FIX: Timetable updating and automating didn't work properly for load times.
[openttd-joker.git] / src / saveload / saveload.cpp
blobc84bd61b4967db438f3b38e0b992c77e6cd2ad29
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /**
11 * @file saveload.cpp
12 * All actions handling saving and loading goes on in this file. The general actions
13 * are as follows for saving a game (loading is analogous):
14 * <ol>
15 * <li>initialize the writer by creating a temporary memory-buffer for it
16 * <li>go through all to-be saved elements, each 'chunk' (#ChunkHandler) prefixed by a label
17 * <li>use their description array (#SaveLoad) to know what elements to save and in what version
18 * of the game it was active (used when loading)
19 * <li>write all data byte-by-byte to the temporary buffer so it is endian-safe
20 * <li>when the buffer is full; flush it to the output (eg save to file) (_sl.buf, _sl.bufp, _sl.bufe)
21 * <li>repeat this until everything is done, and flush any remaining output to file
22 * </ol>
24 #include "../stdafx.h"
25 #include "../debug.h"
26 #include "../station_base.h"
27 #include "../dock_base.h"
28 #include "../thread/thread.h"
29 #include "../town.h"
30 #include "../network/network.h"
31 #include "../window_func.h"
32 #include "../strings_func.h"
33 #include "../core/endian_func.hpp"
34 #include "../vehicle_base.h"
35 #include "../company_func.h"
36 #include "../date_func.h"
37 #include "../autoreplace_base.h"
38 #include "../roadstop_base.h"
39 #include "../linkgraph/linkgraph.h"
40 #include "../linkgraph/linkgraphjob.h"
41 #include "../statusbar_gui.h"
42 #include "../fileio_func.h"
43 #include "../gamelog.h"
44 #include "../string_func.h"
45 #include "../string_func_extra.h"
46 #include "../fios.h"
47 #include "../error.h"
49 #include "../tbtr_template_vehicle.h"
51 #include "table/strings.h"
53 #include "saveload_internal.h"
54 #include "saveload_filter.h"
56 #include "../safeguards.h"
58 #include <deque>
59 #include <vector>
62 * Previous savegame versions, the trunk revision where they were
63 * introduced and the released version that had that particular
64 * savegame version.
65 * Up to savegame version 18 there is a minor version as well.
67 * 1.0 0.1.x, 0.2.x
68 * 2.0 0.3.0
69 * 2.1 0.3.1, 0.3.2
70 * 3.x lost
71 * 4.0 1
72 * 4.1 122 0.3.3, 0.3.4
73 * 4.2 1222 0.3.5
74 * 4.3 1417
75 * 4.4 1426
76 * 5.0 1429
77 * 5.1 1440
78 * 5.2 1525 0.3.6
79 * 6.0 1721
80 * 6.1 1768
81 * 7.0 1770
82 * 8.0 1786
83 * 9.0 1909
84 * 10.0 2030
85 * 11.0 2033
86 * 11.1 2041
87 * 12.1 2046
88 * 13.1 2080 0.4.0, 0.4.0.1
89 * 14.0 2441
90 * 15.0 2499
91 * 16.0 2817
92 * 16.1 3155
93 * 17.0 3212
94 * 17.1 3218
95 * 18 3227
96 * 19 3396
97 * 20 3403
98 * 21 3472 0.4.x
99 * 22 3726
100 * 23 3915
101 * 24 4150
102 * 25 4259
103 * 26 4466
104 * 27 4757
105 * 28 4987
106 * 29 5070
107 * 30 5946
108 * 31 5999
109 * 32 6001
110 * 33 6440
111 * 34 6455
112 * 35 6602
113 * 36 6624
114 * 37 7182
115 * 38 7195
116 * 39 7269
117 * 40 7326
118 * 41 7348 0.5.x
119 * 42 7573
120 * 43 7642
121 * 44 8144
122 * 45 8501
123 * 46 8705
124 * 47 8735
125 * 48 8935
126 * 49 8969
127 * 50 8973
128 * 51 8978
129 * 52 9066
130 * 53 9316
131 * 54 9613
132 * 55 9638
133 * 56 9667
134 * 57 9691
135 * 58 9762
136 * 59 9779
137 * 60 9874
138 * 61 9892
139 * 62 9905
140 * 63 9956
141 * 64 10006
142 * 65 10210
143 * 66 10211
144 * 67 10236
145 * 68 10266
146 * 69 10319
147 * 70 10541
148 * 71 10567
149 * 72 10601
150 * 73 10903
151 * 74 11030
152 * 75 11107
153 * 76 11139
154 * 77 11172
155 * 78 11176
156 * 79 11188
157 * 80 11228
158 * 81 11244
159 * 82 11410
160 * 83 11589
161 * 84 11822
162 * 85 11874
163 * 86 12042
164 * 87 12129
165 * 88 12134
166 * 89 12160
167 * 90 12293
168 * 91 12347
169 * 92 12381 0.6.x
170 * 93 12648
171 * 94 12816
172 * 95 12924
173 * 96 13226
174 * 97 13256
175 * 98 13375
176 * 99 13838
177 * 100 13952
178 * 101 14233
179 * 102 14332
180 * 103 14598
181 * 104 14735
182 * 105 14803
183 * 106 14919
184 * 107 15027
185 * 108 15045
186 * 109 15075
187 * 110 15148
188 * 111 15190
189 * 112 15290
190 * 113 15340
191 * 114 15601
192 * 115 15695
193 * 116 15893 0.7.x
194 * 117 16037
195 * 118 16129
196 * 119 16242
197 * 120 16439
198 * 121 16694
199 * 122 16855
200 * 123 16909
201 * 124 16993
202 * 125 17113
203 * 126 17433
204 * 127 17439
205 * 128 18281
206 * 129 18292
207 * 130 18404
208 * 131 18481
209 * 132 18522
210 * 133 18674
211 * 134 18703
212 * 135 18719
213 * 136 18764
214 * 137 18912
215 * 138 18942 1.0.x
216 * 139 19346
217 * 140 19382
218 * 141 19799
219 * 142 20003
220 * 143 20048
221 * 144 20334
222 * 145 20376
223 * 146 20446
224 * 147 20621
225 * 148 20659
226 * 149 20832
227 * 150 20857
228 * 151 20918
229 * 152 21171
230 * 153 21263
231 * 154 21426
232 * 155 21453
233 * 156 21728
234 * 157 21862
235 * 158 21933
236 * 159 21962
237 * 160 21974 1.1.x
238 * 161 22567
239 * 162 22713
240 * 163 22767
241 * 164 23290
242 * 165 23304
243 * 166 23415
244 * 167 23504
245 * 168 23637
246 * 169 23816
247 * 170 23826
248 * 171 23835
249 * 172 23947
250 * 173 23967 1.2.0-RC1
251 * 174 23973 1.2.x
252 * 175 24136
253 * 176 24446
254 * 177 24619
255 * 178 24789
256 * 179 24810
257 * 180 24998 1.3.x
258 * 181 25012
259 * 182 25296
260 * 183 25363
261 * 184 25508
262 * 185 25620
263 * 186 25833
264 * 187 25899
265 * 188 26169 1.4.x
266 * 189 26450
267 * 190 26547
268 * 191 26646
269 * 192 26700
270 * 193 26802
271 * 194 26881 1.5.x, 1.6.0
272 * 195 27572 1.6.x
273 * 196 27778 1.7.x
274 * 197 27978 1.8.x
276 * 255 SL_PATCH_PACK
277 * 256 SL_PATCH_PACK_DAYLENGTH
278 * 257 SL_PATCH_PACK_TOWN_BUILDINGS
279 * 258 SL_PATCH_PACK_MAP_FEATURES
280 * 259 SL_PATCH_PACK_SAFE_WAITING_LOCATION
281 * 260 SL_PATCH_PACK_1_2
282 * 261 SL_PATCH_PACK_1_3
283 * 262 SL_PATCH_PACK_1_4
284 * 263 SL_PATCH_PACK_1_5
285 * 264 SL_PATCH_PACK_1_6
286 * 265 SL_PATCH_PACK_1_7
287 * 266 SL_PATCH_PACK_1_8
288 * 267 SL_PATCH_PACK_1_9
289 * 268 SL_PATCH_PACK_1_10
290 * 269 SL_PATCH_PACK_1_11
291 * 270 SL_PATCH_PACK_1_12
292 * 271 SL_PATCH_PACK_1_14
293 * 272 SL_PATCH_PACK_1_15
294 * 273 SL_PATCH_PACK_1_16
295 * 274 SL_PATCH_PACK_1_18
296 * 275 SL_PATCH_PACK_1_18_3
297 * 276 SL_PATCH_PACK_1_18_4
298 * 277 SL_PATCH_PACK_1_18_6
299 * 278 SL_PATCH_PACK_1_19
300 * 279 SL_PATCH_PACK_1_20
301 * 280 SL_PATCH_PACK_1_21
302 * 281 SL_PATCH_PACK_1_22
303 * 282 SL_PATCH_PACK_1_23
305 extern const uint16 SAVEGAME_VERSION = SL_PATCH_PACK_1_23; ///< Current savegame version of OpenTTD.
307 SavegameType _savegame_type; ///< type of savegame we are loading
308 FileToSaveLoad _file_to_saveload; ///< File to save or load in the openttd loop.
310 uint32 _ttdp_version; ///< version of TTDP savegame (if applicable)
311 uint16 _sl_version; ///< the major savegame version identifier
312 byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
313 char _savegame_format[8]; ///< how to compress savegames
314 bool _do_autosave; ///< are we doing an autosave at the moment?
316 /** What are we currently doing? */
317 enum SaveLoadAction {
318 SLA_LOAD, ///< loading
319 SLA_SAVE, ///< saving
320 SLA_PTRS, ///< fixing pointers
321 SLA_NULL, ///< null all pointers (on loading error)
322 SLA_LOAD_CHECK, ///< partial loading into #_load_check_data
325 enum NeedLength {
326 NL_NONE = 0, ///< not working in NeedLength mode
327 NL_WANTLENGTH = 1, ///< writing length and data
328 NL_CALCLENGTH = 2, ///< need to calculate the length
331 /** Save in chunks of 128 KiB. */
332 static const size_t MEMORY_CHUNK_SIZE = 128 * 1024;
334 /** A buffer for reading (and buffering) savegame data. */
335 struct ReadBuffer {
336 byte buf[MEMORY_CHUNK_SIZE]; ///< Buffer we're going to read from.
337 byte *bufp; ///< Location we're at reading the buffer.
338 byte *bufe; ///< End of the buffer we can read from.
339 LoadFilter *reader; ///< The filter used to actually read.
340 size_t read; ///< The amount of read bytes so far from the filter.
343 * Initialise our variables.
344 * @param reader The filter to actually read data.
346 ReadBuffer(LoadFilter *reader) : bufp(NULL), bufe(NULL), reader(reader), read(0)
350 inline byte ReadByte()
352 if (this->bufp == this->bufe) {
353 size_t len = this->reader->Read(this->buf, lengthof(this->buf));
354 if (len == 0) SlErrorCorrupt("Unexpected end of chunk");
356 this->read += len;
357 this->bufp = this->buf;
358 this->bufe = this->buf + len;
361 return *this->bufp++;
365 * Get the size of the memory dump made so far.
366 * @return The size.
368 size_t GetSize() const
370 return this->read - (this->bufe - this->bufp);
375 /** Container for dumping the savegame (quickly) to memory. */
376 struct MemoryDumper {
377 AutoFreeSmallVector<byte *, 16> blocks; ///< Buffer with blocks of allocated memory.
378 byte *buf; ///< Buffer we're going to write to.
379 byte *bufe; ///< End of the buffer we write to.
381 /** Initialise our variables. */
382 MemoryDumper() : buf(NULL), bufe(NULL)
387 * Write a single byte into the dumper.
388 * @param b The byte to write.
390 inline void WriteByte(byte b)
392 /* Are we at the end of this chunk? */
393 if (this->buf == this->bufe) {
394 this->buf = CallocT<byte>(MEMORY_CHUNK_SIZE);
395 *this->blocks.Append() = this->buf;
396 this->bufe = this->buf + MEMORY_CHUNK_SIZE;
399 *this->buf++ = b;
403 * Flush this dumper into a writer.
404 * @param writer The filter we want to use.
406 void Flush(SaveFilter *writer)
408 uint i = 0;
409 size_t t = this->GetSize();
411 while (t > 0) {
412 size_t to_write = min(MEMORY_CHUNK_SIZE, t);
414 writer->Write(this->blocks[i++], to_write);
415 t -= to_write;
418 writer->Finish();
422 * Get the size of the memory dump made so far.
423 * @return The size.
425 size_t GetSize() const
427 return this->blocks.Length() * MEMORY_CHUNK_SIZE - (this->bufe - this->buf);
431 /** The saveload struct, containing reader-writer functions, buffer, version, etc. */
432 struct SaveLoadParams {
433 SaveLoadAction action; ///< are we doing a save or a load atm.
434 NeedLength need_length; ///< working in NeedLength (Autolength) mode?
435 byte block_mode; ///< ???
