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/>.
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):
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
24 #include "../stdafx.h"
26 #include "../station_base.h"
27 #include "../thread/thread.h"
29 #include "../network/network.h"
30 #include "../window_func.h"
31 #include "../strings_func.h"
32 #include "../core/endian_func.hpp"
33 #include "../vehicle_base.h"
34 #include "../company_func.h"
35 #include "../date_func.h"
36 #include "../autoreplace_base.h"
37 #include "../roadstop_base.h"
38 #include "../linkgraph/linkgraph.h"
39 #include "../linkgraph/linkgraphjob.h"
40 #include "../statusbar_gui.h"
41 #include "../fileio_func.h"
42 #include "../gamelog.h"
43 #include "../string_func.h"
47 #include "table/strings.h"
49 #include "saveload_internal.h"
50 #include "saveload_filter.h"
52 #include "../safeguards.h"
55 * Previous savegame versions, the trunk revision where they were
56 * introduced and the released version that had that particular
58 * Up to savegame version 18 there is a minor version as well.
65 * 4.1 122 0.3.3, 0.3.4
81 * 13.1 2080 0.4.0, 0.4.0.1
243 * 173 23967 1.2.0-RC1
264 * 194 26881 1.5.x, 1.6.0
269 extern const uint16 SAVEGAME_VERSION
= 197; ///< Current savegame version of OpenTTD.
271 SavegameType _savegame_type
; ///< type of savegame we are loading
272 FileToSaveLoad _file_to_saveload
; ///< File to save or load in the openttd loop.
274 uint32 _ttdp_version
; ///< version of TTDP savegame (if applicable)
275 uint16 _sl_version
; ///< the major savegame version identifier
276 byte _sl_minor_version
; ///< the minor savegame version, DO NOT USE!
277 char _savegame_format
[8]; ///< how to compress savegames
278 bool _do_autosave
; ///< are we doing an autosave at the moment?
280 /** What are we currently doing? */
281 enum SaveLoadAction
{
282 SLA_LOAD
, ///< loading
283 SLA_SAVE
, ///< saving
284 SLA_PTRS
, ///< fixing pointers
285 SLA_NULL
, ///< null all pointers (on loading error)
286 SLA_LOAD_CHECK
, ///< partial loading into #_load_check_data
290 NL_NONE
= 0, ///< not working in NeedLength mode
291 NL_WANTLENGTH
= 1, ///< writing length and data
292 NL_CALCLENGTH
= 2, ///< need to calculate the length
295 /** Save in chunks of 128 KiB. */
296 static const size_t MEMORY_CHUNK_SIZE
= 128 * 1024;
298 /** A buffer for reading (and buffering) savegame data. */
300 byte buf
[MEMORY_CHUNK_SIZE
]; ///< Buffer we're going to read from.
301 byte
*bufp
; ///< Location we're at reading the buffer.
302 byte
*bufe
; ///< End of the buffer we can read from.
303 LoadFilter
*reader
; ///< The filter used to actually read.
304 size_t read
; ///< The amount of read bytes so far from the filter.
307 * Initialise our variables.
308 * @param reader The filter to actually read data.
310 ReadBuffer(LoadFilter
*reader
) : bufp(NULL
), bufe(NULL
), reader(reader
), read(0)
314 inline byte
ReadByte()
316 if (this->bufp
== this->bufe
) {
317 size_t len
= this->reader
->Read(this->buf
, lengthof(this->buf
));
318 if (len
== 0) SlErrorCorrupt("Unexpected end of chunk");
321 this->bufp
= this->buf
;
322 this->bufe
= this->buf
+ len
;
325 return *this->bufp
++;
329 * Get the size of the memory dump made so far.
332 size_t GetSize() const
334 return this->read
- (this->bufe
- this->bufp
);
339 /** Container for dumping the savegame (quickly) to memory. */
340 struct MemoryDumper
{
341 AutoFreeSmallVector
<byte
*, 16> blocks
; ///< Buffer with blocks of allocated memory.
342 byte
*buf
; ///< Buffer we're going to write to.
343 byte
*bufe
; ///< End of the buffer we write to.
345 /** Initialise our variables. */
346 MemoryDumper() : buf(NULL
), bufe(NULL
)
351 * Write a single byte into the dumper.
352 * @param b The byte to write.
354 inline void WriteByte(byte b
)
356 /* Are we at the end of this chunk? */
357 if (this->buf
== this->bufe
) {
358 this->buf
= CallocT
<byte
>(MEMORY_CHUNK_SIZE
);
359 *this->blocks
.Append() = this->buf
;
360 this->bufe
= this->buf
+ MEMORY_CHUNK_SIZE
;
367 * Flush this dumper into a writer.
368 * @param writer The filter we want to use.
370 void Flush(SaveFilter
*writer
)
373 size_t t
= this->GetSize();
376 size_t to_write
= min(MEMORY_CHUNK_SIZE
, t
);
378 writer
->Write(this->blocks
[i
++], to_write
);
386 * Get the size of the memory dump made so far.
389 size_t GetSize() const
391 return this->blocks
.Length() * MEMORY_CHUNK_SIZE
- (this->bufe
- this->buf
);
395 /** The saveload struct, containing reader-writer functions, buffer, version, etc. */
396 struct SaveLoadParams
{
397 SaveLoadAction action
; ///< are we doing a save or a load atm.
398 NeedLength need_length
; ///< working in NeedLength (Autolength) mode?
399 byte block_mode
; ///< ???
400 bool error
; ///< did an error occur or not
402 size_t obj_len
; ///< the length of the current object we are busy with
403 int array_index
, last_array_index
; ///< in the case of an array, the current and last positions
405 MemoryDumper
*dumper
; ///< Memory dumper to write the savegame to.
406 SaveFilter
*sf
; ///< Filter to write the savegame to.
408 ReadBuffer
*reader
; ///< Savegame reading buffer.
409 LoadFilter
*lf
; ///< Filter to read the savegame from.
411 StringID error_str
; ///< the translatable error message to show
412 char *extra_msg
; ///< the error message
414 byte ff_state
; ///< The state of fast-forward when saving started.
415 bool saveinprogress
; ///< Whether there is currently a save in progress.
418 static SaveLoadParams _sl
; ///< Parameters used for/at saveload.
420 /* these define the chunks */
421 extern const ChunkHandler _gamelog_chunk_handlers
[];
422 extern const ChunkHandler _map_chunk_handlers
[];
423 extern const ChunkHandler _misc_chunk_handlers
[];
424 extern const ChunkHandler _name_chunk_handlers
[];
425 extern const ChunkHandler _cheat_chunk_handlers
[] ;
426 extern const ChunkHandler _setting_chunk_handlers
[];
427 extern const ChunkHandler _company_chunk_handlers
[];
428 extern const ChunkHandler _engine_chunk_handlers
[];
429 extern const ChunkHandler _veh_chunk_handlers
[];
430 extern const ChunkHandler _waypoint_chunk_handlers
[];
431 extern const ChunkHandler _depot_chunk_handlers
[];
432 extern const ChunkHandler _order_chunk_handlers
[];
433 extern const ChunkHandler _town_chunk_handlers
[];
434 extern const ChunkHandler _sign_chunk_handlers
[];
435 extern const ChunkHandler _station_chunk_handlers
[];
436 extern const ChunkHandler _industry_chunk_handlers
[];
437 extern const ChunkHandler _economy_chunk_handlers
[];
438 extern const ChunkHandler _subsidy_chunk_handlers
[];
439 extern const ChunkHandler _cargomonitor_chunk_handlers
[];
440 extern const ChunkHandler _goal_chunk_handlers
[];
441 extern const ChunkHandler _story_page_chunk_handlers
[];
442 extern const ChunkHandler _ai_chunk_handlers
[];
443 extern const ChunkHandler _game_chunk_handlers
[];
444 extern const ChunkHandler _animated_tile_chunk_handlers
[];
445 extern const ChunkHandler _newgrf_chunk_handlers
[];
446 extern const ChunkHandler _group_chunk_handlers
[];
447 extern const ChunkHandler _cargopacket_chunk_handlers
[];
448 extern const ChunkHandler _autoreplace_chunk_handlers
[];
449 extern const ChunkHandler _labelmaps_chunk_handlers
[];
450 extern const ChunkHandler _linkgraph_chunk_handlers
[];
451 extern const ChunkHandler _airport_chunk_handlers
[];
452 extern const ChunkHandler _object_chunk_handlers
[];
453 extern const ChunkHandler _persistent_storage_chunk_handlers
[];
455 /** Array of all chunks in a savegame, \c NULL terminated. */
456 static const ChunkHandler
* const _chunk_handlers
[] = {
457 _gamelog_chunk_handlers
,
459 _misc_chunk_handlers
,
460 _name_chunk_handlers
,
461 _cheat_chunk_handlers
,
462 _setting_chunk_handlers
,
464 _waypoint_chunk_handlers
,
465 _depot_chunk_handlers
,
466 _order_chunk_handlers
,
467 _industry_chunk_handlers
,
468 _economy_chunk_handlers
,
469 _subsidy_chunk_handlers
,
470 _cargomonitor_chunk_handlers
,
471 _goal_chunk_handlers
,
472 _story_page_chunk_handlers
,
473 _engine_chunk_handlers
,
474 _town_chunk_handlers
,
475 _sign_chunk_handlers
,
476 _station_chunk_handlers
,
477 _company_chunk_handlers
,
479 _game_chunk_handlers
,
480 _animated_tile_chunk_handlers
,
481 _newgrf_chunk_handlers
,
482 _group_chunk_handlers
,
483 _cargopacket_chunk_handlers
,
484 _autoreplace_chunk_handlers
,
485 _labelmaps_chunk_handlers
,
486 _linkgraph_chunk_handlers
,
487 _airport_chunk_handlers
,
488 _object_chunk_handlers
,
489 _persistent_storage_chunk_handlers
,
494 * Iterate over all chunk handlers.
495 * @param ch the chunk handler iterator
497 #define FOR_ALL_CHUNK_HANDLERS(ch) \
498 for (const ChunkHandler * const *chsc = _chunk_handlers; *chsc != NULL; chsc++) \
499 for (const ChunkHandler *ch = *chsc; ch != NULL; ch = (ch->flags & CH_LAST) ? NULL : ch + 1)
501 /** Null all pointers (convert index -> NULL) */
502 static void SlNullPointers()
504 _sl
.action
= SLA_NULL
;
506 /* We don't want any savegame conversion code to run
507 * during NULLing; especially those that try to get
508 * pointers from other pools. */
509 _sl_version
= SAVEGAME_VERSION
;
511 DEBUG(sl
, 1, "Nulling pointers");
513 FOR_ALL_CHUNK_HANDLERS(ch
) {
514 if (ch
->ptrs_proc
!= NULL
) {
515 DEBUG(sl
, 2, "Nulling pointers for %c%c%c%c", ch
->id
>> 24, ch
->id
>> 16, ch
->id
>> 8, ch
->id
);
520 DEBUG(sl
, 1, "All pointers nulled");
522 assert(_sl
.action
== SLA_NULL
);
526 * Error handler. Sets everything up to show an error message and to clean
527 * up the mess of a partial savegame load.
528 * @param string The translatable error message to show.
529 * @param extra_msg An extra error message coming from one of the APIs.
530 * @note This function does never return as it throws an exception to
531 * break out of all the saveload code.
