Codechange: split settings.ini over several files (#9421)
This reduced the load on compilers, as currently for example MacOS doesn't like the huge settings-tables. Additionally, nobody can find settings, as the list is massive and unordered. By splitting it, it becomes a little bit more sensible.
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@@ -17,6 +17,7 @@
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#include "../linkgraph/linkgraphschedule.h"
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#include "../network/network.h"
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#include "../settings_internal.h"
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#include "../settings_table.h"
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#include "../safeguards.h"
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@@ -165,7 +166,6 @@ public:
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SaveLoadTable GetLinkGraphJobDesc()
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{
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static std::vector<SaveLoad> saveloads;
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static const char *prefix = "linkgraph.";
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static const SaveLoad job_desc[] = {
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SLE_VAR(LinkGraphJob, join_date, SLE_INT32),
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@@ -184,7 +184,7 @@ SaveLoadTable GetLinkGraphJobDesc()
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/* Build the SaveLoad array on first call and don't touch it later on */
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if (saveloads.size() == 0) {
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GetSettingSaveLoadByPrefix(prefix, saveloads);
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GetSaveLoadFromSettingTable(_linkgraph_settings, saveloads);
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for (auto &sl : saveloads) {
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sl.address_proc = proc;
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@@ -151,7 +151,7 @@ struct OPTSChunkHandler : ChunkHandler {
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* a networking environment. This ensures for example that the local
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* autosave-frequency stays when joining a network-server */
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PrepareOldDiffCustom();
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LoadSettings(_gameopt_settings, &_settings_game, _gameopt_sl_compat);
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LoadSettings(_old_gameopt_settings, &_settings_game, _gameopt_sl_compat);
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HandleOldDiffCustom(true);
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}
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};
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@@ -159,22 +159,51 @@ struct OPTSChunkHandler : ChunkHandler {
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struct PATSChunkHandler : ChunkHandler {
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PATSChunkHandler() : ChunkHandler('PATS', CH_TABLE) {}
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/**
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* Create a single table with all settings that should be stored/loaded
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* in the savegame.
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*/
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SettingTable GetSettingTable() const
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{
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static const SettingTable saveload_settings_tables[] = {
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_difficulty_settings,
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_economy_settings,
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_game_settings,
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_linkgraph_settings,
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_locale_settings,
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_pathfinding_settings,
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_script_settings,
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_world_settings,
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};
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static std::vector<SettingVariant> settings_table;
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if (settings_table.empty()) {
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for (auto &saveload_settings_table : saveload_settings_tables) {
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for (auto &saveload_setting : saveload_settings_table) {
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settings_table.push_back(saveload_setting);
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}
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}
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}
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return settings_table;
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}
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void Load() const override
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{
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/* Copy over default setting since some might not get loaded in
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* a networking environment. This ensures for example that the local
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* currency setting stays when joining a network-server */
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LoadSettings(_settings, &_settings_game, _settings_sl_compat);
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LoadSettings(this->GetSettingTable(), &_settings_game, _settings_sl_compat);
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}
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void LoadCheck(size_t) const override
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{
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LoadSettings(_settings, &_load_check_data.settings, _settings_sl_compat);
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LoadSettings(this->GetSettingTable(), &_load_check_data.settings, _settings_sl_compat);
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}
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void Save() const override
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{
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SaveSettings(_settings, &_settings_game);
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SaveSettings(this->GetSettingTable(), &_settings_game);
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}
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};
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