436 bool error; ///< did an error occur or not
438 size_t obj_len; ///< the length of the current object we are busy with
439 int array_index, last_array_index; ///< in the case of an array, the current and last positions
441 MemoryDumper *dumper; ///< Memory dumper to write the savegame to.
442 SaveFilter *sf; ///< Filter to write the savegame to.
444 ReadBuffer *reader; ///< Savegame reading buffer.
445 LoadFilter *lf; ///< Filter to read the savegame from.
447 StringID error_str; ///< the translatable error message to show
448 char *extra_msg; ///< the error message
450 byte ff_state; ///< The state of fast-forward when saving started.
451 bool saveinprogress; ///< Whether there is currently a save in progress.
454 static SaveLoadParams _sl; ///< Parameters used for/at saveload.
456 /* these define the chunks */
457 extern const ChunkHandler _gamelog_chunk_handlers[];
458 extern const ChunkHandler _map_chunk_handlers[];
459 extern const ChunkHandler _misc_chunk_handlers[];
460 extern const ChunkHandler _name_chunk_handlers[];
461 extern const ChunkHandler _cheat_chunk_handlers[] ;
462 extern const ChunkHandler _setting_chunk_handlers[];
463 extern const ChunkHandler _company_chunk_handlers[];
464 extern const ChunkHandler _engine_chunk_handlers[];
465 extern const ChunkHandler _veh_chunk_handlers[];
466 extern const ChunkHandler _waypoint_chunk_handlers[];
467 extern const ChunkHandler _depot_chunk_handlers[];
468 extern const ChunkHandler _order_chunk_handlers[];
469 extern const ChunkHandler _town_chunk_handlers[];
470 extern const ChunkHandler _sign_chunk_handlers[];
471 extern const ChunkHandler _station_chunk_handlers[];
472 extern const ChunkHandler _industry_chunk_handlers[];
473 extern const ChunkHandler _economy_chunk_handlers[];
474 extern const ChunkHandler _subsidy_chunk_handlers[];
475 extern const ChunkHandler _cargomonitor_chunk_handlers[];
476 extern const ChunkHandler _goal_chunk_handlers[];
477 extern const ChunkHandler _story_page_chunk_handlers[];
478 extern const ChunkHandler _ai_chunk_handlers[];
479 extern const ChunkHandler _game_chunk_handlers[];
480 extern const ChunkHandler _animated_tile_chunk_handlers[];
481 extern const ChunkHandler _newgrf_chunk_handlers[];
482 extern const ChunkHandler _group_chunk_handlers[];
483 extern const ChunkHandler _cargopacket_chunk_handlers[];
484 extern const ChunkHandler _autoreplace_chunk_handlers[];
485 extern const ChunkHandler _labelmaps_chunk_handlers[];
486 extern const ChunkHandler _linkgraph_chunk_handlers[];
487 extern const ChunkHandler _airport_chunk_handlers[];
488 extern const ChunkHandler _object_chunk_handlers[];
489 extern const ChunkHandler _persistent_storage_chunk_handlers[];
490 extern const ChunkHandler _plan_chunk_handlers[];
491 extern const ChunkHandler _trace_restrict_chunk_handlers[];
492 extern const ChunkHandler _template_replacement_chunk_handlers[];
493 extern const ChunkHandler _template_vehicle_chunk_handlers[];
494 extern const ChunkHandler _logic_signal_handlers[];
495 extern const ChunkHandler _bridge_signal_chunk_handlers[];
496 extern const ChunkHandler _tunnel_chunk_handlers[];
498 /** Array of all chunks in a savegame, \c NULL terminated. */
499 static const ChunkHandler * const _chunk_handlers[] = {
500 _gamelog_chunk_handlers,
501 _map_chunk_handlers,
502 _misc_chunk_handlers,
503 _name_chunk_handlers,
504 _cheat_chunk_handlers,
505 _setting_chunk_handlers,
506 _veh_chunk_handlers,
507 _waypoint_chunk_handlers,
508 _depot_chunk_handlers,
509 _order_chunk_handlers,
510 _industry_chunk_handlers,
511 _economy_chunk_handlers,
512 _subsidy_chunk_handlers,
513 _cargomonitor_chunk_handlers,
514 _goal_chunk_handlers,
515 _story_page_chunk_handlers,
516 _engine_chunk_handlers,
517 _town_chunk_handlers,
518 _sign_chunk_handlers,
519 _station_chunk_handlers,
520 _company_chunk_handlers,
521 _ai_chunk_handlers,
522 _game_chunk_handlers,
523 _animated_tile_chunk_handlers,
524 _newgrf_chunk_handlers,
525 _group_chunk_handlers,
526 _cargopacket_chunk_handlers,
527 _autoreplace_chunk_handlers,
528 _labelmaps_chunk_handlers,
529 _linkgraph_chunk_handlers,
530 _airport_chunk_handlers,
531 _object_chunk_handlers,
532 _persistent_storage_chunk_handlers,
533 _plan_chunk_handlers,
534 _trace_restrict_chunk_handlers,
535 _template_replacement_chunk_handlers,
536 _template_vehicle_chunk_handlers,
537 _logic_signal_handlers,
538 _bridge_signal_chunk_handlers,
539 _tunnel_chunk_handlers,
540 NULL,
544 * Iterate over all chunk handlers.
545 * @param ch the chunk handler iterator
547 #define FOR_ALL_CHUNK_HANDLERS(ch) \
548 for (const ChunkHandler * const *chsc = _chunk_handlers; *chsc != NULL; chsc++) \
549 for (const ChunkHandler *ch = *chsc; ch != NULL; ch = (ch->flags & CH_LAST) ? NULL : ch + 1)
551 /** Null all pointers (convert index -> NULL) */
552 static void SlNullPointers()
554 _sl.action = SLA_NULL;
556 /* We don't want any savegame conversion code to run
557 * during NULLing; especially those that try to get
558 * pointers from other pools. */
559 _sl_version = SAVEGAME_VERSION;
561 DEBUG(sl, 1, "Nulling pointers");
563 FOR_ALL_CHUNK_HANDLERS(ch) {
564 if (ch->ptrs_proc != NULL) {
565 DEBUG(sl, 2, "Nulling pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
566 ch->ptrs_proc();
570 DEBUG(sl, 1, "All pointers nulled");
572 assert(_sl.action == SLA_NULL);
576 * Error handler. Sets everything up to show an error message and to clean
577 * up the mess of a partial savegame load.
578 * @param string The translatable error message to show.
579 * @param extra_msg An extra error message coming from one of the APIs.
580 * @note This function does never return as it throws an exception to
581 * break out of all the saveload code.
583 void NORETURN SlError(StringID string, const char *extra_msg)
585 /* Distinguish between loading into _load_check_data vs. normal save/load. */
586 if (_sl.action == SLA_LOAD_CHECK) {
587 _load_check_data.error = string;
588 free(_load_check_data.error_data);
589 _load_check_data.error_data = (extra_msg == NULL) ? NULL : stredup(extra_msg);
590 } else {
591 _sl.error_str = string;
592 free(_sl.extra_msg);
593 _sl.extra_msg = (extra_msg == NULL) ? NULL : stredup(extra_msg);
596 /* We have to NULL all pointers here; we might be in a state where
597 * the pointers are actually filled with indices, which means that
598 * when we access them during cleaning the pool dereferences of
599 * those indices will be made with segmentation faults as result. */
600 if (_sl.action == SLA_LOAD || _sl.action == SLA_PTRS) SlNullPointers();
601 throw std::exception();
605 * Error handler for corrupt savegames. Sets everything up to show the
606 * error message and to clean up the mess of a partial savegame load.
607 * @param msg Location the corruption has been spotted.
608 * @note This function does never return as it throws an exception to
609 * break out of all the saveload code.
611 void NORETURN SlErrorCorrupt(const char *msg)
613 SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, msg);
617 typedef void (*AsyncSaveFinishProc)(); ///< Callback for when the savegame loading is finished.
618 static AsyncSaveFinishProc _async_save_finish = NULL; ///< Callback to call when the savegame loading is finished.
619 static ThreadObject *_save_thread; ///< The thread we're using to compress and write a savegame
622 * Called by save thread to tell we finished saving.
623 * @param proc The callback to call when saving is done.
625 static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
627 if (_exit_game) return;
628 while (_async_save_finish != NULL) CSleep(10);
630 _async_save_finish = proc;
634 * Handle async save finishes.
636 void ProcessAsyncSaveFinish()
638 if (_async_save_finish == NULL) return;
640 _async_save_finish();
642 _async_save_finish = NULL;
644 if (_save_thread != NULL) {
645 _save_thread->Join();
646 delete _save_thread;
647 _save_thread = NULL;
652 * Wrapper for reading a byte from the buffer.
653 * @return The read byte.
655 byte SlReadByte()
657 return _sl.reader->ReadByte();
661 * Wrapper for writing a byte to the dumper.
662 * @param b The byte to write.
664 void SlWriteByte(byte b)
666 _sl.dumper->WriteByte(b);
669 static inline int SlReadUint16()
671 int x = SlReadByte() << 8;
672 return x | SlReadByte();
675 static inline uint32 SlReadUint32()
677 uint32 x = SlReadUint16() << 16;
678 return x | SlReadUint16();
681 static inline uint64 SlReadUint64()
683 uint32 x = SlReadUint32();
684 uint32 y = SlReadUint32();
685 return (uint64)x << 32 | y;
688 static inline void SlWriteUint16(uint16 v)
690 SlWriteByte(GB(v, 8, 8));
691 SlWriteByte(GB(v, 0, 8));
694 static inline void SlWriteUint32(uint32 v)
696 SlWriteUint16(GB(v, 16, 16));
697 SlWriteUint16(GB(v, 0, 16));
700 static inline void SlWriteUint64(uint64 x)
702 SlWriteUint32((uint32)(x >> 32));
703 SlWriteUint32((uint32)x);
707 * Read in bytes from the file/data structure but don't do
708 * anything with them, discarding them in effect
709 * @param length The amount of bytes that is being treated this way
711 static inline void SlSkipBytes(size_t length)
713 for (; length != 0; length--) SlReadByte();
717 * Read in the header descriptor of an object or an array.
718 * If the highest bit is set (7), then the index is bigger than 127
719 * elements, so use the next byte to read in the real value.
720 * The actual value is then both bytes added with the first shifted
721 * 8 bits to the left, and dropping the highest bit (which only indicated a big index).
722 * x = ((x & 0x7F) << 8) + SlReadByte();
723 * @return Return the value of the index
725 static uint SlReadSimpleGamma()
727 uint i = SlReadByte();
728 if (HasBit(i, 7)) {
729 i &= ~0x80;
730 if (HasBit(i, 6)) {
731 i &= ~0x40;
732 if (HasBit(i, 5)) {
733 i &= ~0x20;
734 if (HasBit(i, 4)) {
735 i &= ~0x10;
736 if (HasBit(i, 3)) {
737 SlErrorCorrupt("Unsupported gamma");
739 i = SlReadByte(); // 32 bits only.
741 i = (i << 8) | SlReadByte();
743 i = (i << 8) | SlReadByte();
745 i = (i << 8) | SlReadByte();
747 return i;
751 * Write the header descriptor of an object or an array.
752 * If the element is bigger than 127, use 2 bytes for saving
753 * and use the highest byte of the first written one as a notice
754 * that the length consists of 2 bytes, etc.. like this:
755 * 0xxxxxxx
756 * 10xxxxxx xxxxxxxx
757 * 110xxxxx xxxxxxxx xxxxxxxx
758 * 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
759 * 11110--- xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx
760 * We could extend the scheme ad infinum to support arbitrarily
761 * large chunks, but as sizeof(size_t) == 4 is still very common
762 * we don't support anything above 32 bits. That's why in the last
763 * case the 3 most significant bits are unused.
764 * @param i Index being written
767 static void SlWriteSimpleGamma(size_t i)
769 if (i >= (1 << 7)) {
770 if (i >= (1 << 14)) {
771 if (i >= (1 << 21)) {
772 if (i >= (1 << 28)) {
773 assert(i <= UINT32_MAX); // We can only support 32 bits for now.
