723 * @param ptr The source or destination of the object being manipulated
724 * @param length number of bytes this fast CopyBytes lasts
726 static void SlCopyBytes(void *ptr, size_t length)
728 byte *p = (byte *)ptr;
730 switch (_sl.action) {
731 case SLA_LOAD_CHECK:
732 case SLA_LOAD:
733 for (; length != 0; length--) *p++ = SlReadByte();
734 break;
735 case SLA_SAVE:
736 for (; length != 0; length--) SlWriteByte(*p++);
737 break;
738 default: NOT_REACHED();
742 /** Get the length of the current object */
743 size_t SlGetFieldLength()
745 return _sl.obj_len;
749 * Return a signed-long version of the value of a setting
750 * @param ptr pointer to the variable
751 * @param conv type of variable, can be a non-clean
752 * type, eg one with other flags because it is parsed
753 * @return returns the value of the pointer-setting
755 int64 ReadValue(const void *ptr, VarType conv)
757 switch (GetVarMemType(conv)) {
758 case SLE_VAR_BL: return (*(const bool *)ptr != 0);
759 case SLE_VAR_I8: return *(const int8 *)ptr;
760 case SLE_VAR_U8: return *(const byte *)ptr;
761 case SLE_VAR_I16: return *(const int16 *)ptr;
762 case SLE_VAR_U16: return *(const uint16*)ptr;
763 case SLE_VAR_I32: return *(const int32 *)ptr;
764 case SLE_VAR_U32: return *(const uint32*)ptr;
765 case SLE_VAR_I64: return *(const int64 *)ptr;
766 case SLE_VAR_U64: return *(const uint64*)ptr;
767 case SLE_VAR_NULL:return 0;
768 default: NOT_REACHED();
773 * Write the value of a setting
774 * @param ptr pointer to the variable
775 * @param conv type of variable, can be a non-clean type, eg
776 * with other flags. It is parsed upon read
777 * @param val the new value being given to the variable
779 void WriteValue(void *ptr, VarType conv, int64 val)
781 switch (GetVarMemType(conv)) {
782 case SLE_VAR_BL: *(bool *)ptr = (val != 0); break;
783 case SLE_VAR_I8: *(int8 *)ptr = val; break;
784 case SLE_VAR_U8: *(byte *)ptr = val; break;
785 case SLE_VAR_I16: *(int16 *)ptr = val; break;
786 case SLE_VAR_U16: *(uint16*)ptr = val; break;
787 case SLE_VAR_I32: *(int32 *)ptr = val; break;
788 case SLE_VAR_U32: *(uint32*)ptr = val; break;
789 case SLE_VAR_I64: *(int64 *)ptr = val; break;
790 case SLE_VAR_U64: *(uint64*)ptr = val; break;
791 case SLE_VAR_NAME: *(char**)ptr = CopyFromOldName(val); break;
792 case SLE_VAR_NULL: break;
793 default: NOT_REACHED();
798 * Handle all conversion and typechecking of variables here.
799 * In the case of saving, read in the actual value from the struct
800 * and then write them to file, endian safely. Loading a value
801 * goes exactly the opposite way
802 * @param ptr The object being filled/read
803 * @param conv VarType type of the current element of the struct
805 static void SlSaveLoadConv(void *ptr, VarType conv)
807 switch (_sl.action) {
808 case SLA_SAVE: {
809 int64 x = ReadValue(ptr, conv);
811 /* Write the value to the file and check if its value is in the desired range */
812 switch (GetVarFileType(conv)) {
813 case SLE_FILE_I8: assert(x >= -128 && x <= 127); SlWriteByte(x);break;
814 case SLE_FILE_U8: assert(x >= 0 && x <= 255); SlWriteByte(x);break;
815 case SLE_FILE_I16:assert(x >= -32768 && x <= 32767); SlWriteUint16(x);break;
816 case SLE_FILE_STRINGID:
817 case SLE_FILE_U16:assert(x >= 0 && x <= 65535); SlWriteUint16(x);break;
818 case SLE_FILE_I32:
819 case SLE_FILE_U32: SlWriteUint32((uint32)x);break;
820 case SLE_FILE_I64:
821 case SLE_FILE_U64: SlWriteUint64(x);break;
822 default: NOT_REACHED();
824 break;
826 case SLA_LOAD_CHECK:
827 case SLA_LOAD: {
828 int64 x;
829 /* Read a value from the file */
830 switch (GetVarFileType(conv)) {
831 case SLE_FILE_I8: x = (int8 )SlReadByte(); break;
832 case SLE_FILE_U8: x = (byte )SlReadByte(); break;
833 case SLE_FILE_I16: x = (int16 )SlReadUint16(); break;
834 case SLE_FILE_U16: x = (uint16)SlReadUint16(); break;
835 case SLE_FILE_I32: x = (int32 )SlReadUint32(); break;
836 case SLE_FILE_U32: x = (uint32)SlReadUint32(); break;
837 case SLE_FILE_I64: x = (int64 )SlReadUint64(); break;
838 case SLE_FILE_U64: x = (uint64)SlReadUint64(); break;
839 case SLE_FILE_STRINGID: x = RemapOldStringID((uint16)SlReadUint16()); break;
840 default: NOT_REACHED();
843 /* Write The value to the struct. These ARE endian safe. */
844 WriteValue(ptr, conv, x);
845 break;
847 case SLA_PTRS: break;
848 case SLA_NULL: break;
849 default: NOT_REACHED();
854 * Calculate the net length of a string. This is in almost all cases
855 * just strlen(), but if the string is not properly terminated, we'll
856 * resort to the maximum length of the buffer.
857 * @param ptr pointer to the stringbuffer
858 * @param length maximum length of the string (buffer). If -1 we don't care
859 * about a maximum length, but take string length as it is.
860 * @return return the net length of the string
862 static inline size_t SlCalcNetStringLen(const char *ptr, size_t length)
864 if (ptr == nullptr) return 0;
865 return min(strlen(ptr), length - 1);
869 * Calculate the gross length of the string that it
870 * will occupy in the savegame. This includes the real length, returned
871 * by SlCalcNetStringLen and the length that the index will occupy.
872 * @param ptr pointer to the stringbuffer
873 * @param length maximum length of the string (buffer size, etc.)
874 * @param conv type of data been used
875 * @return return the gross length of the string
877 static inline size_t SlCalcStringLen(const void *ptr, size_t length, VarType conv)
879 size_t len;
880 const char *str;
882 switch (GetVarMemType(conv)) {
883 default: NOT_REACHED();
884 case SLE_VAR_STR:
885 case SLE_VAR_STRQ:
886 str = *(const char * const *)ptr;
887 len = SIZE_MAX;
888 break;
889 case SLE_VAR_STRB:
890 case SLE_VAR_STRBQ:
891 str = (const char *)ptr;
892 len = length;
893 break;
896 len = SlCalcNetStringLen(str, len);
897 return len + SlGetArrayLength(len); // also include the length of the index
901 * Save/Load a string.
902 * @param ptr the string being manipulated
903 * @param length of the string (full length)
904 * @param conv must be SLE_FILE_STRING
906 static void SlString(void *ptr, size_t length, VarType conv)
908 switch (_sl.action) {
909 case SLA_SAVE: {
910 size_t len;
911 switch (GetVarMemType(conv)) {
912 default: NOT_REACHED();
913 case SLE_VAR_STRB:
914 case SLE_VAR_STRBQ:
915 len = SlCalcNetStringLen((char *)ptr, length);
916 break;
917 case SLE_VAR_STR:
918 case SLE_VAR_STRQ:
919 ptr = *(char **)ptr;
920 len = SlCalcNetStringLen((char *)ptr, SIZE_MAX);
921 break;
924 SlWriteArrayLength(len);
925 SlCopyBytes(ptr, len);
926 break;
928 case SLA_LOAD_CHECK:
929 case SLA_LOAD: {
930 size_t len = SlReadArrayLength();
932 switch (GetVarMemType(conv)) {
933 default: NOT_REACHED();
934 case SLE_VAR_STRB:
935 case SLE_VAR_STRBQ:
936 if (len >= length) {
937 DEBUG(sl, 1, "String length in savegame is bigger than buffer, truncating");
938 SlCopyBytes(ptr, length);
939 SlSkipBytes(len - length);
940 len = length - 1;
941 } else {
942 SlCopyBytes(ptr, len);
944 break;
945 case SLE_VAR_STR:
946 case SLE_VAR_STRQ: // Malloc'd string, free previous incarnation, and allocate
947 free(*(char **)ptr);
948 if (len == 0) {
949 *(char **)ptr = nullptr;
950 return;
951 } else {
952 *(char **)ptr = MallocT<char>(len + 1); // terminating '\0'
953 ptr = *(char **)ptr;
954 SlCopyBytes(ptr, len);
956 break;
959 ((char *)ptr)[len] = '\0'; // properly terminate the string
960 StringValidationSettings settings = SVS_REPLACE_WITH_QUESTION_MARK;
961 if ((conv & SLF_ALLOW_CONTROL) != 0) {
962 settings = settings | SVS_ALLOW_CONTROL_CODE;
963 if (IsSavegameVersionBefore(SLV_169)) {
964 str_fix_scc_encoded((char *)ptr, (char *)ptr + len);
967 if ((conv & SLF_ALLOW_NEWLINE) != 0) {
968 settings = settings | SVS_ALLOW_NEWLINE;
970 str_validate((char *)ptr, (char *)ptr + len, settings);
971 break;
973 case SLA_PTRS: break;
974 case SLA_NULL: break;
975 default: NOT_REACHED();
980 * Return the size in bytes of a certain type of atomic array
981 * @param length The length of the array counted in elements
982 * @param conv VarType type of the variable that is used in calculating the size
984 static inline size_t SlCalcArrayLen(size_t length, VarType conv)
986 return SlCalcConvFileLen(conv) * length;
990 * Save/Load an array.
