Add: store headers for most savegame chunks

When a header is added, the chunk changes from CH_ARRAY type to
CH_TABLE type.
This commit is contained in:
Patric Stout
2021-05-30 15:59:40 +02:00
committed by Patric Stout
parent 7dd5fd6ed4
commit cdb3dd0493
57 changed files with 1410 additions and 289 deletions

View File

@@ -67,6 +67,8 @@
#include "strings_func.h"
#include "vehicle_func.h"
#include "saveload/compat/settings_sl_compat.h"
#include "void_map.h"
#include "station_base.h"
@@ -2193,27 +2195,31 @@ static std::vector<SaveLoad> GetSettingsDesc(const SettingTable &settings, bool
if (sd->flags & SF_NOT_IN_SAVE) continue;
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->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});
if (IsSavegameVersionBefore(SLV_TABLE_CHUNKS)) {
/* We don't want to read this setting, so we do need to skip over it. */
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;
}
saveloads.push_back(sd->save);
SaveLoad sv = sd->save;
/* Replace the name with the actual name of the setting. */
if (!sd->name.empty()) sv.name = sd->name;
saveloads.push_back(sv);
}
return saveloads;
}
/**
* Save and load handler for settings
* @param settings SettingDesc struct containing all information
* @param object can be either nullptr in which case we load global variables or
* a pointer to a struct which is getting saved
*/
static void LoadSettings(const SettingTable &settings, void *object)
static void LoadSettings(const SettingTable &settings, void *object, const SaveLoadCompatTable &slct)
{
const std::vector<SaveLoad> slt = GetSettingsDesc(settings, true);
const std::vector<SaveLoad> slt = SlCompatTableHeader(GetSettingsDesc(settings, true), slct);
if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
SlObject(object, slt);
@@ -2243,6 +2249,8 @@ static void SaveSettings(const SettingTable &settings, void *object)
{
const std::vector<SaveLoad> slt = GetSettingsDesc(settings, false);
SlTableHeader(slt);
SlSetArrayIndex(0);
SlObject(object, slt);
}
@@ -2253,7 +2261,7 @@ static void Load_OPTS()
* a networking environment. This ensures for example that the local
* autosave-frequency stays when joining a network-server */
PrepareOldDiffCustom();
LoadSettings(_gameopt_settings, &_settings_game);
LoadSettings(_gameopt_settings, &_settings_game, _gameopt_sl_compat);
HandleOldDiffCustom(true);
}
@@ -2262,12 +2270,12 @@ static void Load_PATS()
/* Copy over default setting since some might not get loaded in
* a networking environment. This ensures for example that the local
* currency setting stays when joining a network-server */
LoadSettings(_settings, &_settings_game);
LoadSettings(_settings, &_settings_game, _settings_sl_compat);
}
static void Check_PATS()
{
LoadSettings(_settings, &_load_check_data.settings);
LoadSettings(_settings, &_load_check_data.settings, _settings_sl_compat);
}
static void Save_PATS()
@@ -2276,8 +2284,8 @@ static void Save_PATS()
}
static const ChunkHandler setting_chunk_handlers[] = {
{ 'OPTS', nullptr, Load_OPTS, nullptr, nullptr, CH_READONLY },
{ 'PATS', Save_PATS, Load_PATS, nullptr, Check_PATS, CH_ARRAY },
{ 'OPTS', nullptr, Load_OPTS, nullptr, nullptr, CH_READONLY },
{ 'PATS', Save_PATS, Load_PATS, nullptr, Check_PATS, CH_TABLE },
};
extern const ChunkHandlerTable _setting_chunk_handlers(setting_chunk_handlers);