774 SlWriteByte((byte)(0xF0));
775 SlWriteByte((byte)(i >> 24));
776 } else {
777 SlWriteByte((byte)(0xE0 | (i >> 24)));
779 SlWriteByte((byte)(i >> 16));
780 } else {
781 SlWriteByte((byte)(0xC0 | (i >> 16)));
783 SlWriteByte((byte)(i >> 8));
784 } else {
785 SlWriteByte((byte)(0x80 | (i >> 8)));
788 SlWriteByte((byte)i);
791 /** Return how many bytes used to encode a gamma value */
792 static inline uint SlGetGammaLength(size_t i)
794 return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21)) + (i >= (1 << 28));
797 static inline uint SlReadSparseIndex()
799 return SlReadSimpleGamma();
802 static inline void SlWriteSparseIndex(uint index)
804 SlWriteSimpleGamma(index);
807 static inline uint SlReadArrayLength()
809 return SlReadSimpleGamma();
812 static inline void SlWriteArrayLength(size_t length)
814 SlWriteSimpleGamma(length);
817 static inline uint SlGetArrayLength(size_t length)
819 return SlGetGammaLength(length);
823 * Return the size in bytes of a certain type of normal/atomic variable
824 * as it appears in memory. See VarTypes
825 * @param conv VarType type of variable that is used for calculating the size
826 * @return Return the size of this type in bytes
828 static inline uint SlCalcConvMemLen(VarType conv)
830 static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
831 byte length = GB(conv, 4, 4);
833 switch (length << 4) {
834 case SLE_VAR_STRB:
835 case SLE_VAR_STRBQ:
836 case SLE_VAR_STR:
837 case SLE_VAR_STRQ:
838 return SlReadArrayLength();
840 default:
841 assert(length < lengthof(conv_mem_size));
842 return conv_mem_size[length];
847 * Return the size in bytes of a certain type of normal/atomic variable
848 * as it appears in a saved game. See VarTypes
849 * @param conv VarType type of variable that is used for calculating the size
850 * @return Return the size of this type in bytes
852 static inline byte SlCalcConvFileLen(VarType conv)
854 static const byte conv_file_size[] = {1, 1, 2, 2, 4, 4, 8, 8, 2};
855 byte length = GB(conv, 0, 4);
856 assert(length < lengthof(conv_file_size));
857 return conv_file_size[length];
860 /** Return the size in bytes of a reference (pointer) */
861 static inline size_t SlCalcRefLen()
863 return IsSavegameVersionBefore(69) ? 2 : 4;
866 void SlSetArrayIndex(uint index)
868 _sl.need_length = NL_WANTLENGTH;
869 _sl.array_index = index;
872 static size_t _next_offs;
875 * Iterate through the elements of an array and read the whole thing
876 * @return The index of the object, or -1 if we have reached the end of current block
878 int SlIterateArray()
880 int index;
882 /* After reading in the whole array inside the loop
883 * we must have read in all the data, so we must be at end of current block. */
884 if (_next_offs != 0 && _sl.reader->GetSize() != _next_offs) SlErrorCorrupt("Invalid chunk size");
886 for (;;) {
887 uint length = SlReadArrayLength();
888 if (length == 0) {
889 _next_offs = 0;
890 return -1;
893 _sl.obj_len = --length;
894 _next_offs = _sl.reader->GetSize() + length;
896 switch (_sl.block_mode) {
897 case CH_SPARSE_ARRAY: index = (int)SlReadSparseIndex(); break;
898 case CH_ARRAY: index = _sl.array_index++; break;
899 default:
900 DEBUG(sl, 0, "SlIterateArray error");
901 return -1; // error
904 if (length != 0) return index;
909 * Skip an array or sparse array
911 void SlSkipArray()
913 while (SlIterateArray() != -1) {
914 SlSkipBytes(_next_offs - _sl.reader->GetSize());
919 * Sets the length of either a RIFF object or the number of items in an array.
920 * This lets us load an object or an array of arbitrary size
921 * @param length The length of the sought object/array
923 void SlSetLength(size_t length)
925 assert(_sl.action == SLA_SAVE);
927 switch (_sl.need_length) {
928 case NL_WANTLENGTH:
929 _sl.need_length = NL_NONE;
930 switch (_sl.block_mode) {
931 case CH_RIFF:
932 /* Ugly encoding of >16M RIFF chunks
933 * The lower 24 bits are normal
934 * The uppermost 4 bits are bits 24:27 */
935 assert(length < (1 << 28));
936 SlWriteUint32((uint32)((length & 0xFFFFFF) | ((length >> 24) << 28)));
937 break;
938 case CH_ARRAY:
939 assert(_sl.last_array_index <= _sl.array_index);
940 while (++_sl.last_array_index <= _sl.array_index) {
941 SlWriteArrayLength(1);
943 SlWriteArrayLength(length + 1);
944 break;
945 case CH_SPARSE_ARRAY:
946 SlWriteArrayLength(length + 1 + SlGetArrayLength(_sl.array_index)); // Also include length of sparse index.
947 SlWriteSparseIndex(_sl.array_index);
948 break;
949 default: NOT_REACHED();
951 break;
953 case NL_CALCLENGTH:
954 _sl.obj_len += (int)length;
955 break;
957 default: NOT_REACHED();
962 * Save/Load bytes. These do not need to be converted to Little/Big Endian
963 * so directly write them or read them to/from file
964 * @param ptr The source or destination of the object being manipulated
965 * @param length number of bytes this fast CopyBytes lasts
967 static void SlCopyBytes(void *ptr, size_t length)
969 byte *p = (byte *)ptr;
971 switch (_sl.action) {
972 case SLA_LOAD_CHECK:
973 case SLA_LOAD:
974 for (; length != 0; length--) *p++ = SlReadByte();
975 break;
976 case SLA_SAVE:
977 for (; length != 0; length--) SlWriteByte(*p++);
978 break;
979 default: NOT_REACHED();
983 /** Get the length of the current object */
984 size_t SlGetFieldLength()
986 return _sl.obj_len;
990 * Return a signed-long version of the value of a setting
991 * @param ptr pointer to the variable
992 * @param conv type of variable, can be a non-clean
993 * type, eg one with other flags because it is parsed
994 * @return returns the value of the pointer-setting
996 int64 ReadValue(const void *ptr, VarType conv)
998 switch (GetVarMemType(conv)) {
999 case SLE_VAR_BL: return (*(const bool *)ptr != 0);
1000 case SLE_VAR_I8: return *(const int8 *)ptr;
1001 case SLE_VAR_U8: return *(const byte *)ptr;
1002 case SLE_VAR_I16: return *(const int16 *)ptr;
1003 case SLE_VAR_U16: return *(const uint16*)ptr;
1004 case SLE_VAR_I32: return *(const int32 *)ptr;
1005 case SLE_VAR_U32: return *(const uint32*)ptr;
1006 case SLE_VAR_I64: return *(const int64 *)ptr;
1007 case SLE_VAR_U64: return *(const uint64*)ptr;
1008 case SLE_VAR_NULL:return 0;
1009 default: NOT_REACHED();
1014 * Write the value of a setting
1015 * @param ptr pointer to the variable
1016 * @param conv type of variable, can be a non-clean type, eg
1017 * with other flags. It is parsed upon read
1018 * @param val the new value being given to the variable
1020 void WriteValue(void *ptr, VarType conv, int64 val)
1022 switch (GetVarMemType(conv)) {
1023 case SLE_VAR_BL: *(bool *)ptr = (val != 0); break;
1024 case SLE_VAR_I8: *(int8 *)ptr = val; break;
1025 case SLE_VAR_U8: *(byte *)ptr = val; break;
1026 case SLE_VAR_I16: *(int16 *)ptr = val; break;
1027 case SLE_VAR_U16: *(uint16*)ptr = val; break;
1028 case SLE_VAR_I32: *(int32 *)ptr = val; break;
1029 case SLE_VAR_U32: *(uint32*)ptr = val; break;
1030 case SLE_VAR_I64: *(int64 *)ptr = val; break;
1031 case SLE_VAR_U64: *(uint64*)ptr = val; break;
1032 case SLE_VAR_NAME: *(char**)ptr = CopyFromOldName(val); break;
1033 case SLE_VAR_NULL: break;
1034 default: NOT_REACHED();
1039 * Handle all conversion and typechecking of variables here.
1040 * In the case of saving, read in the actual value from the struct
1041 * and then write them to file, endian safely. Loading a value
1042 * goes exactly the opposite way
1043 * @param ptr The object being filled/read
1044 * @param conv VarType type of the current element of the struct
1046 static void SlSaveLoadConv(void *ptr, VarType conv)
1048 switch (_sl.action) {
1049 case SLA_SAVE: {
1050 int64 x = ReadValue(ptr, conv);
1052 /* Write the value to the file and check if its value is in the desired range */
1053 switch (GetVarFileType(conv)) {
1054 case SLE_FILE_I8: assert(x >= -128 && x <= 127); SlWriteByte(x);break;
1055 case SLE_FILE_U8: assert(x >= 0 && x <= 255); SlWriteByte(x);break;
1056 case SLE_FILE_I16:assert(x >= -32768 && x <= 32767); SlWriteUint16(x);break;
1057 case SLE_FILE_STRINGID:
1058 case SLE_FILE_U16:assert(x >= 0 && x <= 65535); SlWriteUint16(x);break;
1059 case SLE_FILE_I32:
1060 case SLE_FILE_U32: SlWriteUint32((uint32)x);break;
1061 case SLE_FILE_I64:
1062 case SLE_FILE_U64: SlWriteUint64(x);break;
1063 default: NOT_REACHED();
1065 break;
1067 case SLA_LOAD_CHECK:
1068 case SLA_LOAD: {
1069 int64 x;
1070 /* Read a value from the file */
1071 switch (GetVarFileType(conv)) {
1072 case SLE_FILE_I8: x = (int8 )SlReadByte(); break;
1073 case SLE_FILE_U8: x = (byte )SlReadByte(); break;
1074 case SLE_FILE_I16: x = (int16 )SlReadUint16(); break;
1075 case SLE_FILE_U16: x = (uint16)SlReadUint16(); break;
1076 case SLE_FILE_I32: x = (int32 )SlReadUint32(); break;
1077 case SLE_FILE_U32: x = (uint32)SlReadUint32(); break;
1078 case SLE_FILE_I64: x = (int64 )SlReadUint64(); break;
1079 case SLE_FILE_U64: x = (uint64)SlReadUint64(); break;
1080 case SLE_FILE_STRINGID: x = RemapOldStringID((uint16)SlReadUint16()); break;
1081 default: NOT_REACHED();
1084 /* Write The value to the struct. These ARE endian safe. */
1085 WriteValue(ptr, conv, x);
1086 break;
1088 case SLA_PTRS: break;
1089 case SLA_NULL: break;
1090 default: NOT_REACHED();
1095 * Calculate the net length of a string. This is in almost all cases
1096 * just strlen(), but if the string is not properly terminated, we'll
1097 * resort to the maximum length of the buffer.
1098 * @param ptr pointer to the stringbuffer
1099 * @param length maximum length of the string (buffer). If -1 we don't care
1100 * about a maximum length, but take string length as it is.
1101 * @return return the net length of the string
1103 static inline size_t SlCalcNetStringLen(const char *ptr, size_t length)
1105 if (ptr == NULL) return 0;
1106 return min(strlen(ptr), length - 1);
1110 * Calculate the gross length of the std::string that it
1111 * will occupy in the savegame. This includes the real length,
1112 * and the length that the index will occupy.
1113 * @param str reference to the std::string
1114 * @return return the gross length of the string
1116 static inline size_t SlCalcStdStrLen(const std::string &str)
1118 return str.size() + SlGetArrayLength(str.size()); // also include the length of the index
1122 * Calculate the gross length of the string that it
1123 * will occupy in the savegame. This includes the real length, returned
1124 * by SlCalcNetStringLen and the length that the index will occupy.
1125 * @param ptr pointer to the stringbuffer
1126 * @param length maximum length of the string (buffer size, etc.)
1127 * @param conv type of data been used
1128 * @return return the gross length of the string
1130 static inline size_t SlCalcStringLen(const void *ptr, size_t length, VarType conv)
1132 size_t len;
1133 const char *str;
1135 switch (GetVarMemType(conv)) {
1136 default: NOT_REACHED();
1137 case SLE_VAR_STR:
1138 case SLE_VAR_STRQ:
1139 str = *(const char * const *)ptr;
1140 len = SIZE_MAX;
1141 break;
1142 case SLE_VAR_STRB:
1143 case SLE_VAR_STRBQ:
1144 str = (const char *)ptr;
1145 len = length;
1146 break;
1149 len = SlCalcNetStringLen(str, len);
1150 return len + SlGetArrayLength(len); // also include the length of the index
1154 * Save/Load a string.
1155 * @param ptr the string being manipulated
1156 * @param length of the string (full length)
1157 * @param conv must be SLE_FILE_STRING
1159 static void SlString(void *ptr, size_t length, VarType conv)
1161 switch (_sl.action) {
1162 case SLA_SAVE: {
1163 size_t len;
1164 switch (GetVarMemType(conv)) {
1165 default: NOT_REACHED();
1166 case SLE_VAR_STRB:
1167 case SLE_VAR_STRBQ:
1168 len = SlCalcNetStringLen((char *)ptr, length);
1169 break;
1170 case SLE_VAR_STR:
1171 case SLE_VAR_STRQ:
1172 ptr = *(char **)ptr;
1173 len = SlCalcNetStringLen((char *)ptr, SIZE_MAX);
1174 break;
1177 SlWriteArrayLength(len);
1178 SlCopyBytes(ptr, len);
1179 break;
1181 case SLA_LOAD_CHECK:
1182 case SLA_LOAD: {
1183 size_t len = SlReadArrayLength();
1185 switch (GetVarMemType(conv)) {
1186 default: NOT_REACHED();
1187 case SLE_VAR_STRB:
1188 case SLE_VAR_STRBQ:
1189 if (len >= length) {
1190 DEBUG(sl, 1, "String length in savegame is bigger than buffer, truncating");
1191 SlCopyBytes(ptr, length);
1192 SlSkipBytes(len - length);
1193 len = length - 1;
1194 } else {
1195 SlCopyBytes(ptr, len);
1197 break;
1198 case SLE_VAR_STR:
1199 case SLE_VAR_STRQ: // Malloc'd string, free previous incarnation, and allocate
1200 free(*(char **)ptr);
1201 if (len == 0) {
1202 *(char **)ptr = NULL;
1203 return;
1204 } else {
1205 *(char **)ptr = MallocT<char>(len + 1); // terminating '\0'
1206 ptr = *(char **)ptr;
1207 SlCopyBytes(ptr, len);
1209 break;
1212 ((char *)ptr)[len] = '\0'; // properly terminate the string
1213 StringValidationSettings settings = SVS_REPLACE_WITH_QUESTION_MARK;
1214 if ((conv & SLF_ALLOW_CONTROL) != 0) {
1215 settings = settings | SVS_ALLOW_CONTROL_CODE;
1216 if (IsSavegameVersionBefore(169)) {
1217 str_fix_scc_encoded((char *)ptr, (char *)ptr + len);
1220 if ((conv & SLF_ALLOW_NEWLINE) != 0) {
1221 settings = settings | SVS_ALLOW_NEWLINE;
1223 str_validate((char *)ptr, (char *)ptr + len, settings);
1224 break;
1226 case SLA_PTRS: break;
1227 case SLA_NULL: break;
1228 default: NOT_REACHED();
1233 * Save/Load a std::string.
