(svn r21395) -Codechange: move the save and load filter's interface to a header
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@@ -46,6 +46,7 @@
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#include "table/strings.h"
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#include "saveload_internal.h"
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#include "saveload_filter.h"
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/*
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* Previous savegame versions, the trunk revision where they were
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@@ -246,43 +247,6 @@ enum NeedLength {
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/** Save in chunks of 128 KiB. */
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static const size_t MEMORY_CHUNK_SIZE = 128 * 1024;
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/** Interface for filtering a savegame till it is loaded. */
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struct LoadFilter {
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/** Chained to the (savegame) filters. */
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LoadFilter *chain;
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/**
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* Initialise this filter.
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* @param chain The next filter in this chain.
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*/
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LoadFilter(LoadFilter *chain) : chain(chain)
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{
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}
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/** Make sure the writers are properly closed. */
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virtual ~LoadFilter()
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{
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delete this->chain;
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}
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/**
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* Read a given number of bytes from the savegame.
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* @param buf The bytes to read.
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* @param len The number of bytes to read.
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* @return The number of actually read bytes.
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*/
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virtual size_t Read(byte *buf, size_t len) = 0;
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/**
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* Reset this filter to read from the beginning of the file.
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*/
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virtual void Reset()
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{
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this->chain->Reset();
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}
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};
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/** A buffer for reading (and buffering) savegame data. */
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struct ReadBuffer {
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byte buf[MEMORY_CHUNK_SIZE]; ///< Buffer we're going to read from.
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@@ -324,62 +288,6 @@ struct ReadBuffer {
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};
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/**
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* Instantiator for a load filter.
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* @param chain The next filter in this chain.
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* @tparam T The type of load filter to create.
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*/
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template <typename T> LoadFilter *CreateLoadFilter(LoadFilter *chain)
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{
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return new T(chain);
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}
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/** Interface for filtering a savegame till it is written. */
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struct SaveFilter {
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/** Chained to the (savegame) filters. */
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SaveFilter *chain;
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/**
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* Initialise this filter.
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* @param chain The next filter in this chain.
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*/
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SaveFilter(SaveFilter *chain) : chain(chain)
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{
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}
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/** Make sure the writers are properly closed. */
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virtual ~SaveFilter()
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{
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delete this->chain;
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}
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/**
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* Write a given number of bytes into the savegame.
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* @param buf The bytes to write.
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* @param len The number of bytes to write.
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*/
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virtual void Write(byte *buf, size_t len) = 0;
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/**
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* Prepare everything to finish writing the savegame.
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*/
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virtual void Finish()
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{
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if (this->chain != NULL) this->chain->Finish();
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}
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};
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/**
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* Instantiator for a save filter.
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* @param chain The next filter in this chain.
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* @param compression_level The requested level of compression.
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* @tparam T The type of save filter to create.
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*/
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template <typename T> SaveFilter *CreateSaveFilter(SaveFilter *chain, byte compression_level)
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{
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return new T(chain, compression_level);
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}
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/** Container for dumping the savegame (quickly) to memory. */
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struct MemoryDumper {
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AutoFreeSmallVector<byte *, 16> blocks; ///< Buffer with blocks of allocated memory.
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@@ -2517,6 +2425,23 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
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return SL_OK;
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}
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/**
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* Save the game using a (writer) filter.
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* @param writer The filter to write the savegame to.
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* @param threaded Whether to try to perform the saving asynchroniously.
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* @return Return the result of the action. #SL_OK or #SL_ERROR
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*/
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SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
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{
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try {
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_sl.action = SLA_SAVE;
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return DoSave(writer, threaded);
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} catch (...) {
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ClearSaveLoadState();
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return SL_ERROR;
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}
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}
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/**
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* Actually perform the loading of a "non-old" savegame.
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* @param reader The filter to read the savegame from.
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@@ -2659,6 +2584,22 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
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return SL_OK;
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}
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/**
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* Load the game using a (reader) filter.
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* @param reader The filter to read the savegame from.
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* @return Return the result of the action. #SL_OK or #SL_REINIT ("unload" the game)
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*/
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SaveOrLoadResult LoadWithFilter(LoadFilter *reader)
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{
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try {
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_sl.action = SLA_LOAD;
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return DoLoad(reader, false);
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} catch (...) {
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ClearSaveLoadState();
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return SL_REINIT;
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}
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}
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/**
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* Main Save or Load function where the high-level saveload functions are
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* handled. It opens the savegame, selects format and checks versions
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