991 * @param array The array being manipulated
992 * @param length The length of the array in elements
993 * @param conv VarType type of the atomic array (int, byte, uint64, etc.)
995 void SlArray(void *array, size_t length, VarType conv)
997 if (_sl.action == SLA_PTRS || _sl.action == SLA_NULL) return;
999 /* Automatically calculate the length? */
1000 if (_sl.need_length != NL_NONE) {
1001 SlSetLength(SlCalcArrayLen(length, conv));
1002 /* Determine length only? */
1003 if (_sl.need_length == NL_CALCLENGTH) return;
1006 /* NOTICE - handle some buggy stuff, in really old versions everything was saved
1007 * as a byte-type. So detect this, and adjust array size accordingly */
1008 if (_sl.action != SLA_SAVE && _sl_version == 0) {
1009 /* all arrays except difficulty settings */
1010 if (conv == SLE_INT16 || conv == SLE_UINT16 || conv == SLE_STRINGID ||
1011 conv == SLE_INT32 || conv == SLE_UINT32) {
1012 SlCopyBytes(array, length * SlCalcConvFileLen(conv));
1013 return;
1015 /* used for conversion of Money 32bit->64bit */
1016 if (conv == (SLE_FILE_I32 | SLE_VAR_I64)) {
1017 for (uint i = 0; i < length; i++) {
1018 ((int64*)array)[i] = (int32)BSWAP32(SlReadUint32());
1020 return;
1024 /* If the size of elements is 1 byte both in file and memory, no special
1025 * conversion is needed, use specialized copy-copy function to speed up things */
1026 if (conv == SLE_INT8 || conv == SLE_UINT8) {
1027 SlCopyBytes(array, length);
1028 } else {
1029 byte *a = (byte*)array;
1030 byte mem_size = SlCalcConvMemLen(conv);
1032 for (; length != 0; length --) {
1033 SlSaveLoadConv(a, conv);
1034 a += mem_size; // get size
1041 * Pointers cannot be saved to a savegame, so this functions gets
1042 * the index of the item, and if not available, it hussles with
1043 * pointers (looks really bad :()
1044 * Remember that a nullptr item has value 0, and all
1045 * indices have +1, so vehicle 0 is saved as index 1.
1046 * @param obj The object that we want to get the index of
1047 * @param rt SLRefType type of the object the index is being sought of
1048 * @return Return the pointer converted to an index of the type pointed to
1050 static size_t ReferenceToInt(const void *obj, SLRefType rt)
1052 assert(_sl.action == SLA_SAVE);
1054 if (obj == nullptr) return 0;
1056 switch (rt) {
1057 case REF_VEHICLE_OLD: // Old vehicles we save as new ones
1058 case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1;
1059 case REF_STATION: return ((const Station*)obj)->index + 1;
1060 case REF_TOWN: return ((const Town*)obj)->index + 1;
1061 case REF_ORDER: return ((const Order*)obj)->index + 1;
1062 case REF_ROADSTOPS: return ((const RoadStop*)obj)->index + 1;
1063 case REF_ENGINE_RENEWS: return ((const EngineRenew*)obj)->index + 1;
1064 case REF_CARGO_PACKET: return ((const CargoPacket*)obj)->index + 1;
1065 case REF_ORDERLIST: return ((const OrderList*)obj)->index + 1;
1066 case REF_STORAGE: return ((const PersistentStorage*)obj)->index + 1;
1067 case REF_LINK_GRAPH: return ((const LinkGraph*)obj)->index + 1;
1068 case REF_LINK_GRAPH_JOB: return ((const LinkGraphJob*)obj)->index + 1;
1069 default: NOT_REACHED();
1074 * Pointers cannot be loaded from a savegame, so this function
1075 * gets the index from the savegame and returns the appropriate
1076 * pointer from the already loaded base.
1077 * Remember that an index of 0 is a nullptr pointer so all indices
1078 * are +1 so vehicle 0 is saved as 1.
1079 * @param index The index that is being converted to a pointer
1080 * @param rt SLRefType type of the object the pointer is sought of
1081 * @return Return the index converted to a pointer of any type
1083 static void *IntToReference(size_t index, SLRefType rt)
1085 assert_compile(sizeof(size_t) <= sizeof(void *));
1087 assert(_sl.action == SLA_PTRS);
1089 /* After version 4.3 REF_VEHICLE_OLD is saved as REF_VEHICLE,
1090 * and should be loaded like that */
1091 if (rt == REF_VEHICLE_OLD && !IsSavegameVersionBefore(SLV_4, 4)) {
1092 rt = REF_VEHICLE;
1095 /* No need to look up nullptr pointers, just return immediately */
1096 if (index == (rt == REF_VEHICLE_OLD ? 0xFFFF : 0)) return nullptr;
1098 /* Correct index. Old vehicles were saved differently:
1099 * invalid vehicle was 0xFFFF, now we use 0x0000 for everything invalid. */
1100 if (rt != REF_VEHICLE_OLD) index--;
1102 switch (rt) {
1103 case REF_ORDERLIST:
1104 if (OrderList::IsValidID(index)) return OrderList::Get(index);
1105 SlErrorCorrupt("Referencing invalid OrderList");
1107 case REF_ORDER:
1108 if (Order::IsValidID(index)) return Order::Get(index);
1109 /* in old versions, invalid order was used to mark end of order list */
1110 if (IsSavegameVersionBefore(SLV_5, 2)) return nullptr;
1111 SlErrorCorrupt("Referencing invalid Order");
1113 case REF_VEHICLE_OLD:
1114 case REF_VEHICLE:
1115 if (Vehicle::IsValidID(index)) return Vehicle::Get(index);
1116 SlErrorCorrupt("Referencing invalid Vehicle");
1118 case REF_STATION:
1119 if (Station::IsValidID(index)) return Station::Get(index);
1120 SlErrorCorrupt("Referencing invalid Station");
1122 case REF_TOWN:
1123 if (Town::IsValidID(index)) return Town::Get(index);
1124 SlErrorCorrupt("Referencing invalid Town");
1126 case REF_ROADSTOPS:
1127 if (RoadStop::IsValidID(index)) return RoadStop::Get(index);
1128 SlErrorCorrupt("Referencing invalid RoadStop");
1130 case REF_ENGINE_RENEWS:
1131 if (EngineRenew::IsValidID(index)) return EngineRenew::Get(index);
1132 SlErrorCorrupt("Referencing invalid EngineRenew");
1134 case REF_CARGO_PACKET:
1135 if (CargoPacket::IsValidID(index)) return CargoPacket::Get(index);
1136 SlErrorCorrupt("Referencing invalid CargoPacket");
1138 case REF_STORAGE:
1139 if (PersistentStorage::IsValidID(index)) return PersistentStorage::Get(index);
1140 SlErrorCorrupt("Referencing invalid PersistentStorage");
1142 case REF_LINK_GRAPH:
1143 if (LinkGraph::IsValidID(index)) return LinkGraph::Get(index);
1144 SlErrorCorrupt("Referencing invalid LinkGraph");
1146 case REF_LINK_GRAPH_JOB:
1147 if (LinkGraphJob::IsValidID(index)) return LinkGraphJob::Get(index);
1148 SlErrorCorrupt("Referencing invalid LinkGraphJob");
1150 default: NOT_REACHED();
1155 * Return the size in bytes of a list
1156 * @param list The std::list to find the size of
1158 static inline size_t SlCalcListLen(const void *list)
1160 const std::list<void *> *l = (const std::list<void *> *) list;
1162 int type_size = IsSavegameVersionBefore(SLV_69) ? 2 : 4;
1163 /* Each entry is saved as type_size bytes, plus type_size bytes are used for the length
1164 * of the list */
1165 return l->size() * type_size + type_size;
1170 * Save/Load a list.
