Feature: framework to make savegames self-descriptive
We won't be able to make it fully self-descriptive (looking at you MAP-chunks), but anything else can. With this framework, we can add headers for each chunk explaining how each chunk looks like in detail. They also will all be tables, making it a lot easier to read in external tooling, and opening the way to consider a database (like SQLite) to use as savegame format. Lastly, with the headers in the savegame, you can freely add fields without needing a savegame version bump; older versions of OpenTTD will simply ignore the new field. This also means we can remove all the SLE_CONDNULL, as they are irrelevant. The next few commits will start using this framework.
This commit is contained in:

committed by
Patric Stout

parent
513641f9ba
commit
7dd5fd6ed4
@@ -2194,7 +2194,7 @@ static std::vector<SaveLoad> GetSettingsDesc(const SettingTable &settings, bool
|
||||
|
||||
if (is_loading && (sd->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server) {
|
||||
/* We don't want to read this setting, so we do need to skip over it. */
|
||||
saveloads.push_back({sd->save.cmd, GetVarFileType(sd->save.conv) | SLE_VAR_NULL, sd->save.length, sd->save.version_from, sd->save.version_to, 0, nullptr, 0, nullptr});
|
||||
saveloads.push_back({sd->name, sd->save.cmd, GetVarFileType(sd->save.conv) | SLE_VAR_NULL, sd->save.length, sd->save.version_from, sd->save.version_to, 0, nullptr, 0, nullptr});
|
||||
continue;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user