1234 * @param ptr the std::string being manipulated
1235 * @param conv must be SLE_FILE_STRING
1237 static void SlStdString(std::string &str, VarType conv)
1239 switch (_sl.action) {
1240 case SLA_SAVE: {
1241 SlWriteArrayLength(str.size());
1242 SlCopyBytes(const_cast<char *>(str.data()), str.size());
1243 break;
1245 case SLA_LOAD_CHECK:
1246 case SLA_LOAD: {
1247 size_t len = SlReadArrayLength();
1248 str.resize(len);
1249 SlCopyBytes(const_cast<char *>(str.c_str()), len);
1251 StringValidationSettings settings = SVS_REPLACE_WITH_QUESTION_MARK;
1252 if ((conv & SLF_ALLOW_CONTROL) != 0) {
1253 settings = settings | SVS_ALLOW_CONTROL_CODE;
1255 if ((conv & SLF_ALLOW_NEWLINE) != 0) {
1256 settings = settings | SVS_ALLOW_NEWLINE;
1258 str_validate(str, settings);
1259 break;
1261 case SLA_PTRS: break;
1262 case SLA_NULL: break;
1263 default: NOT_REACHED();
1268 * Return the size in bytes of a certain type of atomic array
1269 * @param length The length of the array counted in elements
1270 * @param conv VarType type of the variable that is used in calculating the size
1272 static inline size_t SlCalcArrayLen(size_t length, VarType conv)
1274 return SlCalcConvFileLen(conv) * length;
1278 * Save/Load an array.
1279 * @param array The array being manipulated
1280 * @param length The length of the array in elements
1281 * @param conv VarType type of the atomic array (int, byte, uint64, etc.)
1283 void SlArray(void *array, size_t length, VarType conv)
1285 if (_sl.action == SLA_PTRS || _sl.action == SLA_NULL) return;
1287 /* Automatically calculate the length? */
1288 if (_sl.need_length != NL_NONE) {
1289 SlSetLength(SlCalcArrayLen(length, conv));
1290 /* Determine length only? */
1291 if (_sl.need_length == NL_CALCLENGTH) return;
1294 /* NOTICE - handle some buggy stuff, in really old versions everything was saved
1295 * as a byte-type. So detect this, and adjust array size accordingly */
1296 if (_sl.action != SLA_SAVE && _sl_version == 0) {
1297 /* all arrays except difficulty settings */
1298 if (conv == SLE_INT16 || conv == SLE_UINT16 || conv == SLE_STRINGID ||
1299 conv == SLE_INT32 || conv == SLE_UINT32) {
1300 SlCopyBytes(array, length * SlCalcConvFileLen(conv));
1301 return;
1303 /* used for conversion of Money 32bit->64bit */
1304 if (conv == (SLE_FILE_I32 | SLE_VAR_I64)) {
1305 for (uint i = 0; i < length; i++) {
1306 ((int64*)array)[i] = (int32)BSWAP32(SlReadUint32());
1308 return;
1312 /* If the size of elements is 1 byte both in file and memory, no special
1313 * conversion is needed, use specialized copy-copy function to speed up things */
1314 if (conv == SLE_INT8 || conv == SLE_UINT8) {
1315 SlCopyBytes(array, length);
1316 } else {
1317 byte *a = (byte*)array;
1318 byte mem_size = SlCalcConvMemLen(conv);
1320 for (; length != 0; length --) {
1321 SlSaveLoadConv(a, conv);
1322 a += mem_size; // get size
1329 * Pointers cannot be saved to a savegame, so this functions gets
1330 * the index of the item, and if not available, it hussles with
1331 * pointers (looks really bad :()
1332 * Remember that a NULL item has value 0, and all
1333 * indices have +1, so vehicle 0 is saved as index 1.
1334 * @param obj The object that we want to get the index of
1335 * @param rt SLRefType type of the object the index is being sought of
1336 * @return Return the pointer converted to an index of the type pointed to
1338 static size_t ReferenceToInt(const void *obj, SLRefType rt)
1340 assert(_sl.action == SLA_SAVE);
1342 if (obj == NULL) return 0;
1344 switch (rt) {
1345 case REF_VEHICLE_OLD: // Old vehicles we save as new ones
1346 case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1;
1347 case REF_TEMPLATE_VEHICLE: return ((const TemplateVehicle*)obj)->index + 1;
1348 case REF_STATION: return ((const Station*)obj)->index + 1;
1349 case REF_TOWN: return ((const Town*)obj)->index + 1;
1350 case REF_ORDER: return ((const Order*)obj)->index + 1;
1351 case REF_ROADSTOPS: return ((const RoadStop*)obj)->index + 1;
1352 case REF_ENGINE_RENEWS: return ((const EngineRenew*)obj)->index + 1;
1353 case REF_CARGO_PACKET: return ((const CargoPacket*)obj)->index + 1;
1354 case REF_ORDERLIST: return ((const OrderList*)obj)->index + 1;
1355 case REF_STORAGE: return ((const PersistentStorage*)obj)->index + 1;
1356 case REF_LINK_GRAPH: return ((const LinkGraph*)obj)->index + 1;
1357 case REF_LINK_GRAPH_JOB: return ((const LinkGraphJob*)obj)->index + 1;
1358 case REF_DOCKS: return ((const Dock*)obj)->index + 1;
1359 default: NOT_REACHED();
1364 * Pointers cannot be loaded from a savegame, so this function
1365 * gets the index from the savegame and returns the appropriate
1366 * pointer from the already loaded base.
1367 * Remember that an index of 0 is a NULL pointer so all indices
1368 * are +1 so vehicle 0 is saved as 1.
1369 * @param index The index that is being converted to a pointer
1370 * @param rt SLRefType type of the object the pointer is sought of
1371 * @return Return the index converted to a pointer of any type
1373 static void *IntToReference(size_t index, SLRefType rt)
1375 assert_compile(sizeof(size_t) <= sizeof(void *));
1377 assert(_sl.action == SLA_PTRS);
1379 /* After version 4.3 REF_VEHICLE_OLD is saved as REF_VEHICLE,
1380 * and should be loaded like that */
1381 if (rt == REF_VEHICLE_OLD && !IsSavegameVersionBefore(4, 4)) {
1382 rt = REF_VEHICLE;
1385 /* No need to look up NULL pointers, just return immediately */
1386 if (index == (rt == REF_VEHICLE_OLD ? 0xFFFF : 0)) return NULL;
1388 /* Correct index. Old vehicles were saved differently:
1389 * invalid vehicle was 0xFFFF, now we use 0x0000 for everything invalid. */
1390 if (rt != REF_VEHICLE_OLD) index--;
1392 switch (rt) {
1393 case REF_ORDERLIST:
1394 if (OrderList::IsValidID(index)) return OrderList::Get(index);
1395 SlErrorCorrupt("Referencing invalid OrderList");
1397 case REF_ORDER:
1398 if (Order::IsValidID(index)) return Order::Get(index);
1399 /* in old versions, invalid order was used to mark end of order list */
1400 if (IsSavegameVersionBefore(5, 2)) return NULL;
1401 SlErrorCorrupt("Referencing invalid Order");
1403 case REF_VEHICLE_OLD:
1404 case REF_VEHICLE:
1405 if (Vehicle::IsValidID(index)) return Vehicle::Get(index);
1406 SlErrorCorrupt("Referencing invalid Vehicle");
1408 case REF_TEMPLATE_VEHICLE:
1409 if (TemplateVehicle::IsValidID(index)) return TemplateVehicle::Get(index);
1410 SlErrorCorrupt("Referencing invalid TemplateVehicle");
1412 case REF_STATION:
1413 if (Station::IsValidID(index)) return Station::Get(index);
1414 SlErrorCorrupt("Referencing invalid Station");
1416 case REF_TOWN:
1417 if (Town::IsValidID(index)) return Town::Get(index);
1418 SlErrorCorrupt("Referencing invalid Town");
1420 case REF_ROADSTOPS:
1421 if (RoadStop::IsValidID(index)) return RoadStop::Get(index);
1422 SlErrorCorrupt("Referencing invalid RoadStop");
1424 case REF_DOCKS:
1425 if (Dock::IsValidID(index)) return Dock::Get(index);
1426 SlErrorCorrupt("Referencing invalid Dock");
1428 case REF_ENGINE_RENEWS:
1429 if (EngineRenew::IsValidID(index)) return EngineRenew::Get(index);
1430 SlErrorCorrupt("Referencing invalid EngineRenew");
1432 case REF_CARGO_PACKET:
1433 if (CargoPacket::IsValidID(index)) return CargoPacket::Get(index);
1434 SlErrorCorrupt("Referencing invalid CargoPacket");
1436 case REF_STORAGE:
1437 if (PersistentStorage::IsValidID(index)) return PersistentStorage::Get(index);
1438 SlErrorCorrupt("Referencing invalid PersistentStorage");
1440 case REF_LINK_GRAPH:
1441 if (LinkGraph::IsValidID(index)) return LinkGraph::Get(index);
1442 SlErrorCorrupt("Referencing invalid LinkGraph");
1444 case REF_LINK_GRAPH_JOB:
1445 if (LinkGraphJob::IsValidID(index)) return LinkGraphJob::Get(index);
1446 SlErrorCorrupt("Referencing invalid LinkGraphJob");
1448 default: NOT_REACHED();
1453 * Return the size in bytes of a list
1454 * @param list The std::list to find the size of
1456 template<typename PtrList>
1457 static inline size_t SlCalcListLen(const void *list)
1459 const PtrList *l = (const PtrList *)list;
1461 int type_size = IsSavegameVersionBefore(69) ? 2 : 4;
1462 /* Each entry is saved as type_size bytes, plus type_size bytes are used for the length
1463 * of the list */
1464 return l->size() * type_size + type_size;
1468 * Return the size in bytes of a list
1469 * @param list The std::list to find the size of
1471 template<typename PtrList>
1472 static inline size_t SlCalcVarListLen(const void *list, size_t item_size)
1474 const PtrList *l = (const PtrList *) list;
1475 /* Each entry is saved as item_size bytes, plus 4 bytes are used for the length
1476 * of the list */
1477 return l->size() * item_size + 4;
1482 * Save/Load a list.
1483 * @param list The list being manipulated
1484 * @param conv SLRefType type of the list (Vehicle *, Station *, etc)
1486 template<typename PtrList>
1487 static void SlList(void *list, SLRefType conv)
1489 /* Automatically calculate the length? */
1490 if (_sl.need_length != NL_NONE) {
1491 SlSetLength(SlCalcListLen<PtrList>(list));
1492 /* Determine length only? */
1493 if (_sl.need_length == NL_CALCLENGTH) return;
1496 PtrList *l = (PtrList *)list;
1498 switch (_sl.action) {
1499 case SLA_SAVE: {
1500 SlWriteUint32((uint32)l->size());
1502 typename PtrList::iterator iter;
1503 for (iter = l->begin(); iter != l->end(); ++iter) {
1504 void *ptr = *iter;
1505 SlWriteUint32((uint32)ReferenceToInt(ptr, conv));
1507 break;
1509 case SLA_LOAD_CHECK:
1510 case SLA_LOAD: {
1511 size_t length = IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
1513 /* Load each reference and push to the end of the list */
1514 for (size_t i = 0; i < length; i++) {
1515 size_t data = IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
1516 l->push_back((void *)data);
1518 break;
1520 case SLA_PTRS: {
1521 PtrList temp = *l;
1523 l->clear();
1524 typename PtrList::iterator iter;
1525 for (iter = temp.begin(); iter != temp.end(); ++iter) {
1526 void *ptr = IntToReference((size_t)*iter, conv);
1527 l->push_back(ptr);
1529 break;
1531 case SLA_NULL:
1532 l->clear();
1533 break;
1534 default: NOT_REACHED();
1539 * Save/Load a list.