1171 * @param list The list being manipulated
1172 * @param conv SLRefType type of the list (Vehicle *, Station *, etc)
1174 static void SlList(void *list, SLRefType conv)
1176 /* Automatically calculate the length? */
1177 if (_sl.need_length != NL_NONE) {
1178 SlSetLength(SlCalcListLen(list));
1179 /* Determine length only? */
1180 if (_sl.need_length == NL_CALCLENGTH) return;
1183 typedef std::list<void *> PtrList;
1184 PtrList *l = (PtrList *)list;
1186 switch (_sl.action) {
1187 case SLA_SAVE: {
1188 SlWriteUint32((uint32)l->size());
1190 PtrList::iterator iter;
1191 for (iter = l->begin(); iter != l->end(); ++iter) {
1192 void *ptr = *iter;
1193 SlWriteUint32((uint32)ReferenceToInt(ptr, conv));
1195 break;
1197 case SLA_LOAD_CHECK:
1198 case SLA_LOAD: {
1199 size_t length = IsSavegameVersionBefore(SLV_69) ? SlReadUint16() : SlReadUint32();
1201 /* Load each reference and push to the end of the list */
1202 for (size_t i = 0; i < length; i++) {
1203 size_t data = IsSavegameVersionBefore(SLV_69) ? SlReadUint16() : SlReadUint32();
1204 l->push_back((void *)data);
1206 break;
1208 case SLA_PTRS: {
1209 PtrList temp = *l;
1211 l->clear();
1212 PtrList::iterator iter;
1213 for (iter = temp.begin(); iter != temp.end(); ++iter) {
1214 void *ptr = IntToReference((size_t)*iter, conv);
1215 l->push_back(ptr);
1217 break;
1219 case SLA_NULL:
1220 l->clear();
1221 break;
1222 default: NOT_REACHED();
1228 * Template class to help with std::deque.
1230 template <typename T>
1231 class SlDequeHelper {
1232 typedef std::deque<T> SlDequeT;
1233 public:
1235 * Internal templated helper to return the size in bytes of a std::deque.
1236 * @param deque The std::deque to find the size of
1237 * @param conv VarType type of variable that is used for calculating the size
1239 static size_t SlCalcDequeLen(const void *deque, VarType conv)
1241 const SlDequeT *l = (const SlDequeT *)deque;
1243 int type_size = 4;
1244 /* Each entry is saved as type_size bytes, plus type_size bytes are used for the length
1245 * of the list */
1246 return l->size() * SlCalcConvFileLen(conv) + type_size;
1250 * Internal templated helper to save/load a std::deque.
1251 * @param deque The std::deque being manipulated
1252 * @param conv VarType type of variable that is used for calculating the size
1254 static void SlDeque(void *deque, VarType conv)
1256 SlDequeT *l = (SlDequeT *)deque;
1258 switch (_sl.action) {
1259 case SLA_SAVE: {
1260 SlWriteUint32((uint32)l->size());
1262 typename SlDequeT::iterator iter;
1263 for (iter = l->begin(); iter != l->end(); ++iter) {
1264 SlSaveLoadConv(&(*iter), conv);
1266 break;
1268 case SLA_LOAD_CHECK:
1269 case SLA_LOAD: {
1270 size_t length = SlReadUint32();
1272 /* Load each value and push to the end of the deque */
1273 for (size_t i = 0; i < length; i++) {
1274 T data;
1275 SlSaveLoadConv(&data, conv);
1276 l->push_back(data);
1278 break;
1280 case SLA_PTRS:
1281 break;
1282 case SLA_NULL:
1283 l->clear();
1284 break;
1285 default: NOT_REACHED();
1292 * Return the size in bytes of a std::deque.
1293 * @param deque The std::deque to find the size of
1294 * @param conv VarType type of variable that is used for calculating the size
1296 static inline size_t SlCalcDequeLen(const void *deque, VarType conv)
1298 switch (GetVarMemType(conv)) {
1299 case SLE_VAR_BL:
1300 return SlDequeHelper<bool>::SlCalcDequeLen(deque, conv);
1301 case SLE_VAR_I8:
1302 case SLE_VAR_U8:
1303 return SlDequeHelper<uint8>::SlCalcDequeLen(deque, conv);
1304 case SLE_VAR_I16:
1305 case SLE_VAR_U16:
1306 return SlDequeHelper<uint16>::SlCalcDequeLen(deque, conv);
1307 case SLE_VAR_I32:
1308 case SLE_VAR_U32:
1309 return SlDequeHelper<uint32>::SlCalcDequeLen(deque, conv);
1310 case SLE_VAR_I64:
1311 case SLE_VAR_U64:
1312 return SlDequeHelper<uint64>::SlCalcDequeLen(deque, conv);
1313 default: NOT_REACHED();
1319 * Save/load a std::deque.
1320 * @param deque The std::deque being manipulated
1321 * @param conv VarType type of variable that is used for calculating the size
1323 static void SlDeque(void *deque, VarType conv)
1325 switch (GetVarMemType(conv)) {
1326 case SLE_VAR_BL:
1327 SlDequeHelper<bool>::SlDeque(deque, conv);
1328 break;
1329 case SLE_VAR_I8:
1330 case SLE_VAR_U8:
1331 SlDequeHelper<uint8>::SlDeque(deque, conv);
1332 break;
1333 case SLE_VAR_I16:
1334 case SLE_VAR_U16:
1335 SlDequeHelper<uint16>::SlDeque(deque, conv);
1336 break;
1337 case SLE_VAR_I32:
1338 case SLE_VAR_U32:
1339 SlDequeHelper<uint32>::SlDeque(deque, conv);
1340 break;
1341 case SLE_VAR_I64:
1342 case SLE_VAR_U64:
1343 SlDequeHelper<uint64>::SlDeque(deque, conv);
1344 break;
1345 default: NOT_REACHED();
1350 /** Are we going to save this object or not? */
1351 static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
1353 if (_sl_version < sld->version_from || _sl_version >= sld->version_to) return false;
1354 if (sld->conv & SLF_NOT_IN_SAVE) return false;
1356 return true;
1360 * Are we going to load this variable when loading a savegame or not?
1361 * @note If the variable is skipped it is skipped in the savegame
1362 * bytestream itself as well, so there is no need to skip it somewhere else
1364 static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
1366 if ((sld->conv & SLF_NO_NETWORK_SYNC) && _sl.action != SLA_SAVE && _networking && !_network_server) {
1367 SlSkipBytes(SlCalcConvMemLen(sld->conv) * sld->length);
1368 return true;
1371 return false;
1375 * Calculate the size of an object.
1376 * @param object to be measured
1377 * @param sld The SaveLoad description of the object so we know how to manipulate it
1378 * @return size of given object
1380 size_t SlCalcObjLength(const void *object, const SaveLoad *sld)
1382 size_t length = 0;
1384 /* Need to determine the length and write a length tag. */
1385 for (; sld->cmd != SL_END; sld++) {
1386 length += SlCalcObjMemberLength(object, sld);
1388 return length;
1391 size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld)
1393 assert(_sl.action == SLA_SAVE);
1395 switch (sld->cmd) {
1396 case SL_VAR:
1397 case SL_REF:
1398 case SL_ARR:
1399 case SL_STR:
1400 case SL_LST:
1401 case SL_DEQUE:
1402 /* CONDITIONAL saveload types depend on the savegame version */
1403 if (!SlIsObjectValidInSavegame(sld)) break;
1405 switch (sld->cmd) {
1406 case SL_VAR: return SlCalcConvFileLen(sld->conv);
1407 case SL_REF: return SlCalcRefLen();
1408 case SL_ARR: return SlCalcArrayLen(sld->length, sld->conv);
1409 case SL_STR: return SlCalcStringLen(GetVariableAddress(object, sld), sld->length, sld->conv);
1410 case SL_LST: return SlCalcListLen(GetVariableAddress(object, sld));
1411 case SL_DEQUE: return SlCalcDequeLen(GetVariableAddress(object, sld), sld->conv);
1412 default: NOT_REACHED();
1414 break;
1415 case SL_WRITEBYTE: return 1; // a byte is logically of size 1
1416 case SL_VEH_INCLUDE: return SlCalcObjLength(object, GetVehicleDescription(VEH_END));
1417 case SL_ST_INCLUDE: return SlCalcObjLength(object, GetBaseStationDescription());
1418 default: NOT_REACHED();
1420 return 0;
1423 #ifdef OTTD_ASSERT
1426 * Check whether the variable size of the variable in the saveload configuration
1427 * matches with the actual variable size.
1428 * @param sld The saveload configuration to test.
