Saveload: Use heap instead of stack for save filter write buffers
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@@ -2705,6 +2705,7 @@ struct ZlibLoadFilter : LoadFilter {
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/** Filter using Zlib compression. */
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struct ZlibSaveFilter : SaveFilter {
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z_stream z; ///< Stream state we are writing to.
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byte buf[MEMORY_CHUNK_SIZE]; ///< output buffer
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/**
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* Initialise this filter.
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@@ -2731,13 +2732,12 @@ struct ZlibSaveFilter : SaveFilter {
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*/
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void WriteLoop(byte *p, size_t len, int mode)
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{
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byte buf[MEMORY_CHUNK_SIZE]; // output buffer
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uint n;
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this->z.next_in = p;
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this->z.avail_in = (uInt)len;
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do {
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this->z.next_out = buf;
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this->z.avail_out = sizeof(buf);
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this->z.next_out = this->buf;
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this->z.avail_out = sizeof(this->buf);
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/**
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* For the poor next soul who sees many valgrind warnings of the
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@@ -2749,8 +2749,8 @@ struct ZlibSaveFilter : SaveFilter {
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int r = deflate(&this->z, mode);
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/* bytes were emitted? */
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if ((n = sizeof(buf) - this->z.avail_out) != 0) {
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this->chain->Write(buf, n);
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if ((n = sizeof(this->buf) - this->z.avail_out) != 0) {
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this->chain->Write(this->buf, n);
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}
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if (r == Z_STREAM_END) break;
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@@ -2833,6 +2833,7 @@ struct LZMALoadFilter : LoadFilter {
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/** Filter using LZMA compression. */
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struct LZMASaveFilter : SaveFilter {
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lzma_stream lzma; ///< Stream state that we are writing to.
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byte buf[MEMORY_CHUNK_SIZE]; ///< output buffer
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/**
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* Initialise this filter.
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@@ -2858,19 +2859,18 @@ struct LZMASaveFilter : SaveFilter {
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*/
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void WriteLoop(byte *p, size_t len, lzma_action action)
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{
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byte buf[MEMORY_CHUNK_SIZE]; // output buffer
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size_t n;
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this->lzma.next_in = p;
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this->lzma.avail_in = len;
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do {
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this->lzma.next_out = buf;
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this->lzma.avail_out = sizeof(buf);
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this->lzma.next_out = this->buf;
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this->lzma.avail_out = sizeof(this->buf);
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lzma_ret r = lzma_code(&this->lzma, action);
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/* bytes were emitted? */
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if ((n = sizeof(buf) - this->lzma.avail_out) != 0) {
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this->chain->Write(buf, n);
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if ((n = sizeof(this->buf) - this->lzma.avail_out) != 0) {
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this->chain->Write(this->buf, n);
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}
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if (r == LZMA_STREAM_END) break;
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if (r != LZMA_OK) SlErrorFmt(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "liblzma returned error code: %u", r);
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@@ -2946,6 +2946,7 @@ struct ZSTDLoadFilter : LoadFilter {
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/** Filter using ZSTD compression. */
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struct ZSTDSaveFilter : SaveFilter {
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ZSTD_CCtx *zstd; ///< ZSTD compression context
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byte buf[MEMORY_CHUNK_SIZE]; ///< output buffer
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/**
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* Initialise this filter.
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@@ -2976,16 +2977,15 @@ struct ZSTDSaveFilter : SaveFilter {
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*/
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void WriteLoop(byte *p, size_t len, ZSTD_EndDirective mode)
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{
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byte buf[MEMORY_CHUNK_SIZE]; // output buffer
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ZSTD_inBuffer input{p, len, 0};
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bool finished;
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do {
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ZSTD_outBuffer output{buf, sizeof(buf), 0};
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ZSTD_outBuffer output{this->buf, sizeof(this->buf), 0};
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size_t remaining = ZSTD_compressStream2(this->zstd, &output, &input, mode);
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if (ZSTD_isError(remaining)) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "libzstd returned error code");
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if (output.pos != 0) this->chain->Write(buf, output.pos);
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if (output.pos != 0) this->chain->Write(this->buf, output.pos);
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finished = (mode == ZSTD_e_end ? (remaining == 0) : (input.pos == input.size));
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} while (!finished);
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