1540 * @param list The list being manipulated
1541 * @param conv VarType type of the list
1543 template<typename PtrList>
1544 static void SlVarList(void *list, VarType conv)
1546 const size_t size_len = SlCalcConvMemLen(conv);
1547 /* Automatically calculate the length? */
1548 if (_sl.need_length != NL_NONE) {
1549 SlSetLength(SlCalcVarListLen<PtrList>(list, size_len));
1550 /* Determine length only? */
1551 if (_sl.need_length == NL_CALCLENGTH) return;
1554 PtrList *l = (PtrList *)list;
1556 switch (_sl.action) {
1557 case SLA_SAVE: {
1558 SlWriteUint32((uint32)l->size());
1560 typename PtrList::iterator iter;
1561 for (iter = l->begin(); iter != l->end(); ++iter) {
1562 SlSaveLoadConv(&(*iter), conv);
1564 break;
1566 case SLA_LOAD_CHECK:
1567 case SLA_LOAD: {
1568 size_t length = SlReadUint32();
1569 l->resize(length);
1571 typename PtrList::iterator iter;
1572 iter = l->begin();
1574 for (size_t i = 0; i < length; i++) {
1575 SlSaveLoadConv(&(*iter), conv);
1576 ++iter;
1578 break;
1580 case SLA_PTRS: break;
1581 case SLA_NULL:
1582 l->clear();
1583 break;
1584 default: NOT_REACHED();
1589 /** Are we going to save this object or not? */
1590 static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
1592 if (_sl_version < sld->version_from || _sl_version > sld->version_to) return false;
1593 if (sld->conv & SLF_NOT_IN_SAVE) return false;
1595 return true;
1599 * Are we going to load this variable when loading a savegame or not?
1600 * @note If the variable is skipped it is skipped in the savegame
1601 * bytestream itself as well, so there is no need to skip it somewhere else
1603 static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
1605 if ((sld->conv & SLF_NO_NETWORK_SYNC) && _sl.action != SLA_SAVE && _networking && !_network_server) {
1606 SlSkipBytes(SlCalcConvMemLen(sld->conv) * sld->length);
1607 return true;
1610 return false;
1614 * Calculate the size of an object.
1615 * @param object to be measured
1616 * @param sld The SaveLoad description of the object so we know how to manipulate it
1617 * @return size of given object
1619 size_t SlCalcObjLength(const void *object, const SaveLoad *sld)
1621 size_t length = 0;
1623 /* Need to determine the length and write a length tag. */
1624 for (; sld->cmd != SL_END; sld++) {
1625 length += SlCalcObjMemberLength(object, sld);
1627 return length;
1630 size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld)
1632 assert(_sl.action == SLA_SAVE);
1634 switch (sld->cmd) {
1635 case SL_VAR:
1636 case SL_REF:
1637 case SL_ARR:
1638 case SL_STR:
1639 case SL_LST:
1640 case SL_DEQ:
1641 case SL_VEC:
1642 case SL_VARVEC:
1643 case SL_STDSTR:
1644 /* CONDITIONAL saveload types depend on the savegame version */
1645 if (!SlIsObjectValidInSavegame(sld)) break;
1647 switch (sld->cmd) {
1648 case SL_VAR: return SlCalcConvFileLen(sld->conv);
1649 case SL_REF: return SlCalcRefLen();
1650 case SL_ARR: return SlCalcArrayLen(sld->length, sld->conv);
1651 case SL_STR: return SlCalcStringLen(GetVariableAddress(object, sld), sld->length, sld->conv);
1652 case SL_LST: return SlCalcListLen<std::list<void *>>(GetVariableAddress(object, sld));
1653 case SL_DEQ: return SlCalcListLen<std::deque<void *>>(GetVariableAddress(object, sld));
1654 case SL_VEC: return SlCalcListLen<std::vector<void *>>(GetVariableAddress(object, sld));
1655 case SL_VARVEC: {
1656 const size_t size_len = SlCalcConvMemLen(sld->conv);
1657 switch (size_len) {
1658 case 1: return SlCalcVarListLen<std::vector<byte>>(GetVariableAddress(object, sld), 1);
1659 case 2: return SlCalcVarListLen<std::vector<uint16>>(GetVariableAddress(object, sld), 2);
1660 case 4: return SlCalcVarListLen<std::vector<uint32>>(GetVariableAddress(object, sld), 4);
1661 case 8: return SlCalcVarListLen<std::vector<uint64>>(GetVariableAddress(object, sld), 8);
1662 default: NOT_REACHED();
1665 case SL_STDSTR: return SlCalcStdStrLen(*static_cast<std::string *>(GetVariableAddress(object, sld)));
1666 default: NOT_REACHED();
1668 break;
1669 case SL_WRITEBYTE: return 1; // a byte is logically of size 1
1670 case SL_VEH_INCLUDE: return SlCalcObjLength(object, GetVehicleDescription(VEH_END));
1671 case SL_ST_INCLUDE: return SlCalcObjLength(object, GetBaseStationDescription());
1672 default: NOT_REACHED();
1674 return 0;
1677 #ifdef OTTD_ASSERT
1680 * Check whether the variable size of the variable in the saveload configuration
1681 * matches with the actual variable size.
1682 * @param sld The saveload configuration to test.
1684 static bool IsVariableSizeRight(const SaveLoad *sld)
1686 switch (sld->cmd) {
1687 case SL_VAR:
1688 switch (GetVarMemType(sld->conv)) {
1689 case SLE_VAR_BL:
1690 return sld->size == sizeof(bool);
1691 case SLE_VAR_I8:
1692 case SLE_VAR_U8:
1693 return sld->size == sizeof(int8);
1694 case SLE_VAR_I16:
1695 case SLE_VAR_U16:
1696 return sld->size == sizeof(int16);
1697 case SLE_VAR_I32:
1698 case SLE_VAR_U32:
1699 return sld->size == sizeof(int32);
1700 case SLE_VAR_I64:
1701 case SLE_VAR_U64:
1702 return sld->size == sizeof(int64);
1703 default:
1704 return sld->size == sizeof(void *);
1706 case SL_REF:
1707 /* These should all be pointer sized. */
1708 return sld->size == sizeof(void *);
1710 case SL_STR:
1711 /* These should be pointer sized, or fixed array. */
1712 return sld->size == sizeof(void *) || sld->size == sld->length;
1714 case SL_STDSTR:
1715 return sld->size == sizeof(std::string);
1717 default:
1718 return true;
1722 #endif /* OTTD_ASSERT */
1724 bool SlObjectMember(void *ptr, const SaveLoad *sld)
1726 #ifdef OTTD_ASSERT
1727 assert(IsVariableSizeRight(sld));
1728 #endif
1730 VarType conv = GB(sld->conv, 0, 8);
1731 switch (sld->cmd) {
1732 case SL_VAR:
1733 case SL_REF:
1734 case SL_ARR:
1735 case SL_STR:
1736 case SL_LST:
1737 case SL_DEQ:
1738 case SL_VEC:
1739 case SL_VARVEC:
1740 case SL_STDSTR:
1741 /* CONDITIONAL saveload types depend on the savegame version */
1742 if (!SlIsObjectValidInSavegame(sld)) return false;
1743 if (SlSkipVariableOnLoad(sld)) return false;
1745 switch (sld->cmd) {
1746 case SL_VAR: SlSaveLoadConv(ptr, conv); break;
1747 case SL_REF: // Reference variable, translate
1748 switch (_sl.action) {
1749 case SLA_SAVE:
1750 SlWriteUint32((uint32)ReferenceToInt(*(void **)ptr, (SLRefType)conv));
1751 break;
1752 case SLA_LOAD_CHECK:
1753 case SLA_LOAD:
1754 *(size_t *)ptr = IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
1755 break;
1756 case SLA_PTRS:
1757 *(void **)ptr = IntToReference(*(size_t *)ptr, (SLRefType)conv);
1758 break;
1759 case SLA_NULL:
1760 *(void **)ptr = NULL;
1761 break;
1762 default: NOT_REACHED();
1764 break;
1765 case SL_ARR: SlArray(ptr, sld->length, conv); break;
1766 case SL_STR: SlString(ptr, sld->length, sld->conv); break;
1767 case SL_LST: SlList<std::list<void *>>(ptr, (SLRefType)conv); break;
1768 case SL_DEQ: SlList<std::deque<void *>>(ptr, (SLRefType)conv); break;
1769 case SL_VEC: SlList<std::vector<void *>>(ptr, (SLRefType)conv); break;
1770 case SL_VARVEC: {
1771 const size_t size_len = SlCalcConvMemLen(sld->conv);
1772 switch (size_len) {
1773 case 1: SlVarList<std::vector<byte>>(ptr, conv); break;
1774 case 2: SlVarList<std::vector<uint16>>(ptr, conv); break;
1775 case 4: SlVarList<std::vector<uint32>>(ptr, conv); break;
1776 case 8: SlVarList<std::vector<uint64>>(ptr, conv); break;
1777 default: NOT_REACHED();
1779 break;
1781 case SL_STDSTR: SlStdString(*static_cast<std::string *>(ptr), sld->conv); break;
1782 default: NOT_REACHED();
1784 break;
1786 /* SL_WRITEBYTE translates a value of a variable to another one upon
1787 * saving or loading.
1788 * XXX - variable renaming abuse
1789 * game_value: the value of the variable ingame is abused by sld->version_from
1790 * file_value: the value of the variable in the savegame is abused by sld->version_to */
1791 case SL_WRITEBYTE:
1792 switch (_sl.action) {
1793 case SLA_SAVE: SlWriteByte(sld->version_to); break;
1794 case SLA_LOAD_CHECK:
1795 case SLA_LOAD: *(byte *)ptr = sld->version_from; break;
1796 case SLA_PTRS: break;
1797 case SLA_NULL: break;
1798 default: NOT_REACHED();
1800 break;
1802 /* SL_VEH_INCLUDE loads common code for vehicles */
1803 case SL_VEH_INCLUDE:
1804 SlObject(ptr, GetVehicleDescription(VEH_END));
1805 break;
1807 case SL_ST_INCLUDE:
1808 SlObject(ptr, GetBaseStationDescription());
1809 break;
1811 default: NOT_REACHED();
1813 return true;
1817 * Main SaveLoad function.
1818 * @param object The object that is being saved or loaded
1819 * @param sld The SaveLoad description of the object so we know how to manipulate it
1821 void SlObject(void *object, const SaveLoad *sld)
1823 /* Automatically calculate the length? */
1824 if (_sl.need_length != NL_NONE) {
1825 SlSetLength(SlCalcObjLength(object, sld));
1826 if (_sl.need_length == NL_CALCLENGTH) return;
1829 for (; sld->cmd != SL_END; sld++) {
1830 void *ptr = sld->global ? sld->address : GetVariableAddress(object, sld);
1831 SlObjectMember(ptr, sld);
1836 * Save or Load (a list of) global variables
1837 * @param sldg The global variable that is being loaded or saved
1839 void SlGlobList(const SaveLoadGlobVarList *sldg)
1841 SlObject(NULL, (const SaveLoad*)sldg);
1845 * Do something of which I have no idea what it is :P
1846 * @param proc The callback procedure that is called
1847 * @param arg The variable that will be used for the callback procedure
1849 void SlAutolength(AutolengthProc *proc, void *arg)
1851 size_t offs;
1853 assert(_sl.action == SLA_SAVE);
1855 /* Tell it to calculate the length */
1856 _sl.need_length = NL_CALCLENGTH;
1857 _sl.obj_len = 0;
1858 proc(arg);
1860 /* Setup length */
1861 _sl.need_length = NL_WANTLENGTH;
1862 SlSetLength(_sl.obj_len);
1864 offs = _sl.dumper->GetSize() + _sl.obj_len;
1866 /* And write the stuff */
1867 proc(arg);
1869 if (offs != _sl.dumper->GetSize()) SlErrorCorrupt("Invalid chunk size");
1873 * Load a chunk of data (eg vehicles, stations, etc.)
1874 * @param ch The chunkhandler that will be used for the operation
1876 static void SlLoadChunk(const ChunkHandler *ch)
1878 byte m = SlReadByte();
1879 size_t len;
1880 size_t endoffs;
1882 _sl.block_mode = m;
1883 _sl.obj_len = 0;
1885 switch (m) {
1886 case CH_ARRAY:
1887 _sl.array_index = 0;
1888 ch->load_proc();
1889 if (_next_offs != 0) SlErrorCorrupt("Invalid array length");
1890 break;
1891 case CH_SPARSE_ARRAY:
1892 ch->load_proc();
1893 if (_next_offs != 0) SlErrorCorrupt("Invalid array length");
1894 break;
1895 default:
1896 if ((m & 0xF) == CH_RIFF) {
1897 /* Read length */
1898 len = (SlReadByte() << 16) | ((m >> 4) << 24);
1899 len += SlReadUint16();
1900 _sl.obj_len = len;
1901 endoffs = _sl.reader->GetSize() + len;
1902 ch->load_proc();
1903 if (_sl.reader->GetSize() != endoffs) SlErrorCorrupt("Invalid chunk size");
1904 } else {
1905 SlErrorCorrupt("Invalid chunk type");
1907 break;
1912 * Load a chunk of data for checking savegames.