533 void NORETURN
SlError(StringID string
, const char *extra_msg
)
535 /* Distinguish between loading into _load_check_data vs. normal save/load. */
536 if (_sl
.action
== SLA_LOAD_CHECK
) {
537 _load_check_data
.error
= string
;
538 free(_load_check_data
.error_data
);
539 _load_check_data
.error_data
= (extra_msg
== NULL
) ? NULL
: stredup(extra_msg
);
541 _sl
.error_str
= string
;
543 _sl
.extra_msg
= (extra_msg
== NULL
) ? NULL
: stredup(extra_msg
);
546 /* We have to NULL all pointers here; we might be in a state where
547 * the pointers are actually filled with indices, which means that
548 * when we access them during cleaning the pool dereferences of
549 * those indices will be made with segmentation faults as result. */
550 if (_sl
.action
== SLA_LOAD
|| _sl
.action
== SLA_PTRS
) SlNullPointers();
551 throw std::exception();
555 * Error handler for corrupt savegames. Sets everything up to show the
556 * error message and to clean up the mess of a partial savegame load.
557 * @param msg Location the corruption has been spotted.
558 * @note This function does never return as it throws an exception to
559 * break out of all the saveload code.
561 void NORETURN
SlErrorCorrupt(const char *msg
)
563 SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME
, msg
);
567 typedef void (*AsyncSaveFinishProc
)(); ///< Callback for when the savegame loading is finished.
568 static AsyncSaveFinishProc _async_save_finish
= NULL
; ///< Callback to call when the savegame loading is finished.
569 static ThreadObject
*_save_thread
; ///< The thread we're using to compress and write a savegame
572 * Called by save thread to tell we finished saving.
573 * @param proc The callback to call when saving is done.
575 static void SetAsyncSaveFinish(AsyncSaveFinishProc proc
)
577 if (_exit_game
) return;
578 while (_async_save_finish
!= NULL
) CSleep(10);
580 _async_save_finish
= proc
;
584 * Handle async save finishes.
586 void ProcessAsyncSaveFinish()
588 if (_async_save_finish
== NULL
) return;
590 _async_save_finish();
592 _async_save_finish
= NULL
;
594 if (_save_thread
!= NULL
) {
595 _save_thread
->Join();
602 * Wrapper for reading a byte from the buffer.
603 * @return The read byte.
607 return _sl
.reader
->ReadByte();
611 * Wrapper for writing a byte to the dumper.
612 * @param b The byte to write.
614 void SlWriteByte(byte b
)
616 _sl
.dumper
->WriteByte(b
);
619 static inline int SlReadUint16()
621 int x
= SlReadByte() << 8;
622 return x
| SlReadByte();
625 static inline uint32
SlReadUint32()
627 uint32 x
= SlReadUint16() << 16;
628 return x
| SlReadUint16();
631 static inline uint64
SlReadUint64()
633 uint32 x
= SlReadUint32();
634 uint32 y
= SlReadUint32();
635 return (uint64
)x
<< 32 | y
;
638 static inline void SlWriteUint16(uint16 v
)
640 SlWriteByte(GB(v
, 8, 8));
641 SlWriteByte(GB(v
, 0, 8));
644 static inline void SlWriteUint32(uint32 v
)
646 SlWriteUint16(GB(v
, 16, 16));
647 SlWriteUint16(GB(v
, 0, 16));
650 static inline void SlWriteUint64(uint64 x
)
652 SlWriteUint32((uint32
)(x
>> 32));
653 SlWriteUint32((uint32
)x
);
657 * Read in bytes from the file/data structure but don't do
658 * anything with them, discarding them in effect
659 * @param length The amount of bytes that is being treated this way
661 static inline void SlSkipBytes(size_t length
)
663 for (; length
!= 0; length
--) SlReadByte();
667 * Read in the header descriptor of an object or an array.
668 * If the highest bit is set (7), then the index is bigger than 127
669 * elements, so use the next byte to read in the real value.
670 * The actual value is then both bytes added with the first shifted
671 * 8 bits to the left, and dropping the highest bit (which only indicated a big index).
672 * x = ((x & 0x7F) << 8) + SlReadByte();
673 * @return Return the value of the index
675 static uint
SlReadSimpleGamma()
677 uint i
= SlReadByte();
687 SlErrorCorrupt("Unsupported gamma");
689 i
= SlReadByte(); // 32 bits only.
691 i
= (i
<< 8) | SlReadByte();
693 i
= (i
<< 8) | SlReadByte();
695 i
= (i
<< 8) | SlReadByte();
701 * Write the header descriptor of an object or an array.
702 * If the element is bigger than 127, use 2 bytes for saving
703 * and use the highest byte of the first written one as a notice
704 * that the length consists of 2 bytes, etc.. like this:
707 * 110xxxxx xxxxxxxx xxxxxxxx
708 * 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
709 * 11110--- xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx
710 * We could extend the scheme ad infinum to support arbitrarily
711 * large chunks, but as sizeof(size_t) == 4 is still very common
712 * we don't support anything above 32 bits. That's why in the last
713 * case the 3 most significant bits are unused.
714 * @param i Index being written
717 static void SlWriteSimpleGamma(size_t i
)
720 if (i
>= (1 << 14)) {
721 if (i
>= (1 << 21)) {
722 if (i
>= (1 << 28)) {
723 assert(i
<= UINT32_MAX
); // We can only support 32 bits for now.
724 SlWriteByte((byte
)(0xF0));
725 SlWriteByte((byte
)(i
>> 24));
727 SlWriteByte((byte
)(0xE0 | (i
>> 24)));
729 SlWriteByte((byte
)(i
>> 16));
731 SlWriteByte((byte
)(0xC0 | (i
>> 16)));
733 SlWriteByte((byte
)(i
>> 8));
735 SlWriteByte((byte
)(0x80 | (i
>> 8)));
738 SlWriteByte((byte
)i
);
741 /** Return how many bytes used to encode a gamma value */
742 static inline uint
SlGetGammaLength(size_t i
)
744 return 1 + (i
>= (1 << 7)) + (i
>= (1 << 14)) + (i
>= (1 << 21)) + (i
>= (1 << 28));
747 static inline uint
SlReadSparseIndex()
749 return SlReadSimpleGamma();
752 static inline void SlWriteSparseIndex(uint index
)
754 SlWriteSimpleGamma(index
);
757 static inline uint
SlReadArrayLength()
759 return SlReadSimpleGamma();
762 static inline void SlWriteArrayLength(size_t length
)
764 SlWriteSimpleGamma(length
);
767 static inline uint
SlGetArrayLength(size_t length
)
769 return SlGetGammaLength(length
);
773 * Return the size in bytes of a certain type of normal/atomic variable
774 * as it appears in memory. See VarTypes
775 * @param conv VarType type of variable that is used for calculating the size
776 * @return Return the size of this type in bytes
778 static inline uint
SlCalcConvMemLen(VarType conv
)
780 static const byte conv_mem_size
[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
781 byte length
= GB(conv
, 4, 4);
783 switch (length
<< 4) {
788 return SlReadArrayLength();
791 assert(length
< lengthof(conv_mem_size
));
792 return conv_mem_size
[length
];
797 * Return the size in bytes of a certain type of normal/atomic variable
798 * as it appears in a saved game. See VarTypes
799 * @param conv VarType type of variable that is used for calculating the size
800 * @return Return the size of this type in bytes
802 static inline byte
SlCalcConvFileLen(VarType conv
)
804 static const byte conv_file_size
[] = {1, 1, 2, 2, 4, 4, 8, 8, 2};
805 byte length
= GB(conv
, 0, 4);
806 assert(length
< lengthof(conv_file_size
));
807 return conv_file_size
[length
];
810 /** Return the size in bytes of a reference (pointer) */
811 static inline size_t SlCalcRefLen()
813 return IsSavegameVersionBefore(69) ? 2 : 4;
816 void SlSetArrayIndex(uint index
)
818 _sl
.need_length
= NL_WANTLENGTH
;
819 _sl
.array_index
= index
;
822 static size_t _next_offs
;
825 * Iterate through the elements of an array and read the whole thing
826 * @return The index of the object, or -1 if we have reached the end of current block
832 /* After reading in the whole array inside the loop
833 * we must have read in all the data, so we must be at end of current block. */
834 if (_next_offs
!= 0 && _sl
.reader
->GetSize() != _next_offs
) SlErrorCorrupt("Invalid chunk size");
837 uint length
= SlReadArrayLength();
843 _sl
.obj_len
= --length
;
844 _next_offs
= _sl
.reader
->GetSize() + length
;
846 switch (_sl
.block_mode
) {
847 case CH_SPARSE_ARRAY
: index
= (int)SlReadSparseIndex(); break;
848 case CH_ARRAY
: index
= _sl
.array_index
++; break;
850 DEBUG(sl
, 0, "SlIterateArray error");
854 if (length
!= 0) return index
;
859 * Skip an array or sparse array
863 while (SlIterateArray() != -1) {
864 SlSkipBytes(_next_offs
- _sl
.reader
->GetSize());
869 * Sets the length of either a RIFF object or the number of items in an array.
870 * This lets us load an object or an array of arbitrary size
871 * @param length The length of the sought object/array
873 void SlSetLength(size_t length
)
875 assert(_sl
.action
== SLA_SAVE
);
877 switch (_sl
.need_length
) {
879 _sl
.need_length
= NL_NONE
;
880 switch (_sl
.block_mode
) {
882 /* Ugly encoding of >16M RIFF chunks
883 * The lower 24 bits are normal
884 * The uppermost 4 bits are bits 24:27 */
885 assert(length
< (1 << 28));
886 SlWriteUint32((uint32
)((length
& 0xFFFFFF) | ((length
>> 24) << 28)));
889 assert(_sl
.last_array_index
<= _sl
.array_index
);
890 while (++_sl
.last_array_index
<= _sl
.array_index
) {
891 SlWriteArrayLength(1);
893 SlWriteArrayLength(length
+ 1);
895 case CH_SPARSE_ARRAY
:
896 SlWriteArrayLength(length
+ 1 + SlGetArrayLength(_sl
.array_index
)); // Also include length of sparse index.
