Codechange: Even more std::string usage in file IO.
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@@ -2413,7 +2413,7 @@ static const SaveLoadFormat *GetSavegameFormat(char *s, byte *compression_level)
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/* actual loader/saver function */
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void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
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extern bool AfterLoadGame();
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extern bool LoadOldSaveGame(const char *file);
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extern bool LoadOldSaveGame(const std::string &file);
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/**
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* Clear temporary data that is passed between various saveload phases.
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@@ -2769,7 +2769,7 @@ SaveOrLoadResult LoadWithFilter(LoadFilter *reader)
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* @param threaded True when threaded saving is allowed
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* @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game)
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*/
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SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
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SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
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{
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/* An instance of saving is already active, so don't go saving again */
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if (_sl.saveinprogress && fop == SLO_SAVE && dft == DFT_GAME_FILE && threaded) {
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@@ -2833,7 +2833,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, Detaile
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}
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if (fop == SLO_SAVE) { // SAVE game
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DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename);
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DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename.c_str());
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if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
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return DoSave(new FileWriter(fh), threaded);
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@@ -2841,7 +2841,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, Detaile
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/* LOAD game */
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assert(fop == SLO_LOAD || fop == SLO_CHECK);
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DEBUG(desync, 1, "load: %s", filename);
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DEBUG(desync, 1, "load: %s", filename.c_str());
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return DoLoad(new FileReader(fh), fop == SLO_CHECK);
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} catch (...) {
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/* This code may be executed both for old and new save games. */
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