1913 * If the chunkhandler is NULL, the chunk is skipped.
1914 * @param ch The chunkhandler that will be used for the operation
1916 static void SlLoadCheckChunk(const ChunkHandler *ch)
1918 byte m = SlReadByte();
1919 size_t len;
1920 size_t endoffs;
1922 _sl.block_mode = m;
1923 _sl.obj_len = 0;
1925 switch (m) {
1926 case CH_ARRAY:
1927 _sl.array_index = 0;
1928 if (ch->load_check_proc) {
1929 ch->load_check_proc();
1930 } else {
1931 SlSkipArray();
1933 break;
1934 case CH_SPARSE_ARRAY:
1935 if (ch->load_check_proc) {
1936 ch->load_check_proc();
1937 } else {
1938 SlSkipArray();
1940 break;
1941 default:
1942 if ((m & 0xF) == CH_RIFF) {
1943 /* Read length */
1944 len = (SlReadByte() << 16) | ((m >> 4) << 24);
1945 len += SlReadUint16();
1946 _sl.obj_len = len;
1947 endoffs = _sl.reader->GetSize() + len;
1948 if (ch->load_check_proc) {
1949 ch->load_check_proc();
1950 } else {
1951 SlSkipBytes(len);
1953 if (_sl.reader->GetSize() != endoffs) SlErrorCorrupt("Invalid chunk size");
1954 } else {
1955 SlErrorCorrupt("Invalid chunk type");
1957 break;
1962 * Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is
1963 * prefixed by an ID identifying it, followed by data, and terminator where appropriate
1964 * @param ch The chunkhandler that will be used for the operation
1966 static void SlSaveChunk(const ChunkHandler *ch)
1968 ChunkSaveLoadProc *proc = ch->save_proc;
1970 /* Don't save any chunk information if there is no save handler. */
1971 if (proc == NULL) return;
1973 SlWriteUint32(ch->id);
1974 DEBUG(sl, 2, "Saving chunk %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
1976 _sl.block_mode = ch->flags & CH_TYPE_MASK;
1977 switch (ch->flags & CH_TYPE_MASK) {
1978 case CH_RIFF:
1979 _sl.need_length = NL_WANTLENGTH;
1980 proc();
1981 break;
1982 case CH_ARRAY:
1983 _sl.last_array_index = 0;
1984 SlWriteByte(CH_ARRAY);
1985 proc();
1986 SlWriteArrayLength(0); // Terminate arrays
1987 break;
1988 case CH_SPARSE_ARRAY:
1989 SlWriteByte(CH_SPARSE_ARRAY);
1990 proc();
1991 SlWriteArrayLength(0); // Terminate arrays
1992 break;
1993 default: NOT_REACHED();
1997 /** Save all chunks */
1998 static void SlSaveChunks()
2000 FOR_ALL_CHUNK_HANDLERS(ch) {
2001 SlSaveChunk(ch);
2004 /* Terminator */
2005 SlWriteUint32(0);
2009 * Find the ChunkHandler that will be used for processing the found
2010 * chunk in the savegame or in memory
2011 * @param id the chunk in question
2012 * @return returns the appropriate chunkhandler
2014 static const ChunkHandler *SlFindChunkHandler(uint32 id)
2016 FOR_ALL_CHUNK_HANDLERS(ch) if (ch->id == id) return ch;
2017 return NULL;
2020 /** Load all chunks */
2021 static void SlLoadChunks()
2023 uint32 id;
2024 const ChunkHandler *ch;
2026 for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
2027 DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
2029 ch = SlFindChunkHandler(id);
2030 if (ch == NULL) SlErrorCorrupt("Unknown chunk type");
2031 SlLoadChunk(ch);
2035 /** Load all chunks for savegame checking */
2036 static void SlLoadCheckChunks()
2038 uint32 id;
2039 const ChunkHandler *ch;
2041 for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
2042 DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
2044 ch = SlFindChunkHandler(id);
2045 if (ch == NULL) SlErrorCorrupt("Unknown chunk type");
2046 SlLoadCheckChunk(ch);
2050 /** Fix all pointers (convert index -> pointer) */
2051 static void SlFixPointers()
2053 _sl.action = SLA_PTRS;
2055 DEBUG(sl, 1, "Fixing pointers");
2057 FOR_ALL_CHUNK_HANDLERS(ch) {
2058 if (ch->ptrs_proc != NULL) {
2059 DEBUG(sl, 2, "Fixing pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
2060 ch->ptrs_proc();
2064 DEBUG(sl, 1, "All pointers fixed");
2066 assert(_sl.action == SLA_PTRS);
2070 /** Yes, simply reading from a file. */
2071 struct FileReader : LoadFilter {
2072 FILE *file; ///< The file to read from.
2073 long begin; ///< The begin of the file.
2076 * Create the file reader, so it reads from a specific file.
2077 * @param file The file to read from.
2079 FileReader(FILE *file) : LoadFilter(NULL), file(file), begin(ftell(file))
2083 /** Make sure everything is cleaned up. */
2084 ~FileReader()
2086 if (this->file != NULL) fclose(this->file);
2087 this->file = NULL;
2089 /* Make sure we don't double free. */
2090 _sl.sf = NULL;
2093 /* virtual */ size_t Read(byte *buf, size_t size)
2095 /* We're in the process of shutting down, i.e. in "failure" mode. */
2096 if (this->file == NULL) return 0;
2098 return fread(buf, 1, size, this->file);
2101 /* virtual */ void Reset()
2103 clearerr(this->file);
2104 if (fseek(this->file, this->begin, SEEK_SET)) {
2105 DEBUG(sl, 1, "Could not reset the file reading");
2110 /** Yes, simply writing to a file. */
2111 struct FileWriter : SaveFilter {
2112 FILE *file; ///< The file to write to.
2115 * Create the file writer, so it writes to a specific file.
2116 * @param file The file to write to.
2118 FileWriter(FILE *file) : SaveFilter(NULL), file(file)
2122 /** Make sure everything is cleaned up. */
2123 ~FileWriter()
2125 this->Finish();
2127 /* Make sure we don't double free. */
2128 _sl.sf = NULL;
2131 /* virtual */ void Write(byte *buf, size_t size)
2133 /* We're in the process of shutting down, i.e. in "failure" mode. */
2134 if (this->file == NULL) return;
2136 if (fwrite(buf, 1, size, this->file) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
2139 /* virtual */ void Finish()
2141 if (this->file != NULL) fclose(this->file);
2142 this->file = NULL;
2146 /*******************************************
2147 ********** START OF LZO CODE **************
2148 *******************************************/
2150 #ifdef WITH_LZO
2151 #include <lzo/lzo1x.h>
2153 /** Buffer size for the LZO compressor */
2154 static const uint LZO_BUFFER_SIZE = 8192;
2156 /** Filter using LZO compression. */
2157 struct LZOLoadFilter : LoadFilter {
2159 * Initialise this filter.
2160 * @param chain The next filter in this chain.
2162 LZOLoadFilter(LoadFilter *chain) : LoadFilter(chain)
2164 if (lzo_init() != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
2167 /* virtual */ size_t Read(byte *buf, size_t ssize)
2169 assert(ssize >= LZO_BUFFER_SIZE);
2171 /* Buffer size is from the LZO docs plus the chunk header size. */
2172 byte out[LZO_BUFFER_SIZE + LZO_BUFFER_SIZE / 16 + 64 + 3 + sizeof(uint32) * 2];
2173 uint32 tmp[2];
2174 uint32 size;
2175 lzo_uint len = ssize;
2177 /* Read header*/
2178 if (this->chain->Read((byte*)tmp, sizeof(tmp)) != sizeof(tmp)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE, "File read failed");
2180 /* Check if size is bad */
2181 ((uint32*)out)[0] = size = tmp[1];
2183 if (_sl_version != 0) {
2184 tmp[0] = TO_BE32(tmp[0]);
2185 size = TO_BE32(size);
2188 if (size >= sizeof(out)) SlErrorCorrupt("Inconsistent size");
2190 /* Read block */
2191 if (this->chain->Read(out + sizeof(uint32), size) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
2193 /* Verify checksum */
2194 if (tmp[0] != lzo_adler32(0, out, size + sizeof(uint32))) SlErrorCorrupt("Bad checksum");
2196 /* Decompress */
2197 int ret = lzo1x_decompress_safe(out + sizeof(uint32) * 1, size, buf, &len, NULL);
2198 if (ret != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
2199 return len;
2203 /** Filter using LZO compression. */
2204 struct LZOSaveFilter : SaveFilter {
2206 * Initialise this filter.
2207 * @param chain The next filter in this chain.
2208 * @param compression_level The requested level of compression.
2210 LZOSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
2212 if (lzo_init() != LZO_E_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
2215 /* virtual */ void Write(byte *buf, size_t size)
2217 const lzo_bytep in = buf;
2218 /* Buffer size is from the LZO docs plus the chunk header size. */
2219 byte out[LZO_BUFFER_SIZE + LZO_BUFFER_SIZE / 16 + 64 + 3 + sizeof(uint32) * 2];
2220 byte wrkmem[LZO1X_1_MEM_COMPRESS];
2221 lzo_uint outlen;
2223 do {
2224 /* Compress up to LZO_BUFFER_SIZE bytes at once. */
2225 lzo_uint len = size > LZO_BUFFER_SIZE ? LZO_BUFFER_SIZE : (lzo_uint)size;
2226 lzo1x_1_compress(in, len, out + sizeof(uint32) * 2, &outlen, wrkmem);
2227 ((uint32*)out)[1] = TO_BE32((uint32)outlen);
2228 ((uint32*)out)[0] = TO_BE32(lzo_adler32(0, out + sizeof(uint32), outlen + sizeof(uint32)));
2229 this->chain->Write(out, outlen + sizeof(uint32) * 2);
2231 /* Move to next data chunk. */
2232 size -= len;
2233 in += len;
2234 } while (size > 0);
2238 #endif /* WITH_LZO */
2240 /*********************************************
2241 ******** START OF NOCOMP CODE (uncompressed)*
2242 *********************************************/
2244 /** Filter without any compression. */
2245 struct NoCompLoadFilter : LoadFilter {
2247 * Initialise this filter.
2248 * @param chain The next filter in this chain.
2250 NoCompLoadFilter(LoadFilter *chain) : LoadFilter(chain)
2254 /* virtual */ size_t Read(byte *buf, size_t size)
2256 return this->chain->Read(buf, size);
2260 /** Filter without any compression. */
2261 struct NoCompSaveFilter : SaveFilter {
2263 * Initialise this filter.
2264 * @param chain The next filter in this chain.
2265 * @param compression_level The requested level of compression.
2267 NoCompSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
2271 /* virtual */ void Write(byte *buf, size_t size)
2273 this->chain->Write(buf, size);
2277 /********************************************
2278 ********** START OF ZLIB CODE **************
2279 ********************************************/
2281 #if defined(WITH_ZLIB)
2282 #include <zlib.h>
2284 /** Filter using Zlib compression. */
2285 struct ZlibLoadFilter : LoadFilter {
2286 z_stream z; ///< Stream state we are reading from.
2287 byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file.
2290 * Initialise this filter.
2291 * @param chain The next filter in this chain.
2293 ZlibLoadFilter(LoadFilter *chain) : LoadFilter(chain)
2295 memset(&this->z, 0, sizeof(this->z));
2296 if (inflateInit(&this->z) != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
2299 /** Clean everything up. */
2300 ~ZlibLoadFilter()
2302 inflateEnd(&this->z);
2305 /* virtual */ size_t Read(byte *buf, size_t size)
2307 this->z.next_out = buf;
2308 this->z.avail_out = (uint)size;
2310 do {
2311 /* read more bytes from the file? */
2312 if (this->z.avail_in == 0) {
2313 this->z.next_in = this->fread_buf;
2314 this->z.avail_in = (uint)this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
2317 /* inflate the data */
2318 int r = inflate(&this->z, 0);
2319 if (r == Z_STREAM_END) break;
2321 if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "inflate() failed");
2322 } while (this->z.avail_out != 0);
2324 return size - this->z.avail_out;
2328 /** Filter using Zlib compression. */
2329 struct ZlibSaveFilter : SaveFilter {
2330 z_stream z; ///< Stream state we are writing to.
2333 * Initialise this filter.
2334 * @param chain The next filter in this chain.
2335 * @param compression_level The requested level of compression.
2337 ZlibSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
2339 memset(&this->z, 0, sizeof(this->z));
2340 if (deflateInit(&this->z, compression_level) != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
2343 /** Clean up what we allocated. */
2344 ~ZlibSaveFilter()
2346 deflateEnd(&this->z);
2350 * Helper loop for writing the data.
2351 * @param p The bytes to write.
2352 * @param len Amount of bytes to write.
2353 * @param mode Mode for deflate.
2355 void WriteLoop(byte *p, size_t len, int mode)
2357 byte buf[MEMORY_CHUNK_SIZE]; // output buffer
2358 uint n;
2359 this->z.next_in = p;
2360 this->z.avail_in = (uInt)len;
2361 do {
2362 this->z.next_out = buf;
2363 this->z.avail_out = sizeof(buf);
2366 * For the poor next soul who sees many valgrind warnings of the
2367 * "Conditional jump or move depends on uninitialised value(s)" kind:
2368 * According to the author of zlib it is not a bug and it won't be fixed.