897 SlWriteSparseIndex(_sl
.array_index
);
899 default: NOT_REACHED();
904 _sl
.obj_len
+= (int)length
;
907 default: NOT_REACHED();
912 * Save/Load bytes. These do not need to be converted to Little/Big Endian
913 * so directly write them or read them to/from file
914 * @param ptr The source or destination of the object being manipulated
915 * @param length number of bytes this fast CopyBytes lasts
917 static void SlCopyBytes(void *ptr
, size_t length
)
919 byte
*p
= (byte
*)ptr
;
921 switch (_sl
.action
) {
924 for (; length
!= 0; length
--) *p
++ = SlReadByte();
927 for (; length
!= 0; length
--) SlWriteByte(*p
++);
929 default: NOT_REACHED();
933 /** Get the length of the current object */
934 size_t SlGetFieldLength()
940 * Return a signed-long version of the value of a setting
941 * @param ptr pointer to the variable
942 * @param conv type of variable, can be a non-clean
943 * type, eg one with other flags because it is parsed
944 * @return returns the value of the pointer-setting
946 int64
ReadValue(const void *ptr
, VarType conv
)
948 switch (GetVarMemType(conv
)) {
949 case SLE_VAR_BL
: return (*(const bool *)ptr
!= 0);
950 case SLE_VAR_I8
: return *(const int8
*)ptr
;
951 case SLE_VAR_U8
: return *(const byte
*)ptr
;
952 case SLE_VAR_I16
: return *(const int16
*)ptr
;
953 case SLE_VAR_U16
: return *(const uint16
*)ptr
;
954 case SLE_VAR_I32
: return *(const int32
*)ptr
;
955 case SLE_VAR_U32
: return *(const uint32
*)ptr
;
956 case SLE_VAR_I64
: return *(const int64
*)ptr
;
957 case SLE_VAR_U64
: return *(const uint64
*)ptr
;
958 case SLE_VAR_NULL
:return 0;
959 default: NOT_REACHED();
964 * Write the value of a setting
965 * @param ptr pointer to the variable
966 * @param conv type of variable, can be a non-clean type, eg
967 * with other flags. It is parsed upon read
968 * @param val the new value being given to the variable
970 void WriteValue(void *ptr
, VarType conv
, int64 val
)
972 switch (GetVarMemType(conv
)) {
973 case SLE_VAR_BL
: *(bool *)ptr
= (val
!= 0); break;
974 case SLE_VAR_I8
: *(int8
*)ptr
= val
; break;
975 case SLE_VAR_U8
: *(byte
*)ptr
= val
; break;
976 case SLE_VAR_I16
: *(int16
*)ptr
= val
; break;
977 case SLE_VAR_U16
: *(uint16
*)ptr
= val
; break;
978 case SLE_VAR_I32
: *(int32
*)ptr
= val
; break;
979 case SLE_VAR_U32
: *(uint32
*)ptr
= val
; break;
980 case SLE_VAR_I64
: *(int64
*)ptr
= val
; break;
981 case SLE_VAR_U64
: *(uint64
*)ptr
= val
; break;
982 case SLE_VAR_NAME
: *(char**)ptr
= CopyFromOldName(val
); break;
983 case SLE_VAR_NULL
: break;
984 default: NOT_REACHED();
989 * Handle all conversion and typechecking of variables here.
990 * In the case of saving, read in the actual value from the struct
991 * and then write them to file, endian safely. Loading a value
992 * goes exactly the opposite way
993 * @param ptr The object being filled/read
994 * @param conv VarType type of the current element of the struct
996 static void SlSaveLoadConv(void *ptr
, VarType conv
)
998 switch (_sl
.action
) {
1000 int64 x
= ReadValue(ptr
, conv
);
1002 /* Write the value to the file and check if its value is in the desired range */
1003 switch (GetVarFileType(conv
)) {
1004 case SLE_FILE_I8
: assert(x
>= -128 && x
<= 127); SlWriteByte(x
);break;
1005 case SLE_FILE_U8
: assert(x
>= 0 && x
<= 255); SlWriteByte(x
);break;
1006 case SLE_FILE_I16
:assert(x
>= -32768 && x
<= 32767); SlWriteUint16(x
);break;
1007 case SLE_FILE_STRINGID
:
1008 case SLE_FILE_U16
:assert(x
>= 0 && x
<= 65535); SlWriteUint16(x
);break;
1010 case SLE_FILE_U32
: SlWriteUint32((uint32
)x
);break;
1012 case SLE_FILE_U64
: SlWriteUint64(x
);break;
1013 default: NOT_REACHED();
1017 case SLA_LOAD_CHECK
:
1020 /* Read a value from the file */
1021 switch (GetVarFileType(conv
)) {
1022 case SLE_FILE_I8
: x
= (int8
)SlReadByte(); break;
1023 case SLE_FILE_U8
: x
= (byte
)SlReadByte(); break;
1024 case SLE_FILE_I16
: x
= (int16
)SlReadUint16(); break;
1025 case SLE_FILE_U16
: x
= (uint16
)SlReadUint16(); break;
1026 case SLE_FILE_I32
: x
= (int32
)SlReadUint32(); break;
1027 case SLE_FILE_U32
: x
= (uint32
)SlReadUint32(); break;
1028 case SLE_FILE_I64
: x
= (int64
)SlReadUint64(); break;
1029 case SLE_FILE_U64
: x
= (uint64
)SlReadUint64(); break;
1030 case SLE_FILE_STRINGID
: x
= RemapOldStringID((uint16
)SlReadUint16()); break;
1031 default: NOT_REACHED();
1034 /* Write The value to the struct. These ARE endian safe. */
1035 WriteValue(ptr
, conv
, x
);
1038 case SLA_PTRS
: break;
1039 case SLA_NULL
: break;
1040 default: NOT_REACHED();
1045 * Calculate the net length of a string. This is in almost all cases
1046 * just strlen(), but if the string is not properly terminated, we'll
1047 * resort to the maximum length of the buffer.
1048 * @param ptr pointer to the stringbuffer
1049 * @param length maximum length of the string (buffer). If -1 we don't care
1050 * about a maximum length, but take string length as it is.
1051 * @return return the net length of the string
1053 static inline size_t SlCalcNetStringLen(const char *ptr
, size_t length
)
1055 if (ptr
== NULL
) return 0;
1056 return min(strlen(ptr
), length
- 1);
1060 * Calculate the gross length of the string that it
1061 * will occupy in the savegame. This includes the real length, returned
1062 * by SlCalcNetStringLen and the length that the index will occupy.
1063 * @param ptr pointer to the stringbuffer
1064 * @param length maximum length of the string (buffer size, etc.)
1065 * @param conv type of data been used
1066 * @return return the gross length of the string
1068 static inline size_t SlCalcStringLen(const void *ptr
, size_t length
, VarType conv
)
1073 switch (GetVarMemType(conv
)) {
1074 default: NOT_REACHED();
1077 str
= *(const char * const *)ptr
;
1082 str
= (const char *)ptr
;
1087 len
= SlCalcNetStringLen(str
, len
);
1088 return len
+ SlGetArrayLength(len
); // also include the length of the index
1092 * Save/Load a string.
1093 * @param ptr the string being manipulated
1094 * @param length of the string (full length)
1095 * @param conv must be SLE_FILE_STRING
1097 static void SlString(void *ptr
, size_t length
, VarType conv
)
1099 switch (_sl
.action
) {
1102 switch (GetVarMemType(conv
)) {
1103 default: NOT_REACHED();
1106 len
= SlCalcNetStringLen((char *)ptr
, length
);
1110 ptr
= *(char **)ptr
;
1111 len
= SlCalcNetStringLen((char *)ptr
, SIZE_MAX
);
1115 SlWriteArrayLength(len
);
1116 SlCopyBytes(ptr
, len
);
1119 case SLA_LOAD_CHECK
:
1121 size_t len
= SlReadArrayLength();
1123 switch (GetVarMemType(conv
)) {
1124 default: NOT_REACHED();
1127 if (len
>= length
) {
1128 DEBUG(sl
, 1, "String length in savegame is bigger than buffer, truncating");
1129 SlCopyBytes(ptr
, length
);
1130 SlSkipBytes(len
- length
);
1133 SlCopyBytes(ptr
, len
);
1137 case SLE_VAR_STRQ
: // Malloc'd string, free previous incarnation, and allocate
1138 free(*(char **)ptr
);
1140 *(char **)ptr
= NULL
;
1143 *(char **)ptr
= MallocT
<char>(len
+ 1); // terminating '\0'
1144 ptr
= *(char **)ptr
;
1145 SlCopyBytes(ptr
, len
);
1150 ((char *)ptr
)[len
] = '\0'; // properly terminate the string
1151 StringValidationSettings settings
= SVS_REPLACE_WITH_QUESTION_MARK
;
1152 if ((conv
& SLF_ALLOW_CONTROL
) != 0) {
1153 settings
= settings
| SVS_ALLOW_CONTROL_CODE
;
1154 if (IsSavegameVersionBefore(169)) {
1155 str_fix_scc_encoded((char *)ptr
, (char *)ptr
+ len
);
1158 if ((conv
& SLF_ALLOW_NEWLINE
) != 0) {
1159 settings
= settings
| SVS_ALLOW_NEWLINE
;
1161 str_validate((char *)ptr
, (char *)ptr
+ len
, settings
);
1164 case SLA_PTRS
: break;
1165 case SLA_NULL
: break;
1166 default: NOT_REACHED();
1171 * Return the size in bytes of a certain type of atomic array
1172 * @param length The length of the array counted in elements
1173 * @param conv VarType type of the variable that is used in calculating the size
1175 static inline size_t SlCalcArrayLen(size_t length
, VarType conv
)
1177 return SlCalcConvFileLen(conv
) * length
;
1181 * Save/Load an array.
1182 * @param array The array being manipulated
1183 * @param length The length of the array in elements
1184 * @param conv VarType type of the atomic array (int, byte, uint64, etc.)
1186 void SlArray(void *array
, size_t length
, VarType conv
)
1188 if (_sl
.action
== SLA_PTRS
|| _sl
.action
== SLA_NULL
) return;
1190 /* Automatically calculate the length? */
1191 if (_sl
.need_length
!= NL_NONE
) {
1192 SlSetLength(SlCalcArrayLen(length
, conv
));
1193 /* Determine length only? */
1194 if (_sl
.need_length
== NL_CALCLENGTH
) return;
1197 /* NOTICE - handle some buggy stuff, in really old versions everything was saved
1198 * as a byte-type. So detect this, and adjust array size accordingly */
1199 if (_sl
.action
!= SLA_SAVE
&& _sl_version
== 0) {
1200 /* all arrays except difficulty settings */
1201 if (conv
== SLE_INT16
|| conv
== SLE_UINT16
|| conv
== SLE_STRINGID
||
1202 conv
== SLE_INT32
|| conv
== SLE_UINT32
) {
1203 SlCopyBytes(array
, length
* SlCalcConvFileLen(conv
));
1206 /* used for conversion of Money 32bit->64bit */
1207 if (conv
== (SLE_FILE_I32
| SLE_VAR_I64
)) {
1208 for (uint i
= 0; i
< length
; i
++) {
1209 ((int64
*)array
)[i
] = (int32
)BSWAP32(SlReadUint32());
1215 /* If the size of elements is 1 byte both in file and memory, no special
1216 * conversion is needed, use specialized copy-copy function to speed up things */
1217 if (conv
== SLE_INT8
|| conv
== SLE_UINT8
) {
1218 SlCopyBytes(array
, length
);
1220 byte
*a
= (byte
*)array
;
1221 byte mem_size
= SlCalcConvMemLen(conv
);
1223 for (; length
!= 0; length
--) {
1224 SlSaveLoadConv(a
, conv
);
1225 a
+= mem_size
; // get size
1232 * Pointers cannot be saved to a savegame, so this functions gets
1233 * the index of the item, and if not available, it hussles with
1234 * pointers (looks really bad :()
1235 * Remember that a NULL item has value 0, and all
1236 * indices have +1, so vehicle 0 is saved as index 1.