1430 static bool IsVariableSizeRight(const SaveLoad *sld)
1432 switch (sld->cmd) {
1433 case SL_VAR:
1434 switch (GetVarMemType(sld->conv)) {
1435 case SLE_VAR_BL:
1436 return sld->size == sizeof(bool);
1437 case SLE_VAR_I8:
1438 case SLE_VAR_U8:
1439 return sld->size == sizeof(int8);
1440 case SLE_VAR_I16:
1441 case SLE_VAR_U16:
1442 return sld->size == sizeof(int16);
1443 case SLE_VAR_I32:
1444 case SLE_VAR_U32:
1445 return sld->size == sizeof(int32);
1446 case SLE_VAR_I64:
1447 case SLE_VAR_U64:
1448 return sld->size == sizeof(int64);
1449 default:
1450 return sld->size == sizeof(void *);
1452 case SL_REF:
1453 /* These should all be pointer sized. */
1454 return sld->size == sizeof(void *);
1456 case SL_STR:
1457 /* These should be pointer sized, or fixed array. */
1458 return sld->size == sizeof(void *) || sld->size == sld->length;
1460 default:
1461 return true;
1465 #endif /* OTTD_ASSERT */
1467 bool SlObjectMember(void *ptr, const SaveLoad *sld)
1469 #ifdef OTTD_ASSERT
1470 assert(IsVariableSizeRight(sld));
1471 #endif
1473 VarType conv = GB(sld->conv, 0, 8);
1474 switch (sld->cmd) {
1475 case SL_VAR:
1476 case SL_REF:
1477 case SL_ARR:
1478 case SL_STR:
1479 case SL_LST:
1480 case SL_DEQUE:
1481 /* CONDITIONAL saveload types depend on the savegame version */
1482 if (!SlIsObjectValidInSavegame(sld)) return false;
1483 if (SlSkipVariableOnLoad(sld)) return false;
1485 switch (sld->cmd) {
1486 case SL_VAR: SlSaveLoadConv(ptr, conv); break;
1487 case SL_REF: // Reference variable, translate
1488 switch (_sl.action) {
1489 case SLA_SAVE:
1490 SlWriteUint32((uint32)ReferenceToInt(*(void **)ptr, (SLRefType)conv));
1491 break;
1492 case SLA_LOAD_CHECK:
1493 case SLA_LOAD:
1494 *(size_t *)ptr = IsSavegameVersionBefore(SLV_69) ? SlReadUint16() : SlReadUint32();
1495 break;
1496 case SLA_PTRS:
1497 *(void **)ptr = IntToReference(*(size_t *)ptr, (SLRefType)conv);
1498 break;
1499 case SLA_NULL:
1500 *(void **)ptr = nullptr;
1501 break;
1502 default: NOT_REACHED();
1504 break;
1505 case SL_ARR: SlArray(ptr, sld->length, conv); break;
1506 case SL_STR: SlString(ptr, sld->length, sld->conv); break;
1507 case SL_LST: SlList(ptr, (SLRefType)conv); break;
1508 case SL_DEQUE: SlDeque(ptr, conv); break;
1509 default: NOT_REACHED();
1511 break;
1513 /* SL_WRITEBYTE writes a value to the savegame to identify the type of an object.
1514 * When loading, the value is read explicitly with SlReadByte() to determine which
1515 * object description to use. */
1516 case SL_WRITEBYTE:
1517 switch (_sl.action) {
1518 case SLA_SAVE: SlWriteByte(*(uint8 *)ptr); break;
1519 case SLA_LOAD_CHECK:
1520 case SLA_LOAD:
1521 case SLA_PTRS:
1522 case SLA_NULL: break;
1523 default: NOT_REACHED();
1525 break;
1527 /* SL_VEH_INCLUDE loads common code for vehicles */
1528 case SL_VEH_INCLUDE:
1529 SlObject(ptr, GetVehicleDescription(VEH_END));
1530 break;
1532 case SL_ST_INCLUDE:
1533 SlObject(ptr, GetBaseStationDescription());
1534 break;
1536 default: NOT_REACHED();
1538 return true;
1542 * Main SaveLoad function.
1543 * @param object The object that is being saved or loaded
1544 * @param sld The SaveLoad description of the object so we know how to manipulate it
1546 void SlObject(void *object, const SaveLoad *sld)
1548 /* Automatically calculate the length? */
1549 if (_sl.need_length != NL_NONE) {
1550 SlSetLength(SlCalcObjLength(object, sld));
1551 if (_sl.need_length == NL_CALCLENGTH) return;
1554 for (; sld->cmd != SL_END; sld++) {
1555 void *ptr = sld->global ? sld->address : GetVariableAddress(object, sld);
1556 SlObjectMember(ptr, sld);
1561 * Save or Load (a list of) global variables
1562 * @param sldg The global variable that is being loaded or saved
1564 void SlGlobList(const SaveLoadGlobVarList *sldg)
1566 SlObject(nullptr, (const SaveLoad*)sldg);
1570 * Do something of which I have no idea what it is :P
1571 * @param proc The callback procedure that is called
1572 * @param arg The variable that will be used for the callback procedure
1574 void SlAutolength(AutolengthProc *proc, void *arg)
1576 size_t offs;
1578 assert(_sl.action == SLA_SAVE);
1580 /* Tell it to calculate the length */
1581 _sl.need_length = NL_CALCLENGTH;
1582 _sl.obj_len = 0;
1583 proc(arg);
1585 /* Setup length */
1586 _sl.need_length = NL_WANTLENGTH;
1587 SlSetLength(_sl.obj_len);
1589 offs = _sl.dumper->GetSize() + _sl.obj_len;
1591 /* And write the stuff */
1592 proc(arg);
1594 if (offs != _sl.dumper->GetSize()) SlErrorCorrupt("Invalid chunk size");
1598 * Load a chunk of data (eg vehicles, stations, etc.)
1599 * @param ch The chunkhandler that will be used for the operation
1601 static void SlLoadChunk(const ChunkHandler *ch)
1603 byte m = SlReadByte();
1604 size_t len;
1605 size_t endoffs;
1607 _sl.block_mode = m;
1608 _sl.obj_len = 0;
1610 switch (m) {
1611 case CH_ARRAY:
1612 _sl.array_index = 0;
1613 ch->load_proc();
1614 if (_next_offs != 0) SlErrorCorrupt("Invalid array length");
1615 break;
1616 case CH_SPARSE_ARRAY:
1617 ch->load_proc();
1618 if (_next_offs != 0) SlErrorCorrupt("Invalid array length");
1619 break;
1620 default:
1621 if ((m & 0xF) == CH_RIFF) {
1622 /* Read length */
1623 len = (SlReadByte() << 16) | ((m >> 4) << 24);
1624 len += SlReadUint16();
1625 _sl.obj_len = len;
1626 endoffs = _sl.reader->GetSize() + len;
1627 ch->load_proc();
1628 if (_sl.reader->GetSize() != endoffs) SlErrorCorrupt("Invalid chunk size");
1629 } else {
1630 SlErrorCorrupt("Invalid chunk type");
1632 break;
1637 * Load a chunk of data for checking savegames.
1638 * If the chunkhandler is nullptr, the chunk is skipped.
1639 * @param ch The chunkhandler that will be used for the operation
1641 static void SlLoadCheckChunk(const ChunkHandler *ch)
1643 byte m = SlReadByte();
1644 size_t len;
1645 size_t endoffs;
1647 _sl.block_mode = m;
1648 _sl.obj_len = 0;
1650 switch (m) {
1651 case CH_ARRAY:
1652 _sl.array_index = 0;
1653 if (ch->load_check_proc) {
1654 ch->load_check_proc();
1655 } else {
1656 SlSkipArray();
1658 break;
1659 case CH_SPARSE_ARRAY:
1660 if (ch->load_check_proc) {
1661 ch->load_check_proc();
1662 } else {
1663 SlSkipArray();
1665 break;
1666 default:
1667 if ((m & 0xF) == CH_RIFF) {
1668 /* Read length */
1669 len = (SlReadByte() << 16) | ((m >> 4) << 24);
1670 len += SlReadUint16();
1671 _sl.obj_len = len;
1672 endoffs = _sl.reader->GetSize() + len;
1673 if (ch->load_check_proc) {
1674 ch->load_check_proc();
1675 } else {
1676 SlSkipBytes(len);
1678 if (_sl.reader->GetSize() != endoffs) SlErrorCorrupt("Invalid chunk size");
1679 } else {
1680 SlErrorCorrupt("Invalid chunk type");
1682 break;
1687 * Stub Chunk handlers to only calculate length and do nothing else.
1688 * The intended chunk handler that should be called.
1690 static ChunkSaveLoadProc *_stub_save_proc;
1693 * Stub Chunk handlers to only calculate length and do nothing else.
1694 * Actually call the intended chunk handler.
1695 * @param arg ignored parameter.
1697 static inline void SlStubSaveProc2(void *arg)
1699 _stub_save_proc();
1703 * Stub Chunk handlers to only calculate length and do nothing else.
1704 * Call SlAutoLenth with our stub save proc that will eventually
1705 * call the intended chunk handler.
