Zstd: Use zstd for network joins if supported at both ends
See also: https://github.com/OpenTTD/OpenTTD/pull/8773
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@@ -387,6 +387,13 @@ enum SavegameType {
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SGT_INVALID = 0xFF, ///< broken savegame (used internally)
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};
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enum SaveModeFlags : byte {
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SMF_NONE = 0,
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SMF_NET_SERVER = 1 << 0, ///< Network server save
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SMF_ZSTD_OK = 1 << 1, ///< Zstd OK
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};
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DECLARE_ENUM_AS_BIT_SET(SaveModeFlags);
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extern FileToSaveLoad _file_to_saveload;
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void GenerateDefaultSaveName(char *buf, const char *last);
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@@ -397,7 +404,7 @@ void WaitTillSaved();
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void ProcessAsyncSaveFinish();
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void DoExitSave();
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SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded, bool networkserversave);
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SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded, SaveModeFlags flags);
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SaveOrLoadResult LoadWithFilter(struct LoadFilter *reader);
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bool IsNetworkServerSave();
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