1237 * @param obj The object that we want to get the index of
1238 * @param rt SLRefType type of the object the index is being sought of
1239 * @return Return the pointer converted to an index of the type pointed to
1241 static size_t ReferenceToInt(const void *obj
, SLRefType rt
)
1243 assert(_sl
.action
== SLA_SAVE
);
1245 if (obj
== NULL
) return 0;
1248 case REF_VEHICLE_OLD
: // Old vehicles we save as new ones
1249 case REF_VEHICLE
: return ((const Vehicle
*)obj
)->index
+ 1;
1250 case REF_STATION
: return ((const Station
*)obj
)->index
+ 1;
1251 case REF_TOWN
: return ((const Town
*)obj
)->index
+ 1;
1252 case REF_ORDER
: return ((const Order
*)obj
)->index
+ 1;
1253 case REF_ROADSTOPS
: return ((const RoadStop
*)obj
)->index
+ 1;
1254 case REF_ENGINE_RENEWS
: return ((const EngineRenew
*)obj
)->index
+ 1;
1255 case REF_CARGO_PACKET
: return ((const CargoPacket
*)obj
)->index
+ 1;
1256 case REF_ORDERLIST
: return ((const OrderList
*)obj
)->index
+ 1;
1257 case REF_STORAGE
: return ((const PersistentStorage
*)obj
)->index
+ 1;
1258 case REF_LINK_GRAPH
: return ((const LinkGraph
*)obj
)->index
+ 1;
1259 case REF_LINK_GRAPH_JOB
: return ((const LinkGraphJob
*)obj
)->index
+ 1;
1260 default: NOT_REACHED();
1265 * Pointers cannot be loaded from a savegame, so this function
1266 * gets the index from the savegame and returns the appropriate
1267 * pointer from the already loaded base.
1268 * Remember that an index of 0 is a NULL pointer so all indices
1269 * are +1 so vehicle 0 is saved as 1.
1270 * @param index The index that is being converted to a pointer
1271 * @param rt SLRefType type of the object the pointer is sought of
1272 * @return Return the index converted to a pointer of any type
1274 static void *IntToReference(size_t index
, SLRefType rt
)
1276 assert_compile(sizeof(size_t) <= sizeof(void *));
1278 assert(_sl
.action
== SLA_PTRS
);
1280 /* After version 4.3 REF_VEHICLE_OLD is saved as REF_VEHICLE,
1281 * and should be loaded like that */
1282 if (rt
== REF_VEHICLE_OLD
&& !IsSavegameVersionBefore(4, 4)) {
1286 /* No need to look up NULL pointers, just return immediately */
1287 if (index
== (rt
== REF_VEHICLE_OLD
? 0xFFFF : 0)) return NULL
;
1289 /* Correct index. Old vehicles were saved differently:
1290 * invalid vehicle was 0xFFFF, now we use 0x0000 for everything invalid. */
1291 if (rt
!= REF_VEHICLE_OLD
) index
--;
1295 if (OrderList::IsValidID(index
)) return OrderList::Get(index
);
1296 SlErrorCorrupt("Referencing invalid OrderList");
1299 if (Order::IsValidID(index
)) return Order::Get(index
);
1300 /* in old versions, invalid order was used to mark end of order list */
1301 if (IsSavegameVersionBefore(5, 2)) return NULL
;
1302 SlErrorCorrupt("Referencing invalid Order");
1304 case REF_VEHICLE_OLD
:
1306 if (Vehicle::IsValidID(index
)) return Vehicle::Get(index
);
1307 SlErrorCorrupt("Referencing invalid Vehicle");
1310 if (Station::IsValidID(index
)) return Station::Get(index
);
1311 SlErrorCorrupt("Referencing invalid Station");
1314 if (Town::IsValidID(index
)) return Town::Get(index
);
1315 SlErrorCorrupt("Referencing invalid Town");
1318 if (RoadStop::IsValidID(index
)) return RoadStop::Get(index
);
1319 SlErrorCorrupt("Referencing invalid RoadStop");
1321 case REF_ENGINE_RENEWS
:
1322 if (EngineRenew::IsValidID(index
)) return EngineRenew::Get(index
);
1323 SlErrorCorrupt("Referencing invalid EngineRenew");
1325 case REF_CARGO_PACKET
:
1326 if (CargoPacket::IsValidID(index
)) return CargoPacket::Get(index
);
1327 SlErrorCorrupt("Referencing invalid CargoPacket");
1330 if (PersistentStorage::IsValidID(index
)) return PersistentStorage::Get(index
);
1331 SlErrorCorrupt("Referencing invalid PersistentStorage");
1333 case REF_LINK_GRAPH
:
1334 if (LinkGraph::IsValidID(index
)) return LinkGraph::Get(index
);
1335 SlErrorCorrupt("Referencing invalid LinkGraph");
1337 case REF_LINK_GRAPH_JOB
:
1338 if (LinkGraphJob::IsValidID(index
)) return LinkGraphJob::Get(index
);
1339 SlErrorCorrupt("Referencing invalid LinkGraphJob");
1341 default: NOT_REACHED();
1346 * Return the size in bytes of a list
1347 * @param list The std::list to find the size of
1349 static inline size_t SlCalcListLen(const void *list
)
1351 const std::list
<void *> *l
= (const std::list
<void *> *) list
;
1353 int type_size
= IsSavegameVersionBefore(69) ? 2 : 4;
1354 /* Each entry is saved as type_size bytes, plus type_size bytes are used for the length
1356 return l
->size() * type_size
+ type_size
;
1362 * @param list The list being manipulated
1363 * @param conv SLRefType type of the list (Vehicle *, Station *, etc)
1365 static void SlList(void *list
, SLRefType conv
)
1367 /* Automatically calculate the length? */
1368 if (_sl
.need_length
!= NL_NONE
) {
1369 SlSetLength(SlCalcListLen(list
));
1370 /* Determine length only? */
1371 if (_sl
.need_length
== NL_CALCLENGTH
) return;
1374 typedef std::list
<void *> PtrList
;
1375 PtrList
*l
= (PtrList
*)list
;
1377 switch (_sl
.action
) {
1379 SlWriteUint32((uint32
)l
->size());
1381 PtrList::iterator iter
;
1382 for (iter
= l
->begin(); iter
!= l
->end(); ++iter
) {
1384 SlWriteUint32((uint32
)ReferenceToInt(ptr
, conv
));
1388 case SLA_LOAD_CHECK
:
1390 size_t length
= IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
1392 /* Load each reference and push to the end of the list */
1393 for (size_t i
= 0; i
< length
; i
++) {
1394 size_t data
= IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
1395 l
->push_back((void *)data
);
1403 PtrList::iterator iter
;
1404 for (iter
= temp
.begin(); iter
!= temp
.end(); ++iter
) {
1405 void *ptr
= IntToReference((size_t)*iter
, conv
);
1413 default: NOT_REACHED();
1418 /** Are we going to save this object or not? */
1419 static inline bool SlIsObjectValidInSavegame(const SaveLoad
*sld
)
1421 if (_sl_version
< sld
->version_from
|| _sl_version
> sld
->version_to
) return false;
1422 if (sld
->conv
& SLF_NOT_IN_SAVE
) return false;
1428 * Are we going to load this variable when loading a savegame or not?
1429 * @note If the variable is skipped it is skipped in the savegame
1430 * bytestream itself as well, so there is no need to skip it somewhere else
1432 static inline bool SlSkipVariableOnLoad(const SaveLoad
*sld
)
1434 if ((sld
->conv
& SLF_NO_NETWORK_SYNC
) && _sl
.action
!= SLA_SAVE
&& _networking
&& !_network_server
) {
1435 SlSkipBytes(SlCalcConvMemLen(sld
->conv
) * sld
->length
);
1443 * Calculate the size of an object.
1444 * @param object to be measured
1445 * @param sld The SaveLoad description of the object so we know how to manipulate it
1446 * @return size of given object
1448 size_t SlCalcObjLength(const void *object
, const SaveLoad
*sld
)
1452 /* Need to determine the length and write a length tag. */
1453 for (; sld
->cmd
!= SL_END
; sld
++) {
1454 length
+= SlCalcObjMemberLength(object
, sld
);
1459 size_t SlCalcObjMemberLength(const void *object
, const SaveLoad
*sld
)
1461 assert(_sl
.action
== SLA_SAVE
);
1469 /* CONDITIONAL saveload types depend on the savegame version */
1470 if (!SlIsObjectValidInSavegame(sld
)) break;
1473 case SL_VAR
: return SlCalcConvFileLen(sld
->conv
);
1474 case SL_REF
: return SlCalcRefLen();
1475 case SL_ARR
: return SlCalcArrayLen(sld
->length
, sld
->conv
);
1476 case SL_STR
: return SlCalcStringLen(GetVariableAddress(object
, sld
), sld
->length
, sld
->conv
);
1477 case SL_LST
: return SlCalcListLen(GetVariableAddress(object
, sld
));
1478 default: NOT_REACHED();
1481 case SL_WRITEBYTE
: return 1; // a byte is logically of size 1
1482 case SL_VEH_INCLUDE
: return SlCalcObjLength(object
, GetVehicleDescription(VEH_END
));
1483 case SL_ST_INCLUDE
: return SlCalcObjLength(object
, GetBaseStationDescription());
1484 default: NOT_REACHED();
1492 * Check whether the variable size of the variable in the saveload configuration
1493 * matches with the actual variable size.
1494 * @param sld The saveload configuration to test.
1496 static bool IsVariableSizeRight(const SaveLoad
*sld
)
1500 switch (GetVarMemType(sld
->conv
)) {
1502 return sld
->size
== sizeof(bool);
1505 return sld
->size
== sizeof(int8
);
1508 return sld
->size
== sizeof(int16
);
1511 return sld
->size
== sizeof(int32
);
1514 return sld
->size
== sizeof(int64
);
1516 return sld
->size
== sizeof(void *);
1519 /* These should all be pointer sized. */
1520 return sld
->size
== sizeof(void *);
1523 /* These should be pointer sized, or fixed array. */
1524 return sld
->size
== sizeof(void *) || sld
->size
== sld
->length
;
1531 #endif /* OTTD_ASSERT */
1533 bool SlObjectMember(void *ptr
, const SaveLoad
*sld
)
1536 assert(IsVariableSizeRight(sld
));
1539 VarType conv
= GB(sld
->conv
, 0, 8);
1546 /* CONDITIONAL saveload types depend on the savegame version */
1547 if (!SlIsObjectValidInSavegame(sld
)) return false;
1548 if (SlSkipVariableOnLoad(sld
)) return false;
1551 case SL_VAR
: SlSaveLoadConv(ptr
, conv
); break;
1552 case SL_REF
: // Reference variable, translate
1553 switch (_sl
.action
) {
1555 SlWriteUint32((uint32
)ReferenceToInt(*(void **)ptr
, (SLRefType
)conv
));
1557 case SLA_LOAD_CHECK
:
1559 *(size_t *)ptr
= IsSavegameVersionBefore(69) ? SlReadUint16() : SlReadUint32();
1562 *(void **)ptr
= IntToReference(*(size_t *)ptr
, (SLRefType
)conv
);
1565 *(void **)ptr
= NULL
;
1567 default: NOT_REACHED();
1570 case SL_ARR
: SlArray(ptr
, sld
->length
, conv
); break;
1571 case SL_STR
: SlString(ptr
, sld
->length
, sld
->conv
); break;
1572 case SL_LST
: SlList(ptr
, (SLRefType
)conv
); break;
1573 default: NOT_REACHED();
1577 /* SL_WRITEBYTE translates a value of a variable to another one upon
1578 * saving or loading.