1707 static void SlStubSaveProc()
1709 SlAutolength(SlStubSaveProc2, nullptr);
1713 * Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is
1714 * prefixed by an ID identifying it, followed by data, and terminator where appropriate
1715 * @param ch The chunkhandler that will be used for the operation
1717 static void SlSaveChunk(const ChunkHandler *ch)
1719 ChunkSaveLoadProc *proc = ch->save_proc;
1721 /* Don't save any chunk information if there is no save handler. */
1722 if (proc == nullptr) return;
1724 SlWriteUint32(ch->id);
1725 DEBUG(sl, 2, "Saving chunk %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
1727 if (ch->flags & CH_AUTO_LENGTH) {
1728 /* Need to calculate the length. Solve that by calling SlAutoLength in the save_proc. */
1729 _stub_save_proc = proc;
1730 proc = SlStubSaveProc;
1733 _sl.block_mode = ch->flags & CH_TYPE_MASK;
1734 switch (ch->flags & CH_TYPE_MASK) {
1735 case CH_RIFF:
1736 _sl.need_length = NL_WANTLENGTH;
1737 proc();
1738 break;
1739 case CH_ARRAY:
1740 _sl.last_array_index = 0;
1741 SlWriteByte(CH_ARRAY);
1742 proc();
1743 SlWriteArrayLength(0); // Terminate arrays
1744 break;
1745 case CH_SPARSE_ARRAY:
1746 SlWriteByte(CH_SPARSE_ARRAY);
1747 proc();
1748 SlWriteArrayLength(0); // Terminate arrays
1749 break;
1750 default: NOT_REACHED();
1754 /** Save all chunks */
1755 static void SlSaveChunks()
1757 FOR_ALL_CHUNK_HANDLERS(ch) {
1758 SlSaveChunk(ch);
1761 /* Terminator */
1762 SlWriteUint32(0);
1766 * Find the ChunkHandler that will be used for processing the found
1767 * chunk in the savegame or in memory
1768 * @param id the chunk in question
1769 * @return returns the appropriate chunkhandler
1771 static const ChunkHandler *SlFindChunkHandler(uint32 id)
1773 FOR_ALL_CHUNK_HANDLERS(ch) if (ch->id == id) return ch;
1774 return nullptr;
1777 /** Load all chunks */
1778 static void SlLoadChunks()
1780 uint32 id;
1781 const ChunkHandler *ch;
1783 for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
1784 DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
1786 ch = SlFindChunkHandler(id);
1787 if (ch == nullptr) SlErrorCorrupt("Unknown chunk type");
1788 SlLoadChunk(ch);
1792 /** Load all chunks for savegame checking */
1793 static void SlLoadCheckChunks()
1795 uint32 id;
1796 const ChunkHandler *ch;
1798 for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
1799 DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
1801 ch = SlFindChunkHandler(id);
1802 if (ch == nullptr) SlErrorCorrupt("Unknown chunk type");
1803 SlLoadCheckChunk(ch);
1807 /** Fix all pointers (convert index -> pointer) */
1808 static void SlFixPointers()
1810 _sl.action = SLA_PTRS;
1812 DEBUG(sl, 1, "Fixing pointers");
1814 FOR_ALL_CHUNK_HANDLERS(ch) {
1815 if (ch->ptrs_proc != nullptr) {
1816 DEBUG(sl, 2, "Fixing pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
1817 ch->ptrs_proc();
1821 DEBUG(sl, 1, "All pointers fixed");
1823 assert(_sl.action == SLA_PTRS);
1827 /** Yes, simply reading from a file. */
1828 struct FileReader : LoadFilter {
1829 FILE *file; ///< The file to read from.
1830 long begin; ///< The begin of the file.
1833 * Create the file reader, so it reads from a specific file.
1834 * @param file The file to read from.
1836 FileReader(FILE *file) : LoadFilter(nullptr), file(file), begin(ftell(file))
1840 /** Make sure everything is cleaned up. */
1841 ~FileReader()
1843 if (this->file != nullptr) fclose(this->file);
1844 this->file = nullptr;
1846 /* Make sure we don't double free. */
1847 _sl.sf = nullptr;
1850 size_t Read(byte *buf, size_t size) override
1852 /* We're in the process of shutting down, i.e. in "failure" mode. */
1853 if (this->file == nullptr) return 0;
1855 return fread(buf, 1, size, this->file);
1858 void Reset() override
1860 clearerr(this->file);
1861 if (fseek(this->file, this->begin, SEEK_SET)) {
1862 DEBUG(sl, 1, "Could not reset the file reading");
1867 /** Yes, simply writing to a file. */
1868 struct FileWriter : SaveFilter {
1869 FILE *file; ///< The file to write to.
1872 * Create the file writer, so it writes to a specific file.
1873 * @param file The file to write to.
1875 FileWriter(FILE *file) : SaveFilter(nullptr), file(file)
1879 /** Make sure everything is cleaned up. */
1880 ~FileWriter()
1882 this->Finish();
1884 /* Make sure we don't double free. */
1885 _sl.sf = nullptr;
1888 void Write(byte *buf, size_t size) override
1890 /* We're in the process of shutting down, i.e. in "failure" mode. */
1891 if (this->file == nullptr) return;
1893 if (fwrite(buf, 1, size, this->file) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
1896 void Finish() override
1898 if (this->file != nullptr) fclose(this->file);
1899 this->file = nullptr;
1903 /*******************************************
1904 ********** START OF LZO CODE **************
1905 *******************************************/
1907 #ifdef WITH_LZO
1908 #include <lzo/lzo1x.h>
1910 /** Buffer size for the LZO compressor */
1911 static const uint LZO_BUFFER_SIZE = 8192;
1913 /** Filter using LZO compression. */
1914 struct LZOLoadFilter : LoadFilter {
1916 * Initialise this filter.
1917 * @param chain The next filter in this chain.
1919 LZOLoadFilter(LoadFilter *chain) : LoadFilter(chain)
1921 if (lzo_init() != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
1924 size_t Read(byte *buf, size_t ssize) override
1926 assert(ssize >= LZO_BUFFER_SIZE);
1928 /* Buffer size is from the LZO docs plus the chunk header size. */
1929 byte out[LZO_BUFFER_SIZE + LZO_BUFFER_SIZE / 16 + 64 + 3 + sizeof(uint32) * 2];
1930 uint32 tmp[2];
1931 uint32 size;
1932 lzo_uint len = ssize;
1934 /* Read header*/
1935 if (this->chain->Read((byte*)tmp, sizeof(tmp)) != sizeof(tmp)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE, "File read failed");
1937 /* Check if size is bad */
1938 ((uint32*)out)[0] = size = tmp[1];
1940 if (_sl_version != SL_MIN_VERSION) {
1941 tmp[0] = TO_BE32(tmp[0]);
1942 size = TO_BE32(size);
1945 if (size >= sizeof(out)) SlErrorCorrupt("Inconsistent size");
1947 /* Read block */
1948 if (this->chain->Read(out + sizeof(uint32), size) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
1950 /* Verify checksum */
1951 if (tmp[0] != lzo_adler32(0, out, size + sizeof(uint32))) SlErrorCorrupt("Bad checksum");
1953 /* Decompress */
1954 int ret = lzo1x_decompress_safe(out + sizeof(uint32) * 1, size, buf, &len, nullptr);
1955 if (ret != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
1956 return len;
1960 /** Filter using LZO compression. */
1961 struct LZOSaveFilter : SaveFilter {
1963 * Initialise this filter.
1964 * @param chain The next filter in this chain.
1965 * @param compression_level The requested level of compression.
1967 LZOSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
1969 if (lzo_init() != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
1972 void Write(byte *buf, size_t size) override
1974 const lzo_bytep in = buf;
1975 /* Buffer size is from the LZO docs plus the chunk header size. */
1976 byte out[LZO_BUFFER_SIZE + LZO_BUFFER_SIZE / 16 + 64 + 3 + sizeof(uint32) * 2];
1977 byte wrkmem[LZO1X_1_MEM_COMPRESS];
1978 lzo_uint outlen;
1980 do {
1981 /* Compress up to LZO_BUFFER_SIZE bytes at once. */
1982 lzo_uint len = size > LZO_BUFFER_SIZE ? LZO_BUFFER_SIZE : (lzo_uint)size;
1983 lzo1x_1_compress(in, len, out + sizeof(uint32) * 2, &outlen, wrkmem);
1984 ((uint32*)out)[1] = TO_BE32((uint32)outlen);
1985 ((uint32*)out)[0] = TO_BE32(lzo_adler32(0, out + sizeof(uint32), outlen + sizeof(uint32)));
1986 this->chain->Write(out, outlen + sizeof(uint32) * 2);
1988 /* Move to next data chunk. */
1989 size -= len;
1990 in += len;
1991 } while (size > 0);
1995 #endif /* WITH_LZO */
1997 /*********************************************
1998 ******** START OF NOCOMP CODE (uncompressed)*
1999 *********************************************/
2001 /** Filter without any compression. */
2002 struct NoCompLoadFilter : LoadFilter {
2004 * Initialise this filter.
2005 * @param chain The next filter in this chain.
2007 NoCompLoadFilter(LoadFilter *chain) : LoadFilter(chain)
2011 size_t Read(byte *buf, size_t size) override
2013 return this->chain->Read(buf, size);
2017 /** Filter without any compression. */
2018 struct NoCompSaveFilter : SaveFilter {
2020 * Initialise this filter.
2021 * @param chain The next filter in this chain.
2022 * @param compression_level The requested level of compression.
2024 NoCompSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
2028 void Write(byte *buf, size_t size) override
2030 this->chain->Write(buf, size);
2034 /********************************************
2035 ********** START OF ZLIB CODE **************
2036 ********************************************/
2038 #if defined(WITH_ZLIB)
2039 #include <zlib.h>
2041 /** Filter using Zlib compression. */
2042 struct ZlibLoadFilter : LoadFilter {
2043 z_stream z; ///< Stream state we are reading from.
2044 byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file.
2047 * Initialise this filter.
2048 * @param chain The next filter in this chain.
