Codechange: move SLF_NO_NETWORK_SYNC into settings
It is a settings-only flag, so don't pollute SaveLoad code with it.
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committed by
Patric Stout

parent
414e12d26b
commit
264991dfa5
@@ -584,7 +584,7 @@ static inline uint SlGetArrayLength(size_t length)
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* @param conv VarType type of variable that is used for calculating the size
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* @return Return the size of this type in bytes
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*/
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static inline uint SlCalcConvMemLen(VarType conv)
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uint SlCalcConvMemLen(VarType conv)
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{
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static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
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byte length = GB(conv, 4, 4);
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@@ -1411,21 +1411,6 @@ static inline bool SlIsObjectValidInSavegame(const SaveLoad &sld)
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return (_sl_version >= sld.version_from && _sl_version < sld.version_to);
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}
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/**
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* Are we going to load this variable when loading a savegame or not?
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* @note If the variable is skipped it is skipped in the savegame
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* bytestream itself as well, so there is no need to skip it somewhere else
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*/
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static inline bool SlSkipVariableOnLoad(const SaveLoad &sld)
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{
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if ((sld.conv & SLF_NO_NETWORK_SYNC) && _sl.action != SLA_SAVE && _networking && !_network_server) {
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SlSkipBytes(SlCalcConvMemLen(sld.conv) * sld.length);
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return true;
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}
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return false;
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}
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/**
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* Calculate the size of an object.
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* @param object to be measured.
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@@ -1538,7 +1523,6 @@ bool SlObjectMember(void *ptr, const SaveLoad &sld)
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case SL_STDSTR:
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/* CONDITIONAL saveload types depend on the savegame version */
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if (!SlIsObjectValidInSavegame(sld)) return false;
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if (SlSkipVariableOnLoad(sld)) return false;
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switch (sld.cmd) {
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case SL_VAR: SlSaveLoadConv(ptr, conv); break;
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