1579 * XXX - variable renaming abuse
1580 * game_value: the value of the variable ingame is abused by sld->version_from
1581 * file_value: the value of the variable in the savegame is abused by sld->version_to */
1583 switch (_sl
.action
) {
1584 case SLA_SAVE
: SlWriteByte(sld
->version_to
); break;
1585 case SLA_LOAD_CHECK
:
1586 case SLA_LOAD
: *(byte
*)ptr
= sld
->version_from
; break;
1587 case SLA_PTRS
: break;
1588 case SLA_NULL
: break;
1589 default: NOT_REACHED();
1593 /* SL_VEH_INCLUDE loads common code for vehicles */
1594 case SL_VEH_INCLUDE
:
1595 SlObject(ptr
, GetVehicleDescription(VEH_END
));
1599 SlObject(ptr
, GetBaseStationDescription());
1602 default: NOT_REACHED();
1608 * Main SaveLoad function.
1609 * @param object The object that is being saved or loaded
1610 * @param sld The SaveLoad description of the object so we know how to manipulate it
1612 void SlObject(void *object
, const SaveLoad
*sld
)
1614 /* Automatically calculate the length? */
1615 if (_sl
.need_length
!= NL_NONE
) {
1616 SlSetLength(SlCalcObjLength(object
, sld
));
1617 if (_sl
.need_length
== NL_CALCLENGTH
) return;
1620 for (; sld
->cmd
!= SL_END
; sld
++) {
1621 void *ptr
= sld
->global
? sld
->address
: GetVariableAddress(object
, sld
);
1622 SlObjectMember(ptr
, sld
);
1627 * Save or Load (a list of) global variables
1628 * @param sldg The global variable that is being loaded or saved
1630 void SlGlobList(const SaveLoadGlobVarList
*sldg
)
1632 SlObject(NULL
, (const SaveLoad
*)sldg
);
1636 * Do something of which I have no idea what it is :P
1637 * @param proc The callback procedure that is called
1638 * @param arg The variable that will be used for the callback procedure
1640 void SlAutolength(AutolengthProc
*proc
, void *arg
)
1644 assert(_sl
.action
== SLA_SAVE
);
1646 /* Tell it to calculate the length */
1647 _sl
.need_length
= NL_CALCLENGTH
;
1652 _sl
.need_length
= NL_WANTLENGTH
;
1653 SlSetLength(_sl
.obj_len
);
1655 offs
= _sl
.dumper
->GetSize() + _sl
.obj_len
;
1657 /* And write the stuff */
1660 if (offs
!= _sl
.dumper
->GetSize()) SlErrorCorrupt("Invalid chunk size");
1664 * Load a chunk of data (eg vehicles, stations, etc.)
1665 * @param ch The chunkhandler that will be used for the operation
1667 static void SlLoadChunk(const ChunkHandler
*ch
)
1669 byte m
= SlReadByte();
1678 _sl
.array_index
= 0;
1680 if (_next_offs
!= 0) SlErrorCorrupt("Invalid array length");
1682 case CH_SPARSE_ARRAY
:
1684 if (_next_offs
!= 0) SlErrorCorrupt("Invalid array length");
1687 if ((m
& 0xF) == CH_RIFF
) {
1689 len
= (SlReadByte() << 16) | ((m
>> 4) << 24);
1690 len
+= SlReadUint16();
1692 endoffs
= _sl
.reader
->GetSize() + len
;
1694 if (_sl
.reader
->GetSize() != endoffs
) SlErrorCorrupt("Invalid chunk size");
1696 SlErrorCorrupt("Invalid chunk type");
1703 * Load a chunk of data for checking savegames.
1704 * If the chunkhandler is NULL, the chunk is skipped.
1705 * @param ch The chunkhandler that will be used for the operation
1707 static void SlLoadCheckChunk(const ChunkHandler
*ch
)
1709 byte m
= SlReadByte();
1718 _sl
.array_index
= 0;
1719 if (ch
->load_check_proc
) {
1720 ch
->load_check_proc();
1725 case CH_SPARSE_ARRAY
:
1726 if (ch
->load_check_proc
) {
1727 ch
->load_check_proc();
1733 if ((m
& 0xF) == CH_RIFF
) {
1735 len
= (SlReadByte() << 16) | ((m
>> 4) << 24);
1736 len
+= SlReadUint16();
1738 endoffs
= _sl
.reader
->GetSize() + len
;
1739 if (ch
->load_check_proc
) {
1740 ch
->load_check_proc();
1744 if (_sl
.reader
->GetSize() != endoffs
) SlErrorCorrupt("Invalid chunk size");
1746 SlErrorCorrupt("Invalid chunk type");
1753 * Stub Chunk handlers to only calculate length and do nothing else.
1754 * The intended chunk handler that should be called.
1756 static ChunkSaveLoadProc
*_stub_save_proc
;
1759 * Stub Chunk handlers to only calculate length and do nothing else.
1760 * Actually call the intended chunk handler.
1761 * @param arg ignored parameter.
1763 static inline void SlStubSaveProc2(void *arg
)
1769 * Stub Chunk handlers to only calculate length and do nothing else.
1770 * Call SlAutoLenth with our stub save proc that will eventually
1771 * call the intended chunk handler.
1773 static void SlStubSaveProc()
1775 SlAutolength(SlStubSaveProc2
, NULL
);
1779 * Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is
1780 * prefixed by an ID identifying it, followed by data, and terminator where appropriate
1781 * @param ch The chunkhandler that will be used for the operation
1783 static void SlSaveChunk(const ChunkHandler
*ch
)
1785 ChunkSaveLoadProc
*proc
= ch
->save_proc
;
1787 /* Don't save any chunk information if there is no save handler. */
1788 if (proc
== NULL
) return;
1790 SlWriteUint32(ch
->id
);
1791 DEBUG(sl
, 2, "Saving chunk %c%c%c%c", ch
->id
>> 24, ch
->id
>> 16, ch
->id
>> 8, ch
->id
);
1793 if (ch
->flags
& CH_AUTO_LENGTH
) {
1794 /* Need to calculate the length. Solve that by calling SlAutoLength in the save_proc. */
1795 _stub_save_proc
= proc
;
1796 proc
= SlStubSaveProc
;
1799 _sl
.block_mode
= ch
->flags
& CH_TYPE_MASK
;
1800 switch (ch
->flags
& CH_TYPE_MASK
) {
1802 _sl
.need_length
= NL_WANTLENGTH
;
1806 _sl
.last_array_index
= 0;
1807 SlWriteByte(CH_ARRAY
);
1809 SlWriteArrayLength(0); // Terminate arrays
1811 case CH_SPARSE_ARRAY
:
1812 SlWriteByte(CH_SPARSE_ARRAY
);
1814 SlWriteArrayLength(0); // Terminate arrays
1816 default: NOT_REACHED();
1820 /** Save all chunks */
1821 static void SlSaveChunks()
1823 FOR_ALL_CHUNK_HANDLERS(ch
) {
1832 * Find the ChunkHandler that will be used for processing the found
1833 * chunk in the savegame or in memory
1834 * @param id the chunk in question
1835 * @return returns the appropriate chunkhandler
1837 static const ChunkHandler
*SlFindChunkHandler(uint32 id
)
1839 FOR_ALL_CHUNK_HANDLERS(ch
) if (ch
->id
== id
) return ch
;
1843 /** Load all chunks */
1844 static void SlLoadChunks()
1847 const ChunkHandler
*ch
;
1849 for (id
= SlReadUint32(); id
!= 0; id
= SlReadUint32()) {
1850 DEBUG(sl
, 2, "Loading chunk %c%c%c%c", id
>> 24, id
>> 16, id
>> 8, id
);
1852 ch
= SlFindChunkHandler(id
);
1853 if (ch
== NULL
) SlErrorCorrupt("Unknown chunk type");
1858 /** Load all chunks for savegame checking */
1859 static void SlLoadCheckChunks()
1862 const ChunkHandler
*ch
;
1864 for (id
= SlReadUint32(); id
!= 0; id
= SlReadUint32()) {
1865 DEBUG(sl
, 2, "Loading chunk %c%c%c%c", id
>> 24, id
>> 16, id
>> 8, id
);
1867 ch
= SlFindChunkHandler(id
);
1868 if (ch
== NULL
) SlErrorCorrupt("Unknown chunk type");
1869 SlLoadCheckChunk(ch
);
1873 /** Fix all pointers (convert index -> pointer) */
1874 static void SlFixPointers()
1876 _sl
.action
= SLA_PTRS
;
1878 DEBUG(sl
, 1, "Fixing pointers");
1880 FOR_ALL_CHUNK_HANDLERS(ch
) {
1881 if (ch
->ptrs_proc
!= NULL
) {
1882 DEBUG(sl
, 2, "Fixing pointers for %c%c%c%c", ch
->id
>> 24, ch
->id
>> 16, ch
->id
>> 8, ch
->id
);
1887 DEBUG(sl
, 1, "All pointers fixed");
1889 assert(_sl
.action
== SLA_PTRS
);
1893 /** Yes, simply reading from a file. */
1894 struct FileReader
: LoadFilter
{
1895 FILE *file
; ///< The file to read from.
1896 long begin
; ///< The begin of the file.
1899 * Create the file reader, so it reads from a specific file.
1900 * @param file The file to read from.
1902 FileReader(FILE *file
) : LoadFilter(NULL
), file(file
), begin(ftell(file
))
1906 /** Make sure everything is cleaned up. */
1909 if (this->file
!= NULL
) fclose(this->file
);
1912 /* Make sure we don't double free. */
1916 /* virtual */ size_t Read(byte
*buf
, size_t size
)
1918 /* We're in the process of shutting down, i.e. in "failure" mode. */
1919 if (this->file
== NULL
) return 0;
1921 return fread(buf
, 1, size
, this->file
);
1924 /* virtual */ void Reset()
1926 clearerr(this->file
);
1927 if (fseek(this->file
, this->begin
, SEEK_SET
)) {
1928 DEBUG(sl
, 1, "Could not reset the file reading");
1933 /** Yes, simply writing to a file. */
1934 struct FileWriter
: SaveFilter
{
1935 FILE *file
; ///< The file to write to.
1938 * Create the file writer, so it writes to a specific file.
1939 * @param file The file to write to.
1941 FileWriter(FILE *file
) : SaveFilter(NULL
), file(file
)
1945 /** Make sure everything is cleaned up. */
1950 /* Make sure we don't double free. */
1954 /* virtual */ void Write(byte
*buf
, size_t size
)
1956 /* We're in the process of shutting down, i.e. in "failure" mode. */
1957 if (this->file
== NULL
) return;
1959 if (fwrite(buf
, 1, size
, this->file
) != size
) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE
);
1962 /* virtual */ void Finish()
1964 if (this->file
!= NULL
) fclose(this->file
);
1969 /*******************************************
1970 ********** START OF LZO CODE **************
1971 *******************************************/
1974 #include <lzo/lzo1x.h>
1976 /** Buffer size for the LZO compressor */
1977 static const uint LZO_BUFFER_SIZE
= 8192;
1979 /** Filter using LZO compression. */
1980 struct LZOLoadFilter
: LoadFilter
{
1982 * Initialise this filter.
1983 * @param chain The next filter in this chain.