2050 ZlibLoadFilter(LoadFilter *chain) : LoadFilter(chain)
2052 memset(&this->z, 0, sizeof(this->z));
2053 if (inflateInit(&this->z) != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
2056 /** Clean everything up. */
2057 ~ZlibLoadFilter()
2059 inflateEnd(&this->z);
2062 size_t Read(byte *buf, size_t size) override
2064 this->z.next_out = buf;
2065 this->z.avail_out = (uint)size;
2067 do {
2068 /* read more bytes from the file? */
2069 if (this->z.avail_in == 0) {
2070 this->z.next_in = this->fread_buf;
2071 this->z.avail_in = (uint)this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
2074 /* inflate the data */
2075 int r = inflate(&this->z, 0);
2076 if (r == Z_STREAM_END) break;
2078 if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "inflate() failed");
2079 } while (this->z.avail_out != 0);
2081 return size - this->z.avail_out;
2085 /** Filter using Zlib compression. */
2086 struct ZlibSaveFilter : SaveFilter {
2087 z_stream z; ///< Stream state we are writing to.
2090 * Initialise this filter.
2091 * @param chain The next filter in this chain.
2092 * @param compression_level The requested level of compression.
2094 ZlibSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
2096 memset(&this->z, 0, sizeof(this->z));
2097 if (deflateInit(&this->z, compression_level) != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
2100 /** Clean up what we allocated. */
2101 ~ZlibSaveFilter()
2103 deflateEnd(&this->z);
2107 * Helper loop for writing the data.
2108 * @param p The bytes to write.
2109 * @param len Amount of bytes to write.
2110 * @param mode Mode for deflate.
2112 void WriteLoop(byte *p, size_t len, int mode)
2114 byte buf[MEMORY_CHUNK_SIZE]; // output buffer
2115 uint n;
2116 this->z.next_in = p;
2117 this->z.avail_in = (uInt)len;
2118 do {
2119 this->z.next_out = buf;
2120 this->z.avail_out = sizeof(buf);
2123 * For the poor next soul who sees many valgrind warnings of the
2124 * "Conditional jump or move depends on uninitialised value(s)" kind:
2125 * According to the author of zlib it is not a bug and it won't be fixed.
2126 * http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2
2127 * [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newsgroup comp.compression]
2129 int r = deflate(&this->z, mode);
2131 /* bytes were emitted? */
2132 if ((n = sizeof(buf) - this->z.avail_out) != 0) {
2133 this->chain->Write(buf, n);
2135 if (r == Z_STREAM_END) break;
2137 if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "zlib returned error code");
2138 } while (this->z.avail_in || !this->z.avail_out);
2141 void Write(byte *buf, size_t size) override
2143 this->WriteLoop(buf, size, 0);
2146 void Finish() override
2148 this->WriteLoop(nullptr, 0, Z_FINISH);
2149 this->chain->Finish();
2153 #endif /* WITH_ZLIB */
2155 /********************************************
2156 ********** START OF LZMA CODE **************
2157 ********************************************/
2159 #if defined(WITH_LIBLZMA)
2160 #include <lzma.h>
2163 * Have a copy of an initialised LZMA stream. We need this as it's
2164 * impossible to "re"-assign LZMA_STREAM_INIT to a variable in some
2165 * compilers, i.e. LZMA_STREAM_INIT can't be used to set something.
2166 * This var has to be used instead.
2168 static const lzma_stream _lzma_init = LZMA_STREAM_INIT;
2170 /** Filter without any compression. */
2171 struct LZMALoadFilter : LoadFilter {
2172 lzma_stream lzma; ///< Stream state that we are reading from.
2173 byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file.
2176 * Initialise this filter.
2177 * @param chain The next filter in this chain.
2179 LZMALoadFilter(LoadFilter *chain) : LoadFilter(chain), lzma(_lzma_init)
2181 /* Allow saves up to 256 MB uncompressed */
2182 if (lzma_auto_decoder(&this->lzma, 1 << 28, 0) != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
2185 /** Clean everything up. */
2186 ~LZMALoadFilter()
2188 lzma_end(&this->lzma);
2191 size_t Read(byte *buf, size_t size) override
2193 this->lzma.next_out = buf;
2194 this->lzma.avail_out = size;
2196 do {
2197 /* read more bytes from the file? */
2198 if (this->lzma.avail_in == 0) {
2199 this->lzma.next_in = this->fread_buf;
2200 this->lzma.avail_in = this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
2203 /* inflate the data */
2204 lzma_ret r = lzma_code(&this->lzma, LZMA_RUN);
2205 if (r == LZMA_STREAM_END) break;
2206 if (r != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code");
2207 } while (this->lzma.avail_out != 0);
2209 return size - this->lzma.avail_out;
2213 /** Filter using LZMA compression. */
2214 struct LZMASaveFilter : SaveFilter {
2215 lzma_stream lzma; ///< Stream state that we are writing to.
2218 * Initialise this filter.
2219 * @param chain The next filter in this chain.
2220 * @param compression_level The requested level of compression.
2222 LZMASaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain), lzma(_lzma_init)
2224 if (lzma_easy_encoder(&this->lzma, compression_level, LZMA_CHECK_CRC32) != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
2227 /** Clean up what we allocated. */
2228 ~LZMASaveFilter()
2230 lzma_end(&this->lzma);
2234 * Helper loop for writing the data.
2235 * @param p The bytes to write.
2236 * @param len Amount of bytes to write.
2237 * @param action Action for lzma_code.
2239 void WriteLoop(byte *p, size_t len, lzma_action action)
2241 byte buf[MEMORY_CHUNK_SIZE]; // output buffer
2242 size_t n;
2243 this->lzma.next_in = p;
2244 this->lzma.avail_in = len;
2245 do {
2246 this->lzma.next_out = buf;
2247 this->lzma.avail_out = sizeof(buf);
2249 lzma_ret r = lzma_code(&this->lzma, action);
2251 /* bytes were emitted? */
2252 if ((n = sizeof(buf) - this->lzma.avail_out) != 0) {
2253 this->chain->Write(buf, n);
2255 if (r == LZMA_STREAM_END) break;
2256 if (r != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code");
2257 } while (this->lzma.avail_in || !this->lzma.avail_out);
2260 void Write(byte *buf, size_t size) override
2262 this->WriteLoop(buf, size, LZMA_RUN);
2265 void Finish() override
2267 this->WriteLoop(nullptr, 0, LZMA_FINISH);
2268 this->chain->Finish();
2272 #endif /* WITH_LIBLZMA */
2274 /*******************************************
2275 ************* END OF CODE *****************
2276 *******************************************/
2278 /** The format for a reader/writer type of a savegame */
2279 struct SaveLoadFormat {
2280 const char *name; ///< name of the compressor/decompressor (debug-only)
2281 uint32 tag; ///< the 4-letter tag by which it is identified in the savegame
2283 LoadFilter *(*init_load)(LoadFilter *chain); ///< Constructor for the load filter.
2284 SaveFilter *(*init_write)(SaveFilter *chain, byte compression); ///< Constructor for the save filter.
2286 byte min_compression; ///< the minimum compression level of this format
2287 byte default_compression; ///< the default compression level of this format
2288 byte max_compression; ///< the maximum compression level of this format
2291 /** The different saveload formats known/understood by OpenTTD. */
2292 static const SaveLoadFormat _saveload_formats[] = {
2293 #if defined(WITH_LZO)
2294 /* Roughly 75% larger than zlib level 6 at only ~7% of the CPU usage. */
2295 {"lzo", TO_BE32X('OTTD'), CreateLoadFilter<LZOLoadFilter>, CreateSaveFilter<LZOSaveFilter>, 0, 0, 0},
2296 #else
2297 {"lzo", TO_BE32X('OTTD'), nullptr, nullptr, 0, 0, 0},
2298 #endif
2299 /* Roughly 5 times larger at only 1% of the CPU usage over zlib level 6. */
2300 {"none", TO_BE32X('OTTN'), CreateLoadFilter<NoCompLoadFilter>, CreateSaveFilter<NoCompSaveFilter>, 0, 0, 0},
2301 #if defined(WITH_ZLIB)
2302 /* After level 6 the speed reduction is significant (1.5x to 2.5x slower per level), but the reduction in filesize is
2303 * fairly insignificant (~1% for each step). Lower levels become ~5-10% bigger by each level than level 6 while level
2304 * 1 is "only" 3 times as fast. Level 0 results in uncompressed savegames at about 8 times the cost of "none". */
2305 {"zlib", TO_BE32X('OTTZ'), CreateLoadFilter<ZlibLoadFilter>, CreateSaveFilter<ZlibSaveFilter>, 0, 6, 9},
2306 #else
2307 {"zlib", TO_BE32X('OTTZ'), nullptr, nullptr, 0, 0, 0},
2308 #endif
2309 #if defined(WITH_LIBLZMA)
2310 /* Level 2 compression is speed wise as fast as zlib level 6 compression (old default), but results in ~10% smaller saves.
2311 * Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
2312 * The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
2313 * slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much.
2314 * It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */
2315 {"lzma", TO_BE32X('OTTX'), CreateLoadFilter<LZMALoadFilter>, CreateSaveFilter<LZMASaveFilter>, 0, 2, 9},
2316 #else
2317 {"lzma", TO_BE32X('OTTX'), nullptr, nullptr, 0, 0, 0},
2318 #endif
2322 * Return the savegameformat of the game. Whether it was created with ZLIB compression
2323 * uncompressed, or another type
2324 * @param s Name of the savegame format. If nullptr it picks the first available one
2325 * @param compression_level Output for telling what compression level we want.
