(svn r14772) -Codechange: make the "dump log of game to reproduce" desync debug stuff a runtime configurable debug option instead of a compile time option.
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@@ -1687,6 +1687,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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/* General tactic is to first save the game to memory, then use an available writer
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* to write it to file, either in threaded mode if possible, or single-threaded */
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if (mode == SL_SAVE) { /* SAVE game */
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DEBUG(desync, 1, "save: %s\n", filename);
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fmt = GetSavegameFormat("memory"); // write to memory
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_sl.write_bytes = fmt->writer;
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@@ -1714,7 +1715,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
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}
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} else { /* LOAD game */
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assert(mode == SL_LOAD);
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DebugDumpCommands("ddc:load:%s\n", filename);
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DEBUG(desync, 1, "load: %s\n", filename);
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if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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