1985 LZOLoadFilter(LoadFilter
*chain
) : LoadFilter(chain
)
1987 if (lzo_init() != LZO_E_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "cannot initialize decompressor");
1990 /* virtual */ size_t Read(byte
*buf
, size_t ssize
)
1992 assert(ssize
>= LZO_BUFFER_SIZE
);
1994 /* Buffer size is from the LZO docs plus the chunk header size. */
1995 byte out
[LZO_BUFFER_SIZE
+ LZO_BUFFER_SIZE
/ 16 + 64 + 3 + sizeof(uint32
) * 2];
1998 lzo_uint len
= ssize
;
2001 if (this->chain
->Read((byte
*)tmp
, sizeof(tmp
)) != sizeof(tmp
)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE
, "File read failed");
2003 /* Check if size is bad */
2004 ((uint32
*)out
)[0] = size
= tmp
[1];
2006 if (_sl_version
!= 0) {
2007 tmp
[0] = TO_BE32(tmp
[0]);
2008 size
= TO_BE32(size
);
2011 if (size
>= sizeof(out
)) SlErrorCorrupt("Inconsistent size");
2014 if (this->chain
->Read(out
+ sizeof(uint32
), size
) != size
) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE
);
2016 /* Verify checksum */
2017 if (tmp
[0] != lzo_adler32(0, out
, size
+ sizeof(uint32
))) SlErrorCorrupt("Bad checksum");
2020 int ret
= lzo1x_decompress_safe(out
+ sizeof(uint32
) * 1, size
, buf
, &len
, NULL
);
2021 if (ret
!= LZO_E_OK
) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE
);
2026 /** Filter using LZO compression. */
2027 struct LZOSaveFilter
: SaveFilter
{
2029 * Initialise this filter.
2030 * @param chain The next filter in this chain.
2031 * @param compression_level The requested level of compression.
2033 LZOSaveFilter(SaveFilter
*chain
, byte compression_level
) : SaveFilter(chain
)
2035 if (lzo_init() != LZO_E_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "cannot initialize compressor");
2038 /* virtual */ void Write(byte
*buf
, size_t size
)
2040 const lzo_bytep in
= buf
;
2041 /* Buffer size is from the LZO docs plus the chunk header size. */
2042 byte out
[LZO_BUFFER_SIZE
+ LZO_BUFFER_SIZE
/ 16 + 64 + 3 + sizeof(uint32
) * 2];
2043 byte wrkmem
[LZO1X_1_MEM_COMPRESS
];
2047 /* Compress up to LZO_BUFFER_SIZE bytes at once. */
2048 lzo_uint len
= size
> LZO_BUFFER_SIZE
? LZO_BUFFER_SIZE
: (lzo_uint
)size
;
2049 lzo1x_1_compress(in
, len
, out
+ sizeof(uint32
) * 2, &outlen
, wrkmem
);
2050 ((uint32
*)out
)[1] = TO_BE32((uint32
)outlen
);
2051 ((uint32
*)out
)[0] = TO_BE32(lzo_adler32(0, out
+ sizeof(uint32
), outlen
+ sizeof(uint32
)));
2052 this->chain
->Write(out
, outlen
+ sizeof(uint32
) * 2);
2054 /* Move to next data chunk. */
2061 #endif /* WITH_LZO */
2063 /*********************************************
2064 ******** START OF NOCOMP CODE (uncompressed)*
2065 *********************************************/
2067 /** Filter without any compression. */
2068 struct NoCompLoadFilter
: LoadFilter
{
2070 * Initialise this filter.
2071 * @param chain The next filter in this chain.
2073 NoCompLoadFilter(LoadFilter
*chain
) : LoadFilter(chain
)
2077 /* virtual */ size_t Read(byte
*buf
, size_t size
)
2079 return this->chain
->Read(buf
, size
);
2083 /** Filter without any compression. */
2084 struct NoCompSaveFilter
: SaveFilter
{
2086 * Initialise this filter.
2087 * @param chain The next filter in this chain.
2088 * @param compression_level The requested level of compression.
2090 NoCompSaveFilter(SaveFilter
*chain
, byte compression_level
) : SaveFilter(chain
)
2094 /* virtual */ void Write(byte
*buf
, size_t size
)
2096 this->chain
->Write(buf
, size
);
2100 /********************************************
2101 ********** START OF ZLIB CODE **************
2102 ********************************************/
2104 #if defined(WITH_ZLIB)
2107 /** Filter using Zlib compression. */
2108 struct ZlibLoadFilter
: LoadFilter
{
2109 z_stream z
; ///< Stream state we are reading from.
2110 byte fread_buf
[MEMORY_CHUNK_SIZE
]; ///< Buffer for reading from the file.
2113 * Initialise this filter.
2114 * @param chain The next filter in this chain.
2116 ZlibLoadFilter(LoadFilter
*chain
) : LoadFilter(chain
)
2118 memset(&this->z
, 0, sizeof(this->z
));
2119 if (inflateInit(&this->z
) != Z_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "cannot initialize decompressor");
2122 /** Clean everything up. */
2125 inflateEnd(&this->z
);
2128 /* virtual */ size_t Read(byte
*buf
, size_t size
)
2130 this->z
.next_out
= buf
;
2131 this->z
.avail_out
= (uint
)size
;
2134 /* read more bytes from the file? */
2135 if (this->z
.avail_in
== 0) {
2136 this->z
.next_in
= this->fread_buf
;
2137 this->z
.avail_in
= (uint
)this->chain
->Read(this->fread_buf
, sizeof(this->fread_buf
));
2140 /* inflate the data */
2141 int r
= inflate(&this->z
, 0);
2142 if (r
== Z_STREAM_END
) break;
2144 if (r
!= Z_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "inflate() failed");
2145 } while (this->z
.avail_out
!= 0);
2147 return size
- this->z
.avail_out
;
2151 /** Filter using Zlib compression. */
2152 struct ZlibSaveFilter
: SaveFilter
{
2153 z_stream z
; ///< Stream state we are writing to.
2156 * Initialise this filter.
2157 * @param chain The next filter in this chain.
2158 * @param compression_level The requested level of compression.
2160 ZlibSaveFilter(SaveFilter
*chain
, byte compression_level
) : SaveFilter(chain
)
2162 memset(&this->z
, 0, sizeof(this->z
));
2163 if (deflateInit(&this->z
, compression_level
) != Z_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "cannot initialize compressor");
2166 /** Clean up what we allocated. */
2169 deflateEnd(&this->z
);
2173 * Helper loop for writing the data.
2174 * @param p The bytes to write.
2175 * @param len Amount of bytes to write.
2176 * @param mode Mode for deflate.
2178 void WriteLoop(byte
*p
, size_t len
, int mode
)
2180 byte buf
[MEMORY_CHUNK_SIZE
]; // output buffer
2182 this->z
.next_in
= p
;
2183 this->z
.avail_in
= (uInt
)len
;
2185 this->z
.next_out
= buf
;
2186 this->z
.avail_out
= sizeof(buf
);
2189 * For the poor next soul who sees many valgrind warnings of the
2190 * "Conditional jump or move depends on uninitialised value(s)" kind:
2191 * According to the author of zlib it is not a bug and it won't be fixed.
2192 * http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2
2193 * [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newsgroup comp.compression]
2195 int r
= deflate(&this->z
, mode
);
2197 /* bytes were emitted? */
2198 if ((n
= sizeof(buf
) - this->z
.avail_out
) != 0) {
2199 this->chain
->Write(buf
, n
);
2201 if (r
== Z_STREAM_END
) break;
2203 if (r
!= Z_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "zlib returned error code");
2204 } while (this->z
.avail_in
|| !this->z
.avail_out
);
2207 /* virtual */ void Write(byte
*buf
, size_t size
)
2209 this->WriteLoop(buf
, size
, 0);
2212 /* virtual */ void Finish()
2214 this->WriteLoop(NULL
, 0, Z_FINISH
);
2215 this->chain
->Finish();
2219 #endif /* WITH_ZLIB */
2221 /********************************************
2222 ********** START OF LZMA CODE **************
2223 ********************************************/
2225 #if defined(WITH_LZMA)
2229 * Have a copy of an initialised LZMA stream. We need this as it's
2230 * impossible to "re"-assign LZMA_STREAM_INIT to a variable in some
2231 * compilers, i.e. LZMA_STREAM_INIT can't be used to set something.
2232 * This var has to be used instead.
2234 static const lzma_stream _lzma_init
= LZMA_STREAM_INIT
;
2236 /** Filter without any compression. */
2237 struct LZMALoadFilter
: LoadFilter
{
2238 lzma_stream lzma
; ///< Stream state that we are reading from.
2239 byte fread_buf
[MEMORY_CHUNK_SIZE
]; ///< Buffer for reading from the file.
2242 * Initialise this filter.
2243 * @param chain The next filter in this chain.
2245 LZMALoadFilter(LoadFilter
*chain
) : LoadFilter(chain
), lzma(_lzma_init
)
2247 /* Allow saves up to 256 MB uncompressed */
2248 if (lzma_auto_decoder(&this->lzma
, 1 << 28, 0) != LZMA_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "cannot initialize decompressor");
2251 /** Clean everything up. */
2254 lzma_end(&this->lzma
);
2257 /* virtual */ size_t Read(byte
*buf
, size_t size
)
2259 this->lzma
.next_out
= buf
;
2260 this->lzma
.avail_out
= size
;
2263 /* read more bytes from the file? */
2264 if (this->lzma
.avail_in
== 0) {
2265 this->lzma
.next_in
= this->fread_buf
;
2266 this->lzma
.avail_in
= this->chain
->Read(this->fread_buf
, sizeof(this->fread_buf
));
2269 /* inflate the data */
2270 lzma_ret r
= lzma_code(&this->lzma
, LZMA_RUN
);
2271 if (r
== LZMA_STREAM_END
) break;
2272 if (r
!= LZMA_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "liblzma returned error code");
2273 } while (this->lzma
.avail_out
!= 0);
2275 return size
- this->lzma
.avail_out
;
2279 /** Filter using LZMA compression. */
2280 struct LZMASaveFilter
: SaveFilter
{
2281 lzma_stream lzma
; ///< Stream state that we are writing to.
2284 * Initialise this filter.
2285 * @param chain The next filter in this chain.
2286 * @param compression_level The requested level of compression.
2288 LZMASaveFilter(SaveFilter
*chain
, byte compression_level
) : SaveFilter(chain
), lzma(_lzma_init
)
2290 if (lzma_easy_encoder(&this->lzma
, compression_level
, LZMA_CHECK_CRC32
) != LZMA_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "cannot initialize compressor");
2293 /** Clean up what we allocated. */
2296 lzma_end(&this->lzma
);
2300 * Helper loop for writing the data.
2301 * @param p The bytes to write.
2302 * @param len Amount of bytes to write.
2303 * @param action Action for lzma_code.
2305 void WriteLoop(byte
*p
, size_t len
, lzma_action action
)
2307 byte buf
[MEMORY_CHUNK_SIZE
]; // output buffer
2309 this->lzma
.next_in
= p
;
2310 this->lzma
.avail_in
= len
;
2312 this->lzma
.next_out
= buf
;
2313 this->lzma
.avail_out
= sizeof(buf
);
2315 lzma_ret r
= lzma_code(&this->lzma
, action
);
2317 /* bytes were emitted? */
2318 if ((n
= sizeof(buf
) - this->lzma
.avail_out
) != 0) {
2319 this->chain
->Write(buf
, n
);
2321 if (r
== LZMA_STREAM_END
) break;
2322 if (r
!= LZMA_OK
) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, "liblzma returned error code");
2323 } while (this->lzma
.avail_in
|| !this->lzma
.avail_out
);
2326 /* virtual */ void Write(byte
*buf
, size_t size
)
2328 this->WriteLoop(buf
, size
, LZMA_RUN
);
2331 /* virtual */ void Finish()
2333 this->WriteLoop(NULL
, 0, LZMA_FINISH
);
2334 this->chain
->Finish();
2338 #endif /* WITH_LZMA */
2340 /*******************************************
2341 ************* END OF CODE *****************
2342 *******************************************/
2344 /** The format for a reader/writer type of a savegame */
2345 struct SaveLoadFormat
{
2346 const char *name
; ///< name of the compressor/decompressor (debug-only)
2347 uint32 tag
; ///< the 4-letter tag by which it is identified in the savegame
2349 LoadFilter
*(*init_load
)(LoadFilter
*chain
); ///< Constructor for the load filter.