2326 * @return Pointer to SaveLoadFormat struct giving all characteristics of this type of savegame
2328 static const SaveLoadFormat *GetSavegameFormat(char *s, byte *compression_level)
2330 const SaveLoadFormat *def = lastof(_saveload_formats);
2332 /* find default savegame format, the highest one with which files can be written */
2333 while (!def->init_write) def--;
2335 if (!StrEmpty(s)) {
2336 /* Get the ":..." of the compression level out of the way */
2337 char *complevel = strrchr(s, ':');
2338 if (complevel != nullptr) *complevel = '\0';
2340 for (const SaveLoadFormat *slf = &_saveload_formats[0]; slf != endof(_saveload_formats); slf++) {
2341 if (slf->init_write != nullptr && strcmp(s, slf->name) == 0) {
2342 *compression_level = slf->default_compression;
2343 if (complevel != nullptr) {
2344 /* There is a compression level in the string.
2345 * First restore the : we removed to do proper name matching,
2346 * then move the the begin of the actual version. */
2347 *complevel = ':';
2348 complevel++;
2350 /* Get the version and determine whether all went fine. */
2351 char *end;
2352 long level = strtol(complevel, &end, 10);
2353 if (end == complevel || level != Clamp(level, slf->min_compression, slf->max_compression)) {
2354 SetDParamStr(0, complevel);
2355 ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL, WL_CRITICAL);
2356 } else {
2357 *compression_level = level;
2360 return slf;
2364 SetDParamStr(0, s);
2365 SetDParamStr(1, def->name);
2366 ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM, WL_CRITICAL);
2368 /* Restore the string by adding the : back */
2369 if (complevel != nullptr) *complevel = ':';
2371 *compression_level = def->default_compression;
2372 return def;
2375 /* actual loader/saver function */
2376 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
2377 extern bool AfterLoadGame();
2378 extern bool LoadOldSaveGame(const char *file);
2381 * Clear temporary data that is passed between various saveload phases.
2383 static void ResetSaveloadData()
2385 ResetTempEngineData();
2386 ResetLabelMaps();
2387 ResetOldWaypoints();
2391 * Clear/free saveload state.
2393 static inline void ClearSaveLoadState()
2395 delete _sl.dumper;
2396 _sl.dumper = nullptr;
2398 delete _sl.sf;
2399 _sl.sf = nullptr;
2401 delete _sl.reader;
2402 _sl.reader = nullptr;
2404 delete _sl.lf;
2405 _sl.lf = nullptr;
2409 * Update the gui accordingly when starting saving
2410 * and set locks on saveload. Also turn off fast-forward cause with that
2411 * saving takes Aaaaages
2413 static void SaveFileStart()
2415 _sl.ff_state = _fast_forward;
2416 _fast_forward = 0;
2417 SetMouseCursorBusy(true);
2419 InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
2420 _sl.saveinprogress = true;
2423 /** Update the gui accordingly when saving is done and release locks on saveload. */
2424 static void SaveFileDone()
2426 if (_game_mode != GM_MENU) _fast_forward = _sl.ff_state;
2427 SetMouseCursorBusy(false);
2429 InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);
2430 _sl.saveinprogress = false;
2433 /** Set the error message from outside of the actual loading/saving of the game (AfterLoadGame and friends) */
2434 void SetSaveLoadError(StringID str)
2436 _sl.error_str = str;
2439 /** Get the string representation of the error message */
2440 const char *GetSaveLoadErrorString()
2442 SetDParam(0, _sl.error_str);
2443 SetDParamStr(1, _sl.extra_msg);
2445 static char err_str[512];
2446 GetString(err_str, _sl.action == SLA_SAVE ? STR_ERROR_GAME_SAVE_FAILED : STR_ERROR_GAME_LOAD_FAILED, lastof(err_str));
2447 return err_str;
2450 /** Show a gui message when saving has failed */
2451 static void SaveFileError()
2453 SetDParamStr(0, GetSaveLoadErrorString());
2454 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
2455 SaveFileDone();
2459 * We have written the whole game into memory, _memory_savegame, now find
2460 * and appropriate compressor and start writing to file.
2462 static SaveOrLoadResult SaveFileToDisk(bool threaded)
2464 try {
2465 byte compression;
2466 const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format, &compression);
2468 /* We have written our stuff to memory, now write it to file! */
2469 uint32 hdr[2] = { fmt->tag, TO_BE32(SAVEGAME_VERSION << 16) };
2470 _sl.sf->Write((byte*)hdr, sizeof(hdr));
2472 _sl.sf = fmt->init_write(_sl.sf, compression);
2473 _sl.dumper->Flush(_sl.sf);
2475 ClearSaveLoadState();
2477 if (threaded) SetAsyncSaveFinish(SaveFileDone);
2479 return SL_OK;
2480 } catch (...) {
2481 ClearSaveLoadState();
2483 AsyncSaveFinishProc asfp = SaveFileDone;
2485 /* We don't want to shout when saving is just
2486 * cancelled due to a client disconnecting. */
2487 if (_sl.error_str != STR_NETWORK_ERROR_LOSTCONNECTION) {
2488 /* Skip the "colour" character */
2489 DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
2490 asfp = SaveFileError;
2493 if (threaded) {
2494 SetAsyncSaveFinish(asfp);
2495 } else {
2496 asfp();
2498 return SL_ERROR;
2502 void WaitTillSaved()
2504 if (!_save_thread.joinable()) return;
2506 _save_thread.join();
2508 /* Make sure every other state is handled properly as well. */
2509 ProcessAsyncSaveFinish();
2513 * Actually perform the saving of the savegame.
2514 * General tactics is to first save the game to memory, then write it to file
2515 * using the writer, either in threaded mode if possible, or single-threaded.
2516 * @param writer The filter to write the savegame to.
2517 * @param threaded Whether to try to perform the saving asynchronously.
2518 * @return Return the result of the action. #SL_OK or #SL_ERROR
2520 static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
2522 assert(!_sl.saveinprogress);
2524 _sl.dumper = new MemoryDumper();
2525 _sl.sf = writer;
2527 _sl_version = SAVEGAME_VERSION;
2529 SaveViewportBeforeSaveGame();
2530 SlSaveChunks();
2532 SaveFileStart();
2534 if (!threaded || !StartNewThread(&_save_thread, "ottd:savegame", &SaveFileToDisk, true)) {
2535 if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
2537 SaveOrLoadResult result = SaveFileToDisk(false);
2538 SaveFileDone();
2540 return result;
2543 return SL_OK;
2547 * Save the game using a (writer) filter.
2548 * @param writer The filter to write the savegame to.
2549 * @param threaded Whether to try to perform the saving asynchronously.
2550 * @return Return the result of the action. #SL_OK or #SL_ERROR
2552 SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
2554 try {
2555 _sl.action = SLA_SAVE;
2556 return DoSave(writer, threaded);
2557 } catch (...) {
2558 ClearSaveLoadState();
2559 return SL_ERROR;
2564 * Actually perform the loading of a "non-old" savegame.
2565 * @param reader The filter to read the savegame from.
2566 * @param load_check Whether to perform the checking ("preview") or actually load the game.
2567 * @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
2569 static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
2571 _sl.lf = reader;
2573 if (load_check) {
2574 /* Clear previous check data */
2575 _load_check_data.Clear();
2576 /* Mark SL_LOAD_CHECK as supported for this savegame. */
2577 _load_check_data.checkable = true;
2580 uint32 hdr[2];
2581 if (_sl.lf->Read((byte*)hdr, sizeof(hdr)) != sizeof(hdr)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
2583 /* see if we have any loader for this type. */
2584 const SaveLoadFormat *fmt = _saveload_formats;
2585 for (;;) {
2586 /* No loader found, treat as version 0 and use LZO format */
2587 if (fmt == endof(_saveload_formats)) {
2588 DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
2589 _sl.lf->Reset();
2590 _sl_version = SL_MIN_VERSION;
2591 _sl_minor_version = 0;
2593 /* Try to find the LZO savegame format; it uses 'OTTD' as tag. */
2594 fmt = _saveload_formats;
2595 for (;;) {
2596 if (fmt == endof(_saveload_formats)) {
2597 /* Who removed LZO support? Bad bad boy! */
2598 NOT_REACHED();
2600 if (fmt->tag == TO_BE32X('OTTD')) break;
2601 fmt++;
2603 break;
2606 if (fmt->tag == hdr[0]) {
2607 /* check version number */
2608 _sl_version = (SaveLoadVersion)(TO_BE32(hdr[1]) >> 16);
2609 /* Minor is not used anymore from version 18.0, but it is still needed
2610 * in versions before that (4 cases) which can't be removed easy.
