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:
Patric Stout
2021-06-14 10:05:30 +02:00
committed by Patric Stout
parent 513641f9ba
commit 7dd5fd6ed4
20 changed files with 620 additions and 188 deletions

View File

@@ -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;
}