2350 SaveFilter
*(*init_write
)(SaveFilter
*chain
, byte compression
); ///< Constructor for the save filter.
2352 byte min_compression
; ///< the minimum compression level of this format
2353 byte default_compression
; ///< the default compression level of this format
2354 byte max_compression
; ///< the maximum compression level of this format
2357 /** The different saveload formats known/understood by OpenTTD. */
2358 static const SaveLoadFormat _saveload_formats
[] = {
2359 #if defined(WITH_LZO)
2360 /* Roughly 75% larger than zlib level 6 at only ~7% of the CPU usage. */
2361 {"lzo", TO_BE32X('OTTD'), CreateLoadFilter
<LZOLoadFilter
>, CreateSaveFilter
<LZOSaveFilter
>, 0, 0, 0},
2363 {"lzo", TO_BE32X('OTTD'), NULL
, NULL
, 0, 0, 0},
2365 /* Roughly 5 times larger at only 1% of the CPU usage over zlib level 6. */
2366 {"none", TO_BE32X('OTTN'), CreateLoadFilter
<NoCompLoadFilter
>, CreateSaveFilter
<NoCompSaveFilter
>, 0, 0, 0},
2367 #if defined(WITH_ZLIB)
2368 /* After level 6 the speed reduction is significant (1.5x to 2.5x slower per level), but the reduction in filesize is
2369 * fairly insignificant (~1% for each step). Lower levels become ~5-10% bigger by each level than level 6 while level
2370 * 1 is "only" 3 times as fast. Level 0 results in uncompressed savegames at about 8 times the cost of "none". */
2371 {"zlib", TO_BE32X('OTTZ'), CreateLoadFilter
<ZlibLoadFilter
>, CreateSaveFilter
<ZlibSaveFilter
>, 0, 6, 9},
2373 {"zlib", TO_BE32X('OTTZ'), NULL
, NULL
, 0, 0, 0},
2375 #if defined(WITH_LZMA)
2376 /* Level 2 compression is speed wise as fast as zlib level 6 compression (old default), but results in ~10% smaller saves.
2377 * Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
2378 * The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
2379 * slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much.
2380 * It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */
2381 {"lzma", TO_BE32X('OTTX'), CreateLoadFilter
<LZMALoadFilter
>, CreateSaveFilter
<LZMASaveFilter
>, 0, 2, 9},
2383 {"lzma", TO_BE32X('OTTX'), NULL
, NULL
, 0, 0, 0},
2388 * Return the savegameformat of the game. Whether it was created with ZLIB compression
2389 * uncompressed, or another type
2390 * @param s Name of the savegame format. If NULL it picks the first available one
2391 * @param compression_level Output for telling what compression level we want.
2392 * @return Pointer to SaveLoadFormat struct giving all characteristics of this type of savegame
2394 static const SaveLoadFormat
*GetSavegameFormat(char *s
, byte
*compression_level
)
2396 const SaveLoadFormat
*def
= lastof(_saveload_formats
);
2398 /* find default savegame format, the highest one with which files can be written */
2399 while (!def
->init_write
) def
--;
2402 /* Get the ":..." of the compression level out of the way */
2403 char *complevel
= strrchr(s
, ':');
2404 if (complevel
!= NULL
) *complevel
= '\0';
2406 for (const SaveLoadFormat
*slf
= &_saveload_formats
[0]; slf
!= endof(_saveload_formats
); slf
++) {
2407 if (slf
->init_write
!= NULL
&& strcmp(s
, slf
->name
) == 0) {
2408 *compression_level
= slf
->default_compression
;
2409 if (complevel
!= NULL
) {
2410 /* There is a compression level in the string.
2411 * First restore the : we removed to do proper name matching,
2412 * then move the the begin of the actual version. */
2416 /* Get the version and determine whether all went fine. */
2418 long level
= strtol(complevel
, &end
, 10);
2419 if (end
== complevel
|| level
!= Clamp(level
, slf
->min_compression
, slf
->max_compression
)) {
2420 SetDParamStr(0, complevel
);
2421 ShowErrorMessage(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL
, WL_CRITICAL
);
2423 *compression_level
= level
;
2431 SetDParamStr(1, def
->name
);
2432 ShowErrorMessage(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM
, WL_CRITICAL
);
2434 /* Restore the string by adding the : back */
2435 if (complevel
!= NULL
) *complevel
= ':';
2437 *compression_level
= def
->default_compression
;
2441 /* actual loader/saver function */
2442 void InitializeGame(uint size_x
, uint size_y
, bool reset_date
, bool reset_settings
);
2443 extern bool AfterLoadGame();
2444 extern bool LoadOldSaveGame(const char *file
);
2447 * Clear/free saveload state.
2449 static inline void ClearSaveLoadState()
2465 * Update the gui accordingly when starting saving
2466 * and set locks on saveload. Also turn off fast-forward cause with that
2467 * saving takes Aaaaages
2469 static void SaveFileStart()
2471 _sl
.ff_state
= _fast_forward
;
2473 SetMouseCursorBusy(true);
2475 InvalidateWindowData(WC_STATUS_BAR
, 0, SBI_SAVELOAD_START
);
2476 _sl
.saveinprogress
= true;
2479 /** Update the gui accordingly when saving is done and release locks on saveload. */
2480 static void SaveFileDone()
2482 if (_game_mode
!= GM_MENU
) _fast_forward
= _sl
.ff_state
;
2483 SetMouseCursorBusy(false);
2485 InvalidateWindowData(WC_STATUS_BAR
, 0, SBI_SAVELOAD_FINISH
);
2486 _sl
.saveinprogress
= false;
2489 /** Set the error message from outside of the actual loading/saving of the game (AfterLoadGame and friends) */
2490 void SetSaveLoadError(StringID str
)
2492 _sl
.error_str
= str
;
2495 /** Get the string representation of the error message */
2496 const char *GetSaveLoadErrorString()
2498 SetDParam(0, _sl
.error_str
);
2499 SetDParamStr(1, _sl
.extra_msg
);
2501 static char err_str
[512];
2502 GetString(err_str
, _sl
.action
== SLA_SAVE
? STR_ERROR_GAME_SAVE_FAILED
: STR_ERROR_GAME_LOAD_FAILED
, lastof(err_str
));
2506 /** Show a gui message when saving has failed */
2507 static void SaveFileError()
2509 SetDParamStr(0, GetSaveLoadErrorString());
2510 ShowErrorMessage(STR_JUST_RAW_STRING
, INVALID_STRING_ID
, WL_ERROR
);
2515 * We have written the whole game into memory, _memory_savegame, now find
2516 * and appropriate compressor and start writing to file.
2518 static SaveOrLoadResult
SaveFileToDisk(bool threaded
)
2522 const SaveLoadFormat
*fmt
= GetSavegameFormat(_savegame_format
, &compression
);
2524 /* We have written our stuff to memory, now write it to file! */
2525 uint32 hdr
[2] = { fmt
->tag
, TO_BE32(SAVEGAME_VERSION
<< 16) };
2526 _sl
.sf
->Write((byte
*)hdr
, sizeof(hdr
));
2528 _sl
.sf
= fmt
->init_write(_sl
.sf
, compression
);
2529 _sl
.dumper
->Flush(_sl
.sf
);
2531 ClearSaveLoadState();
2533 if (threaded
) SetAsyncSaveFinish(SaveFileDone
);
2537 ClearSaveLoadState();
2539 AsyncSaveFinishProc asfp
= SaveFileDone
;
2541 /* We don't want to shout when saving is just
2542 * cancelled due to a client disconnecting. */
2543 if (_sl
.error_str
!= STR_NETWORK_ERROR_LOSTCONNECTION
) {
2544 /* Skip the "colour" character */
2545 DEBUG(sl
, 0, "%s", GetSaveLoadErrorString() + 3);
2546 asfp
= SaveFileError
;
2550 SetAsyncSaveFinish(asfp
);
2558 /** Thread run function for saving the file to disk. */
2559 static void SaveFileToDiskThread(void *arg
)
2561 SaveFileToDisk(true);
2564 void WaitTillSaved()
2566 if (_save_thread
== NULL
) return;
2568 _save_thread
->Join();
2569 delete _save_thread
;
2570 _save_thread
= NULL
;
2572 /* Make sure every other state is handled properly as well. */
2573 ProcessAsyncSaveFinish();
2577 * Actually perform the saving of the savegame.
2578 * General tactics is to first save the game to memory, then write it to file
2579 * using the writer, either in threaded mode if possible, or single-threaded.
2580 * @param writer The filter to write the savegame to.
2581 * @param threaded Whether to try to perform the saving asynchronously.
2582 * @return Return the result of the action. #SL_OK or #SL_ERROR
2584 static SaveOrLoadResult
DoSave(SaveFilter
*writer
, bool threaded
)
2586 assert(!_sl
.saveinprogress
);
2588 _sl
.dumper
= new MemoryDumper();
2591 _sl_version
= SAVEGAME_VERSION
;
2593 SaveViewportBeforeSaveGame();
2597 if (!threaded
|| !ThreadObject::New(&SaveFileToDiskThread
, NULL
, &_save_thread
, "ottd:savegame")) {
2598 if (threaded
) DEBUG(sl
, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
2600 SaveOrLoadResult result
= SaveFileToDisk(false);
2610 * Save the game using a (writer) filter.
2611 * @param writer The filter to write the savegame to.
2612 * @param threaded Whether to try to perform the saving asynchronously.
2613 * @return Return the result of the action. #SL_OK or #SL_ERROR
2615 SaveOrLoadResult
SaveWithFilter(SaveFilter
*writer
, bool threaded
)
2618 _sl
.action
= SLA_SAVE
;
2619 return DoSave(writer
, threaded
);
2621 ClearSaveLoadState();
2627 * Actually perform the loading of a "non-old" savegame.
2628 * @param reader The filter to read the savegame from.
2629 * @param load_check Whether to perform the checking ("preview") or actually load the game.
2630 * @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
2632 static SaveOrLoadResult
DoLoad(LoadFilter
*reader
, bool load_check
)
2637 /* Clear previous check data */
2638 _load_check_data
.Clear();
2639 /* Mark SL_LOAD_CHECK as supported for this savegame. */
2640 _load_check_data
.checkable
= true;
2644 if (_sl
.lf
->Read((byte
*)hdr
, sizeof(hdr
)) != sizeof(hdr
)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE
);
2646 /* see if we have any loader for this type. */
2647 const SaveLoadFormat
*fmt
= _saveload_formats
;
2649 /* No loader found, treat as version 0 and use LZO format */
2650 if (fmt
== endof(_saveload_formats
)) {
2651 DEBUG(sl
, 0, "Unknown savegame type, trying to load it as the buggy format");
2654 _sl_minor_version
= 0;
2656 /* Try to find the LZO savegame format; it uses 'OTTD' as tag. */
2657 fmt
= _saveload_formats
;
2659 if (fmt
== endof(_saveload_formats
)) {
2660 /* Who removed LZO support? Bad bad boy! */
2663 if (fmt
->tag
== TO_BE32X('OTTD')) break;
2669 if (fmt
->tag
== hdr
[0]) {
2670 /* check version number */
2671 _sl_version
= TO_BE32(hdr
[1]) >> 16;
2672 /* Minor is not used anymore from version 18.0, but it is still needed
2673 * in versions before that (4 cases) which can't be removed easy.