2369 * http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2
2370 * [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newsgroup comp.compression]
2372 int r = deflate(&this->z, mode);
2374 /* bytes were emitted? */
2375 if ((n = sizeof(buf) - this->z.avail_out) != 0) {
2376 this->chain->Write(buf, n);
2378 if (r == Z_STREAM_END) break;
2380 if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "zlib returned error code");
2381 } while (this->z.avail_in || !this->z.avail_out);
2384 /* virtual */ void Write(byte *buf, size_t size)
2386 this->WriteLoop(buf, size, 0);
2389 /* virtual */ void Finish()
2391 this->WriteLoop(NULL, 0, Z_FINISH);
2392 this->chain->Finish();
2396 #endif /* WITH_ZLIB */
2398 /********************************************
2399 ********** START OF LZMA CODE **************
2400 ********************************************/
2402 #if defined(WITH_LZMA)
2403 #include <lzma.h>
2406 * Have a copy of an initialised LZMA stream. We need this as it's
2407 * impossible to "re"-assign LZMA_STREAM_INIT to a variable in some
2408 * compilers, i.e. LZMA_STREAM_INIT can't be used to set something.
2409 * This var has to be used instead.
2411 static const lzma_stream _lzma_init = LZMA_STREAM_INIT;
2413 /** Filter without any compression. */
2414 struct LZMALoadFilter : LoadFilter {
2415 lzma_stream lzma; ///< Stream state that we are reading from.
2416 byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file.
2419 * Initialise this filter.
2420 * @param chain The next filter in this chain.
2422 LZMALoadFilter(LoadFilter *chain) : LoadFilter(chain), lzma(_lzma_init)
2424 /* Allow saves up to 256 MB uncompressed */
2425 if (lzma_auto_decoder(&this->lzma, 1 << 28, 0) != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize decompressor");
2428 /** Clean everything up. */
2429 ~LZMALoadFilter()
2431 lzma_end(&this->lzma);
2434 /* virtual */ size_t Read(byte *buf, size_t size)
2436 this->lzma.next_out = buf;
2437 this->lzma.avail_out = size;
2439 do {
2440 /* read more bytes from the file? */
2441 if (this->lzma.avail_in == 0) {
2442 this->lzma.next_in = this->fread_buf;
2443 this->lzma.avail_in = this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
2446 /* inflate the data */
2447 lzma_ret r = lzma_code(&this->lzma, LZMA_RUN);
2448 if (r == LZMA_STREAM_END) break;
2449 if (r != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code");
2450 } while (this->lzma.avail_out != 0);
2452 return size - this->lzma.avail_out;
2456 /** Filter using LZMA compression. */
2457 struct LZMASaveFilter : SaveFilter {
2458 lzma_stream lzma; ///< Stream state that we are writing to.
2461 * Initialise this filter.
2462 * @param chain The next filter in this chain.
2463 * @param compression_level The requested level of compression.
2465 LZMASaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain), lzma(_lzma_init)
2467 if (lzma_easy_encoder(&this->lzma, compression_level, LZMA_CHECK_CRC32) != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
2470 /** Clean up what we allocated. */
2471 ~LZMASaveFilter()
2473 lzma_end(&this->lzma);
2477 * Helper loop for writing the data.
2478 * @param p The bytes to write.
2479 * @param len Amount of bytes to write.
2480 * @param action Action for lzma_code.
2482 void WriteLoop(byte *p, size_t len, lzma_action action)
2484 byte buf[MEMORY_CHUNK_SIZE]; // output buffer
2485 size_t n;
2486 this->lzma.next_in = p;
2487 this->lzma.avail_in = len;
2488 do {
2489 this->lzma.next_out = buf;
2490 this->lzma.avail_out = sizeof(buf);
2492 lzma_ret r = lzma_code(&this->lzma, action);
2494 /* bytes were emitted? */
2495 if ((n = sizeof(buf) - this->lzma.avail_out) != 0) {
2496 this->chain->Write(buf, n);
2498 if (r == LZMA_STREAM_END) break;
2499 if (r != LZMA_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code");
2500 } while (this->lzma.avail_in || !this->lzma.avail_out);
2503 /* virtual */ void Write(byte *buf, size_t size)
2505 this->WriteLoop(buf, size, LZMA_RUN);
2508 /* virtual */ void Finish()
2510 this->WriteLoop(NULL, 0, LZMA_FINISH);
2511 this->chain->Finish();
2515 #endif /* WITH_LZMA */
2517 /*******************************************
2518 ************* END OF CODE *****************
2519 *******************************************/
2521 /** The format for a reader/writer type of a savegame */
2522 struct SaveLoadFormat {
2523 const char *name; ///< name of the compressor/decompressor (debug-only)
2524 uint32 tag; ///< the 4-letter tag by which it is identified in the savegame
2526 LoadFilter *(*init_load)(LoadFilter *chain); ///< Constructor for the load filter.
2527 SaveFilter *(*init_write)(SaveFilter *chain, byte compression); ///< Constructor for the save filter.
2529 byte min_compression; ///< the minimum compression level of this format
2530 byte default_compression; ///< the default compression level of this format
2531 byte max_compression; ///< the maximum compression level of this format
2534 /** The different saveload formats known/understood by OpenTTD. */
2535 static const SaveLoadFormat _saveload_formats[] = {
2536 #if defined(WITH_LZO)
2537 /* Roughly 75% larger than zlib level 6 at only ~7% of the CPU usage. */
2538 {"lzo", TO_BE32X('OTTD'), CreateLoadFilter<LZOLoadFilter>, CreateSaveFilter<LZOSaveFilter>, 0, 0, 0},
2539 #else
2540 {"lzo", TO_BE32X('OTTD'), NULL, NULL, 0, 0, 0},
2541 #endif
2542 /* Roughly 5 times larger at only 1% of the CPU usage over zlib level 6. */
2543 {"none", TO_BE32X('OTTN'), CreateLoadFilter<NoCompLoadFilter>, CreateSaveFilter<NoCompSaveFilter>, 0, 0, 0},
2544 #if defined(WITH_ZLIB)
2545 /* After level 6 the speed reduction is significant (1.5x to 2.5x slower per level), but the reduction in filesize is
2546 * fairly insignificant (~1% for each step). Lower levels become ~5-10% bigger by each level than level 6 while level
2547 * 1 is "only" 3 times as fast. Level 0 results in uncompressed savegames at about 8 times the cost of "none". */
2548 {"zlib", TO_BE32X('OTTZ'), CreateLoadFilter<ZlibLoadFilter>, CreateSaveFilter<ZlibSaveFilter>, 0, 6, 9},
2549 #else
2550 {"zlib", TO_BE32X('OTTZ'), NULL, NULL, 0, 0, 0},
2551 #endif
2552 #if defined(WITH_LZMA)
2553 /* Level 2 compression is speed wise as fast as zlib level 6 compression (old default), but results in ~10% smaller saves.
2554 * Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
2555 * The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
2556 * slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much.
2557 * It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */
2558 {"lzma", TO_BE32X('OTTX'), CreateLoadFilter<LZMALoadFilter>, CreateSaveFilter<LZMASaveFilter>, 0, 2, 9},
2559 #else
2560 {"lzma", TO_BE32X('OTTX'), NULL, NULL, 0, 0, 0},
2561 #endif
2565 * Return the savegameformat of the game. Whether it was created with ZLIB compression
2566 * uncompressed, or another type
2567 * @param s Name of the savegame format. If NULL it picks the first available one
2568 * @param compression_level Output for telling what compression level we want.
2569 * @return Pointer to SaveLoadFormat struct giving all characteristics of this type of savegame
2571 static const SaveLoadFormat *GetSavegameFormat(char *s, byte *compression_level)
2573 const SaveLoadFormat *def = lastof(_saveload_formats);
2575 /* find default savegame format, the highest one with which files can be written */
2576 while (!def->init_write) def--;
2578 if (!StrEmpty(s)) {
2579 /* Get the ":..." of the compression level out of the way */
2580 char *complevel = strrchr(s, ':');
2581 if (complevel != NULL) *complevel = '\0';
2583 for (const SaveLoadFormat *slf = &_saveload_formats[0]; slf != endof(_saveload_formats); slf++) {
2584 if (slf->init_write != NULL && strcmp(s, slf->name) == 0) {
2585 *compression_level = slf->default_compression;
2586 if (complevel != NULL) {
2587 /* There is a compression level in the string.
2588 * First restore the : we removed to do proper name matching,
2589 * then move the the begin of the actual version. */
2590 *complevel = ':';
2591 complevel++;
2593 /* Get the version and determine whether all went fine. */
2594 char *end;
2595 long level = strtol(complevel, &end, 10);
2596 if (end == complevel || level != Clamp(level, slf->min_compression, slf->max_compression)) {
2597 SetDParamStr(0, complevel);
2598 ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL, WL_CRITICAL);
2599 } else {
2600 *compression_level = level;
2603 return slf;
2607 SetDParamStr(0, s);
2608 SetDParamStr(1, def->name);
2609 ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM, WL_CRITICAL);
2611 /* Restore the string by adding the : back */
2612 if (complevel != NULL) *complevel = ':';
2614 *compression_level = def->default_compression;
2615 return def;
2618 /* actual loader/saver function */
2619 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
2620 extern bool AfterLoadGame();
2621 extern bool LoadOldSaveGame(const char *file);
2624 * Clear/free saveload state.
2626 static inline void ClearSaveLoadState()
2628 delete _sl.dumper;
2629 _sl.dumper = NULL;
2631 delete _sl.sf;
2632 _sl.sf = NULL;
2634 delete _sl.reader;
2635 _sl.reader = NULL;
2637 delete _sl.lf;
2638 _sl.lf = NULL;
2642 * Update the gui accordingly when starting saving
2643 * and set locks on saveload. Also turn off fast-forward cause with that
2644 * saving takes Aaaaages
2646 static void SaveFileStart()
2648 _sl.ff_state = _fast_forward;
2649 _fast_forward = 0;
2650 SetMouseCursorBusy(true);
2652 InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
2653 _sl.saveinprogress = true;
2656 /** Update the gui accordingly when saving is done and release locks on saveload. */
2657 static void SaveFileDone()
2659 if (_game_mode != GM_MENU) _fast_forward = _sl.ff_state;
2660 SetMouseCursorBusy(false);
2662 InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);
2663 _sl.saveinprogress = false;
2666 /** Set the error message from outside of the actual loading/saving of the game (AfterLoadGame and friends) */
2667 void SetSaveLoadError(StringID str)
2669 _sl.error_str = str;
2672 /** Get the string representation of the error message */
2673 const char *GetSaveLoadErrorString()
2675 SetDParam(0, _sl.error_str);
2676 SetDParamStr(1, _sl.extra_msg);
2678 static char err_str[512];
2679 GetString(err_str, _sl.action == SLA_SAVE ? STR_ERROR_GAME_SAVE_FAILED : STR_ERROR_GAME_LOAD_FAILED, lastof(err_str));
2680 return err_str;
2683 /** Show a gui message when saving has failed */
2684 static void SaveFileError()
2686 SetDParamStr(0, GetSaveLoadErrorString());
2687 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
2688 SaveFileDone();
2692 * We have written the whole game into memory, _memory_savegame, now find
2693 * and appropriate compressor and start writing to file.
2695 static SaveOrLoadResult SaveFileToDisk(bool threaded)
2697 try {
2698 byte compression;
2699 const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format, &compression);
2701 /* We have written our stuff to memory, now write it to file! */
2702 uint32 hdr[2] = { fmt->tag, TO_BE32(SAVEGAME_VERSION << 16) };
2703 _sl.sf->Write((byte*)hdr, sizeof(hdr));
2705 _sl.sf = fmt->init_write(_sl.sf, compression);
2706 _sl.dumper->Flush(_sl.sf);
2708 ClearSaveLoadState();
2710 if (threaded) SetAsyncSaveFinish(SaveFileDone);
2712 return SL_OK;
2713 } catch (...) {
2714 ClearSaveLoadState();
2716 AsyncSaveFinishProc asfp = SaveFileDone;
2718 /* We don't want to shout when saving is just
2719 * cancelled due to a client disconnecting. */
2720 if (_sl.error_str != STR_NETWORK_ERROR_LOSTCONNECTION) {
2721 /* Skip the "colour" character */
2722 DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
2723 asfp = SaveFileError;
2726 if (threaded) {
2727 SetAsyncSaveFinish(asfp);
2728 } else {
2729 asfp();
2731 return SL_ERROR;
2735 /** Thread run function for saving the file to disk. */
2736 static void SaveFileToDiskThread(void *arg)
2738 SaveFileToDisk(true);
2741 void WaitTillSaved()
2743 if (_save_thread == NULL) return;
2745 _save_thread->Join();
2746 delete _save_thread;
2747 _save_thread = NULL;
2749 /* Make sure every other state is handled properly as well. */
2750 ProcessAsyncSaveFinish();
2754 * Actually perform the saving of the savegame.