2611 * Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */
2612 _sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
2614 DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
2616 /* Is the version higher than the current? */
2617 if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
2618 break;
2621 fmt++;
2624 /* loader for this savegame type is not implemented? */
2625 if (fmt->init_load == nullptr) {
2626 char err_str[64];
2627 seprintf(err_str, lastof(err_str), "Loader for '%s' is not available.", fmt->name);
2628 SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
2631 _sl.lf = fmt->init_load(_sl.lf);
2632 _sl.reader = new ReadBuffer(_sl.lf);
2633 _next_offs = 0;
2635 if (!load_check) {
2636 ResetSaveloadData();
2638 /* Old maps were hardcoded to 256x256 and thus did not contain
2639 * any mapsize information. Pre-initialize to 256x256 to not to
2640 * confuse old games */
2641 InitializeGame(256, 256, true, true);
2643 GamelogReset();
2645 if (IsSavegameVersionBefore(SLV_4)) {
2647 * NewGRFs were introduced between 0.3,4 and 0.3.5, which both
2648 * shared savegame version 4. Anything before that 'obviously'
2649 * does not have any NewGRFs. Between the introduction and
2650 * savegame version 41 (just before 0.5) the NewGRF settings
2651 * were not stored in the savegame and they were loaded by
2652 * using the settings from the main menu.
2653 * So, to recap:
2654 * - savegame version < 4: do not load any NewGRFs.
2655 * - savegame version >= 41: load NewGRFs from savegame, which is
2656 * already done at this stage by
2657 * overwriting the main menu settings.
2658 * - other savegame versions: use main menu settings.
2660 * This means that users *can* crash savegame version 4..40
2661 * savegames if they set incompatible NewGRFs in the main menu,
2662 * but can't crash anymore for savegame version < 4 savegames.
2664 * Note: this is done here because AfterLoadGame is also called
2665 * for TTO/TTD/TTDP savegames which have their own NewGRF logic.
2667 ClearGRFConfigList(&_grfconfig);
2671 if (load_check) {
2672 /* Load chunks into _load_check_data.
2673 * No pools are loaded. References are not possible, and thus do not need resolving. */
2674 SlLoadCheckChunks();
2675 } else {
2676 /* Load chunks and resolve references */
2677 SlLoadChunks();
2678 SlFixPointers();
2681 ClearSaveLoadState();
2683 _savegame_type = SGT_OTTD;
2685 if (load_check) {
2686 /* The only part from AfterLoadGame() we need */
2687 _load_check_data.grf_compatibility = IsGoodGRFConfigList(_load_check_data.grfconfig);
2688 } else {
2689 GamelogStartAction(GLAT_LOAD);
2691 /* After loading fix up savegame for any internal changes that
2692 * might have occurred since then. If it fails, load back the old game. */
2693 if (!AfterLoadGame()) {
2694 GamelogStopAction();
2695 return SL_REINIT;
2698 GamelogStopAction();
2701 return SL_OK;
2705 * Load the game using a (reader) filter.
2706 * @param reader The filter to read the savegame from.
2707 * @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
2709 SaveOrLoadResult LoadWithFilter(LoadFilter *reader)
2711 try {
2712 _sl.action = SLA_LOAD;
2713 return DoLoad(reader, false);
2714 } catch (...) {
2715 ClearSaveLoadState();
2716 return SL_REINIT;
2721 * Main Save or Load function where the high-level saveload functions are
2722 * handled. It opens the savegame, selects format and checks versions
2723 * @param filename The name of the savegame being created/loaded
2724 * @param fop Save or load mode. Load can also be a TTD(Patch) game.
2725 * @param sb The sub directory to save the savegame in
2726 * @param threaded True when threaded saving is allowed
2727 * @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game)
2729 SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
2731 /* An instance of saving is already active, so don't go saving again */
2732 if (_sl.saveinprogress && fop == SLO_SAVE && dft == DFT_GAME_FILE && threaded) {
2733 /* if not an autosave, but a user action, show error message */
2734 if (!_do_autosave) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, WL_ERROR);
2735 return SL_OK;
2737 WaitTillSaved();
2739 try {
2740 /* Load a TTDLX or TTDPatch game */
2741 if (fop == SLO_LOAD && dft == DFT_OLD_GAME_FILE) {
2742 ResetSaveloadData();
2744 InitializeGame(256, 256, true, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
2746 /* TTD/TTO savegames have no NewGRFs, TTDP savegame have them
2747 * and if so a new NewGRF list will be made in LoadOldSaveGame.
2748 * Note: this is done here because AfterLoadGame is also called
2749 * for OTTD savegames which have their own NewGRF logic. */
2750 ClearGRFConfigList(&_grfconfig);
2751 GamelogReset();
2752 if (!LoadOldSaveGame(filename)) return SL_REINIT;
2753 _sl_version = SL_MIN_VERSION;
2754 _sl_minor_version = 0;
2755 GamelogStartAction(GLAT_LOAD);
2756 if (!AfterLoadGame()) {
2757 GamelogStopAction();
2758 return SL_REINIT;
2760 GamelogStopAction();
2761 return SL_OK;
2764 assert(dft == DFT_GAME_FILE);
2765 switch (fop) {
2766 case SLO_CHECK:
2767 _sl.action = SLA_LOAD_CHECK;
2768 break;
2770 case SLO_LOAD:
2771 _sl.action = SLA_LOAD;
2772 break;
2774 case SLO_SAVE:
2775 _sl.action = SLA_SAVE;
2776 break;
2778 default: NOT_REACHED();
2781 FILE *fh = (fop == SLO_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
2783 /* Make it a little easier to load savegames from the console */
2784 if (fh == nullptr && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", SAVE_DIR);
2785 if (fh == nullptr && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", BASE_DIR);
2786 if (fh == nullptr && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", SCENARIO_DIR);
2788 if (fh == nullptr) {
2789 SlError(fop == SLO_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
2792 if (fop == SLO_SAVE) { // SAVE game
2793 DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename);
2794 if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
2796 return DoSave(new FileWriter(fh), threaded);
2799 /* LOAD game */
2800 assert(fop == SLO_LOAD || fop == SLO_CHECK);
2801 DEBUG(desync, 1, "load: %s", filename);
2802 return DoLoad(new FileReader(fh), fop == SLO_CHECK);
2803 } catch (...) {
2804 /* This code may be executed both for old and new save games. */
2805 ClearSaveLoadState();
2807 /* Skip the "colour" character */
2808 if (fop != SLO_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
2810 /* A saver/loader exception!! reinitialize all variables to prevent crash! */
2811 return (fop == SLO_LOAD) ? SL_REINIT : SL_ERROR;
2815 /** Do a save when exiting the game (_settings_client.gui.autosave_on_exit) */
2816 void DoExitSave()
2818 SaveOrLoad("exit.sav", SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR);
2822 * Fill the buffer with the default name for a savegame *or* screenshot.
2823 * @param buf the buffer to write to.
2824 * @param last the last element in the buffer.
2826 void GenerateDefaultSaveName(char *buf, const char *last)
2828 /* Check if we have a name for this map, which is the name of the first
2829 * available company. When there's no company available we'll use
2830 * 'Spectator' as "company" name. */
2831 CompanyID cid = _local_company;
2832 if (!Company::IsValidID(cid)) {
2833 for (const Company *c : Company::Iterate()) {
2834 cid = c->index;
2835 break;
2839 SetDParam(0, cid);
2841 /* Insert current date */
2842 switch (_settings_client.gui.date_format_in_default_names) {
2843 case 0: SetDParam(1, STR_JUST_DATE_LONG); break;
2844 case 1: SetDParam(1, STR_JUST_DATE_TINY); break;
2845 case 2: SetDParam(1, STR_JUST_DATE_ISO); break;
2846 default: NOT_REACHED();
2848 SetDParam(2, _date);
2850 /* Get the correct string (special string for when there's not company) */
2851 GetString(buf, !Company::IsValidID(cid) ? STR_SAVEGAME_NAME_SPECTATOR : STR_SAVEGAME_NAME_DEFAULT, last);
2852 SanitizeFilename(buf);
2856 * Set the mode and file type of the file to save or load based on the type of file entry at the file system.
2857 * @param ft Type of file entry of the file system.
2859 void FileToSaveLoad::SetMode(FiosType ft)
2861 this->SetMode(SLO_LOAD, GetAbstractFileType(ft), GetDetailedFileType(ft));
2865 * Set the mode and file type of the file to save or load.
2866 * @param fop File operation being performed.
2867 * @param aft Abstract file type.
2868 * @param dft Detailed file type.
2870 void FileToSaveLoad::SetMode(SaveLoadOperation fop, AbstractFileType aft, DetailedFileType dft)
2872 if (aft == FT_INVALID || aft == FT_NONE) {
2873 this->file_op = SLO_INVALID;
2874 this->detail_ftype = DFT_INVALID;
2875 this->abstract_ftype = FT_INVALID;
2876 return;
2879 this->file_op = fop;
2880 this->detail_ftype = dft;
2881 this->abstract_ftype = aft;
2885 * Set the name of the file.
2886 * @param name Name of the file.
2888 void FileToSaveLoad::SetName(const char *name)
2890 strecpy(this->name, name, lastof(this->name));
2894 * Set the title of the file.
2895 * @param title Title of the file.
2897 void FileToSaveLoad::SetTitle(const char *title)
2899 strecpy(this->title, title, lastof(this->title));