2674 * Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */
2675 _sl_minor_version
= (TO_BE32(hdr
[1]) >> 8) & 0xFF;
2677 DEBUG(sl
, 1, "Loading savegame version %d", _sl_version
);
2679 /* Is the version higher than the current? */
2680 if (_sl_version
> SAVEGAME_VERSION
) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME
);
2687 /* loader for this savegame type is not implemented? */
2688 if (fmt
->init_load
== NULL
) {
2690 seprintf(err_str
, lastof(err_str
), "Loader for '%s' is not available.", fmt
->name
);
2691 SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR
, err_str
);
2694 _sl
.lf
= fmt
->init_load(_sl
.lf
);
2695 _sl
.reader
= new ReadBuffer(_sl
.lf
);
2699 /* Old maps were hardcoded to 256x256 and thus did not contain
2700 * any mapsize information. Pre-initialize to 256x256 to not to
2701 * confuse old games */
2702 InitializeGame(256, 256, true, true);
2706 if (IsSavegameVersionBefore(4)) {
2708 * NewGRFs were introduced between 0.3,4 and 0.3.5, which both
2709 * shared savegame version 4. Anything before that 'obviously'
2710 * does not have any NewGRFs. Between the introduction and
2711 * savegame version 41 (just before 0.5) the NewGRF settings
2712 * were not stored in the savegame and they were loaded by
2713 * using the settings from the main menu.
2715 * - savegame version < 4: do not load any NewGRFs.
2716 * - savegame version >= 41: load NewGRFs from savegame, which is
2717 * already done at this stage by
2718 * overwriting the main menu settings.
2719 * - other savegame versions: use main menu settings.
2721 * This means that users *can* crash savegame version 4..40
2722 * savegames if they set incompatible NewGRFs in the main menu,
2723 * but can't crash anymore for savegame version < 4 savegames.
2725 * Note: this is done here because AfterLoadGame is also called
2726 * for TTO/TTD/TTDP savegames which have their own NewGRF logic.
2728 ClearGRFConfigList(&_grfconfig
);
2733 /* Load chunks into _load_check_data.
2734 * No pools are loaded. References are not possible, and thus do not need resolving. */
2735 SlLoadCheckChunks();
2737 /* Load chunks and resolve references */
2742 ClearSaveLoadState();
2744 _savegame_type
= SGT_OTTD
;
2747 /* The only part from AfterLoadGame() we need */
2748 _load_check_data
.grf_compatibility
= IsGoodGRFConfigList(_load_check_data
.grfconfig
);
2750 GamelogStartAction(GLAT_LOAD
);
2752 /* After loading fix up savegame for any internal changes that
2753 * might have occurred since then. If it fails, load back the old game. */
2754 if (!AfterLoadGame()) {
2755 GamelogStopAction();
2759 GamelogStopAction();
2766 * Load the game using a (reader) filter.
2767 * @param reader The filter to read the savegame from.
2768 * @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
2770 SaveOrLoadResult
LoadWithFilter(LoadFilter
*reader
)
2773 _sl
.action
= SLA_LOAD
;
2774 return DoLoad(reader
, false);
2776 ClearSaveLoadState();
2782 * Main Save or Load function where the high-level saveload functions are
2783 * handled. It opens the savegame, selects format and checks versions
2784 * @param filename The name of the savegame being created/loaded
2785 * @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.
2786 * @param sb The sub directory to save the savegame in
2787 * @param threaded True when threaded saving is allowed
2788 * @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game)
2790 SaveOrLoadResult
SaveOrLoad(const char *filename
, SaveLoadOperation fop
, DetailedFileType dft
, Subdirectory sb
, bool threaded
)
2792 /* An instance of saving is already active, so don't go saving again */
2793 if (_sl
.saveinprogress
&& fop
== SLO_SAVE
&& dft
== DFT_GAME_FILE
&& threaded
) {
2794 /* if not an autosave, but a user action, show error message */
2795 if (!_do_autosave
) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS
, INVALID_STRING_ID
, WL_ERROR
);
2801 /* Load a TTDLX or TTDPatch game */
2802 if (fop
== SLO_LOAD
&& dft
== DFT_OLD_GAME_FILE
) {
2803 InitializeGame(256, 256, true, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
2805 /* TTD/TTO savegames have no NewGRFs, TTDP savegame have them
2806 * and if so a new NewGRF list will be made in LoadOldSaveGame.
2807 * Note: this is done here because AfterLoadGame is also called
2808 * for OTTD savegames which have their own NewGRF logic. */
2809 ClearGRFConfigList(&_grfconfig
);
2811 if (!LoadOldSaveGame(filename
)) return SL_REINIT
;
2813 _sl_minor_version
= 0;
2814 GamelogStartAction(GLAT_LOAD
);
2815 if (!AfterLoadGame()) {
2816 GamelogStopAction();
2819 GamelogStopAction();
2823 assert(dft
== DFT_GAME_FILE
);
2826 _sl
.action
= SLA_LOAD_CHECK
;
2830 _sl
.action
= SLA_LOAD
;
2834 _sl
.action
= SLA_SAVE
;
2837 default: NOT_REACHED();
2840 FILE *fh
= (fop
== SLO_SAVE
) ? FioFOpenFile(filename
, "wb", sb
) : FioFOpenFile(filename
, "rb", sb
);
2842 /* Make it a little easier to load savegames from the console */
2843 if (fh
== NULL
&& fop
!= SLO_SAVE
) fh
= FioFOpenFile(filename
, "rb", SAVE_DIR
);
2844 if (fh
== NULL
&& fop
!= SLO_SAVE
) fh
= FioFOpenFile(filename
, "rb", BASE_DIR
);
2845 if (fh
== NULL
&& fop
!= SLO_SAVE
) fh
= FioFOpenFile(filename
, "rb", SCENARIO_DIR
);
2848 SlError(fop
== SLO_SAVE
? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE
: STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE
);
2851 if (fop
== SLO_SAVE
) { // SAVE game
2852 DEBUG(desync
, 1, "save: %08x; %02x; %s", _date
, _date_fract
, filename
);
2853 if (_network_server
|| !_settings_client
.gui
.threaded_saves
) threaded
= false;
2855 return DoSave(new FileWriter(fh
), threaded
);
2859 assert(fop
== SLO_LOAD
|| fop
== SLO_CHECK
);
2860 DEBUG(desync
, 1, "load: %s", filename
);
2861 return DoLoad(new FileReader(fh
), fop
== SLO_CHECK
);
2863 /* This code may be executed both for old and new save games. */
2864 ClearSaveLoadState();
2866 /* Skip the "colour" character */
2867 if (fop
!= SLO_CHECK
) DEBUG(sl
, 0, "%s", GetSaveLoadErrorString() + 3);
2869 /* A saver/loader exception!! reinitialize all variables to prevent crash! */
2870 return (fop
== SLO_LOAD
) ? SL_REINIT
: SL_ERROR
;
2874 /** Do a save when exiting the game (_settings_client.gui.autosave_on_exit) */
2877 SaveOrLoad("exit.sav", SLO_SAVE
, DFT_GAME_FILE
, AUTOSAVE_DIR
);
2881 * Fill the buffer with the default name for a savegame *or* screenshot.
2882 * @param buf the buffer to write to.
2883 * @param last the last element in the buffer.
2885 void GenerateDefaultSaveName(char *buf
, const char *last
)
2887 /* Check if we have a name for this map, which is the name of the first
2888 * available company. When there's no company available we'll use
2889 * 'Spectator' as "company" name. */
2890 CompanyID cid
= _local_company
;
2891 if (!Company::IsValidID(cid
)) {
2893 FOR_ALL_COMPANIES(c
) {
2901 /* Insert current date */
2902 switch (_settings_client
.gui
.date_format_in_default_names
) {
2903 case 0: SetDParam(1, STR_JUST_DATE_LONG
); break;
2904 case 1: SetDParam(1, STR_JUST_DATE_TINY
); break;
2905 case 2: SetDParam(1, STR_JUST_DATE_ISO
); break;
2906 default: NOT_REACHED();
2908 SetDParam(2, _date
);
2910 /* Get the correct string (special string for when there's not company) */
2911 GetString(buf
, !Company::IsValidID(cid
) ? STR_SAVEGAME_NAME_SPECTATOR
: STR_SAVEGAME_NAME_DEFAULT
, last
);
2912 SanitizeFilename(buf
);
2916 * Set the mode and file type of the file to save or load based on the type of file entry at the file system.
2917 * @param ft Type of file entry of the file system.
2919 void FileToSaveLoad::SetMode(FiosType ft
)
2921 this->SetMode(SLO_LOAD
, GetAbstractFileType(ft
), GetDetailedFileType(ft
));
2925 * Set the mode and file type of the file to save or load.
2926 * @param fop File operation being performed.
2927 * @param aft Abstract file type.
2928 * @param dft Detailed file type.
2930 void FileToSaveLoad::SetMode(SaveLoadOperation fop
, AbstractFileType aft
, DetailedFileType dft
)
2932 if (aft
== FT_INVALID
|| aft
== FT_NONE
) {
2933 this->file_op
= SLO_INVALID
;
2934 this->detail_ftype
= DFT_INVALID
;
2935 this->abstract_ftype
= FT_INVALID
;
2939 this->file_op
= fop
;
2940 this->detail_ftype
= dft
;
2941 this->abstract_ftype
= aft
;
2945 * Set the name of the file.
2946 * @param name Name of the file.
2948 void FileToSaveLoad::SetName(const char *name
)
2950 strecpy(this->name
, name
, lastof(this->name
));
2954 * Set the title of the file.
2955 * @param title Title of the file.
2957 void FileToSaveLoad::SetTitle(const char *title
)
2959 strecpy(this->title
, title
, lastof(this->title
));
2964 * Function to get the type of the savegame by looking at the file header.
2965 * NOTICE: Not used right now, but could be used if extensions of savegames are garbled
2966 * @param file Savegame to be checked
2967 * @return SL_OLD_LOAD or SL_LOAD of the file
2969 int GetSavegameType(char *file
)
2971 const SaveLoadFormat
*fmt
;
2974 int mode
= SL_OLD_LOAD
;
2976 f
= fopen(file
, "rb");
2977 if (fread(&hdr
, sizeof(hdr
), 1, f
) != 1) {
2978 DEBUG(sl
, 0, "Savegame is obsolete or invalid format");
2979 mode
= SL_LOAD
; // don't try to get filename, just show name as it is written
2981 /* see if we have any loader for this type. */
2982 for (fmt
= _saveload_formats
; fmt
!= endof(_saveload_formats
); fmt
++) {
2983 if (fmt
->tag
== hdr
) {
2984 mode
= SL_LOAD
; // new type of savegame