2755 * General tactics is to first save the game to memory, then write it to file
2756 * using the writer, either in threaded mode if possible, or single-threaded.
2757 * @param writer The filter to write the savegame to.
2758 * @param threaded Whether to try to perform the saving asynchronously.
2759 * @return Return the result of the action. #SL_OK or #SL_ERROR
2761 static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
2763 assert(!_sl.saveinprogress);
2765 _sl.dumper = new MemoryDumper();
2766 _sl.sf = writer;
2768 _sl_version = SAVEGAME_VERSION;
2770 SaveViewportBeforeSaveGame();
2771 SlSaveChunks();
2773 SaveFileStart();
2774 if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread, "ottd:savegame")) {
2775 if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
2777 SaveOrLoadResult result = SaveFileToDisk(false);
2778 SaveFileDone();
2780 return result;
2783 return SL_OK;
2787 * Save the game using a (writer) filter.
2788 * @param writer The filter to write the savegame to.
2789 * @param threaded Whether to try to perform the saving asynchronously.
2790 * @return Return the result of the action. #SL_OK or #SL_ERROR
2792 SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
2794 try {
2795 _sl.action = SLA_SAVE;
2796 return DoSave(writer, threaded);
2797 } catch (...) {
2798 ClearSaveLoadState();
2799 return SL_ERROR;
2804 * Actually perform the loading of a "non-old" savegame.
2805 * @param reader The filter to read the savegame from.
2806 * @param load_check Whether to perform the checking ("preview") or actually load the game.
2807 * @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
2809 static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
2811 _sl.lf = reader;
2813 if (load_check) {
2814 /* Clear previous check data */
2815 _load_check_data.Clear();
2816 /* Mark SL_LOAD_CHECK as supported for this savegame. */
2817 _load_check_data.checkable = true;
2820 uint32 hdr[2];
2821 if (_sl.lf->Read((byte*)hdr, sizeof(hdr)) != sizeof(hdr)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
2823 /* see if we have any loader for this type. */
2824 const SaveLoadFormat *fmt = _saveload_formats;
2825 for (;;) {
2826 /* No loader found, treat as version 0 and use LZO format */
2827 if (fmt == endof(_saveload_formats)) {
2828 DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
2829 _sl.lf->Reset();
2830 _sl_version = 0;
2831 _sl_minor_version = 0;
2833 /* Try to find the LZO savegame format; it uses 'OTTD' as tag. */
2834 fmt = _saveload_formats;
2835 for (;;) {
2836 if (fmt == endof(_saveload_formats)) {
2837 /* Who removed LZO support? Bad bad boy! */
2838 NOT_REACHED();
2840 if (fmt->tag == TO_BE32X('OTTD')) break;
2841 fmt++;
2843 break;
2846 if (fmt->tag == hdr[0]) {
2847 /* check version number */
2848 _sl_version = TO_BE32(hdr[1]) >> 16;
2849 /* Minor is not used anymore from version 18.0, but it is still needed
2850 * in versions before that (4 cases) which can't be removed easy.
2851 * Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */
2852 _sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
2854 DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
2856 /* Is the version higher than the current? */
2857 if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
2858 break;
2861 fmt++;
2864 /* loader for this savegame type is not implemented? */
2865 if (fmt->init_load == NULL) {
2866 char err_str[64];
2867 seprintf(err_str, lastof(err_str), "Loader for '%s' is not available.", fmt->name);
2868 SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
2871 _sl.lf = fmt->init_load(_sl.lf);
2872 _sl.reader = new ReadBuffer(_sl.lf);
2873 _next_offs = 0;
2875 if (!load_check) {
2876 /* Old maps were hardcoded to 256x256 and thus did not contain
2877 * any mapsize information. Pre-initialize to 256x256 to not to
2878 * confuse old games */
2879 InitializeGame(256, 256, true, true);
2881 GamelogReset();
2883 if (IsSavegameVersionBefore(4)) {
2885 * NewGRFs were introduced between 0.3,4 and 0.3.5, which both
2886 * shared savegame version 4. Anything before that 'obviously'
2887 * does not have any NewGRFs. Between the introduction and
2888 * savegame version 41 (just before 0.5) the NewGRF settings
2889 * were not stored in the savegame and they were loaded by
2890 * using the settings from the main menu.
2891 * So, to recap:
2892 * - savegame version < 4: do not load any NewGRFs.
2893 * - savegame version >= 41: load NewGRFs from savegame, which is
2894 * already done at this stage by
2895 * overwriting the main menu settings.
2896 * - other savegame versions: use main menu settings.
2898 * This means that users *can* crash savegame version 4..40
2899 * savegames if they set incompatible NewGRFs in the main menu,
2900 * but can't crash anymore for savegame version < 4 savegames.
2902 * Note: this is done here because AfterLoadGame is also called
2903 * for TTO/TTD/TTDP savegames which have their own NewGRF logic.
2905 ClearGRFConfigList(&_grfconfig);
2909 if (load_check) {
2910 /* Load chunks into _load_check_data.
2911 * No pools are loaded. References are not possible, and thus do not need resolving. */
2912 SlLoadCheckChunks();
2913 } else {
2914 /* Load chunks and resolve references */
2915 SlLoadChunks();
2916 SlFixPointers();
2919 ClearSaveLoadState();
2921 _savegame_type = SGT_OTTD;
2923 if (load_check) {
2924 /* The only part from AfterLoadGame() we need */
2925 _load_check_data.grf_compatibility = IsGoodGRFConfigList(_load_check_data.grfconfig);
2926 } else {
2927 GamelogStartAction(GLAT_LOAD);
2929 /* After loading fix up savegame for any internal changes that
2930 * might have occurred since then. If it fails, load back the old game. */
2931 if (!AfterLoadGame()) {
2932 GamelogStopAction();
2933 return SL_REINIT;
2936 GamelogStopAction();
2939 return SL_OK;
2943 * Load the game using a (reader) filter.
2944 * @param reader The filter to read the savegame from.
2945 * @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
2947 SaveOrLoadResult LoadWithFilter(LoadFilter *reader)
2949 try {
2950 _sl.action = SLA_LOAD;
2951 return DoLoad(reader, false);
2952 } catch (...) {
2953 ClearSaveLoadState();
2954 return SL_REINIT;
2959 * Main Save or Load function where the high-level saveload functions are
2960 * handled. It opens the savegame, selects format and checks versions
2961 * @param filename The name of the savegame being created/loaded
2962 * @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.
2963 * @param sb The sub directory to save the savegame in
2964 * @param threaded True when threaded saving is allowed
2965 * @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game)
2967 SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
2969 /* An instance of saving is already active, so don't go saving again */
2970 if (_sl.saveinprogress && fop == SLO_SAVE && dft == DFT_GAME_FILE && threaded) {
2971 /* if not an autosave, but a user action, show error message */
2972 if (!_do_autosave) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, WL_ERROR);
2973 return SL_OK;
2975 WaitTillSaved();
2977 try {
2978 /* Load a TTDLX or TTDPatch game */
2979 if (fop == SLO_LOAD && dft == DFT_OLD_GAME_FILE) {
2980 InitializeGame(256, 256, true, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
2982 /* TTD/TTO savegames have no NewGRFs, TTDP savegame have them
2983 * and if so a new NewGRF list will be made in LoadOldSaveGame.
2984 * Note: this is done here because AfterLoadGame is also called
2985 * for OTTD savegames which have their own NewGRF logic. */
2986 ClearGRFConfigList(&_grfconfig);
2987 GamelogReset();
2988 if (!LoadOldSaveGame(filename)) return SL_REINIT;
2989 _sl_version = 0;
2990 _sl_minor_version = 0;
2991 GamelogStartAction(GLAT_LOAD);
2992 if (!AfterLoadGame()) {
2993 GamelogStopAction();
2994 return SL_REINIT;
2996 GamelogStopAction();
2997 return SL_OK;
3000 assert(dft == DFT_GAME_FILE);
3001 switch (fop) {
3002 case SLO_CHECK:
3003 _sl.action = SLA_LOAD_CHECK;
3004 break;
3006 case SLO_LOAD:
3007 _sl.action = SLA_LOAD;
3008 break;
3010 case SLO_SAVE:
3011 _sl.action = SLA_SAVE;
3012 break;
3014 default: NOT_REACHED();
3017 FILE *fh = (fop == SLO_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
3019 /* Make it a little easier to load savegames from the console */
3020 if (fh == NULL && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", SAVE_DIR);
3021 if (fh == NULL && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", BASE_DIR);
3022 if (fh == NULL && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", SCENARIO_DIR);
3024 if (fh == NULL) {
3025 SlError(fop == SLO_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
3028 if (fop == SLO_SAVE) { // SAVE game
3029 DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename);
3030 if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
3032 return DoSave(new FileWriter(fh), threaded);
3035 /* LOAD game */
3036 assert(fop == SLO_LOAD || fop == SLO_CHECK);
3037 DEBUG(desync, 1, "load: %s", filename);
3038 return DoLoad(new FileReader(fh), fop == SLO_CHECK);
3039 } catch (...) {
3040 /* This code may be executed both for old and new save games. */
3041 ClearSaveLoadState();
3043 /* Skip the "colour" character */
3044 if (fop != SLO_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
3046 /* A saver/loader exception!! reinitialize all variables to prevent crash! */
3047 return (fop == SLO_LOAD) ? SL_REINIT : SL_ERROR;
3051 /** Do a save when exiting the game (_settings_client.gui.autosave_on_exit) */
3052 void DoExitSave()
3054 SaveOrLoad("exit.sav", SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR);
3058 * Fill the buffer with the default name for a savegame *or* screenshot.
3059 * @param buf the buffer to write to.
3060 * @param last the last element in the buffer.
3062 void GenerateDefaultSaveName(char *buf, const char *last)
3064 /* Check if we have a name for this map, which is the name of the first
3065 * available company. When there's no company available we'll use
3066 * 'Spectator' as "company" name. */
3067 CompanyID cid = _local_company;
3068 if (!Company::IsValidID(cid)) {
3069 const Company *c;
3070 FOR_ALL_COMPANIES(c) {
3071 cid = c->index;
3072 break;
3076 SetDParam(0, cid);
3078 /* Insert current date */
3079 switch (_settings_client.gui.date_format_in_default_names) {
3080 case 0: SetDParam(1, STR_JUST_DATE_LONG); break;
3081 case 1: SetDParam(1, STR_JUST_DATE_TINY); break;
3082 case 2: SetDParam(1, STR_JUST_DATE_ISO); break;
3083 default: NOT_REACHED();
3085 SetDParam(2, _date);
3087 /* Get the correct string (special string for when there's not company) */
3088 GetString(buf, !Company::IsValidID(cid) ? STR_SAVEGAME_NAME_SPECTATOR : STR_SAVEGAME_NAME_DEFAULT, last);
3089 SanitizeFilename(buf);
3093 * Set the mode and file type of the file to save or load based on the type of file entry at the file system.
3094 * @param ft Type of file entry of the file system.
3096 void FileToSaveLoad::SetMode(FiosType ft)
3098 this->SetMode(SLO_LOAD, GetAbstractFileType(ft), GetDetailedFileType(ft));
3102 * Set the mode and file type of the file to save or load.
3103 * @param fop File operation being performed.
3104 * @param aft Abstract file type.
3105 * @param dft Detailed file type.
3107 void FileToSaveLoad::SetMode(SaveLoadOperation fop, AbstractFileType aft, DetailedFileType dft)
3109 if (aft == FT_INVALID || aft == FT_NONE) {
3110 this->file_op = SLO_INVALID;
3111 this->detail_ftype = DFT_INVALID;
3112 this->abstract_ftype = FT_INVALID;
3113 return;
3116 this->file_op = fop;
3117 this->detail_ftype = dft;
3118 this->abstract_ftype = aft;
3122 * Set the name of the file.
3123 * @param name Name of the file.
3125 void FileToSaveLoad::SetName(const char *name)
3127 strecpy(this->name, name, lastof(this->name));
3131 * Set the title of the file.
3132 * @param title Title of the file.
3134 void FileToSaveLoad::SetTitle(const char *title)
3136 strecpy(this->title, title, lastof(this->title));
3139 #if 0
3141 * Function to get the type of the savegame by looking at the file header.
3142 * NOTICE: Not used right now, but could be used if extensions of savegames are garbled
3143 * @param file Savegame to be checked
3144 * @return SL_OLD_LOAD or SL_LOAD of the file
3146 int GetSavegameType(char *file)
3148 const SaveLoadFormat *fmt;
3149 uint32 hdr;
3150 FILE *f;
3151 int mode = SL_OLD_LOAD;
3153 f = fopen(file, "rb");
3154 if (fread(&hdr, sizeof(hdr), 1, f) != 1) {
3155 DEBUG(sl, 0, "Savegame is obsolete or invalid format");
3156 mode = SL_LOAD; // don't try to get filename, just show name as it is written
3157 } else {
3158 /* see if we have any loader for this type. */
3159 for (fmt = _saveload_formats; fmt != endof(_saveload_formats); fmt++) {
3160 if (fmt->tag == hdr) {
3161 mode = SL_LOAD; // new type of savegame
3162 break;
3167 fclose(f);
3168 return mode;
3170 #endif