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Change: indicate in the savegame if a SL_STRUCT contains any data
This helps external tooling to understand if a SL_STRUCT should be skipped when reading. Basically, this transforms an SL_STRUCT into a SL_STRUCTLIST with either 0 or 1 length.
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a146bcfe93
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@ -1467,6 +1467,10 @@ size_t SlCalcObjMemberLength(const void *object, const SaveLoad &sld)
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_sl.obj_len = old_obj_len;
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_sl.need_length = old_need_length;
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if (sld.cmd == SL_STRUCT) {
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length += SlGetArrayLength(1);
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}
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return length;
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}
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default: NOT_REACHED();
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@ -1575,10 +1579,35 @@ static bool SlObjectMember(void *object, const SaveLoad &sld)
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if (!SlIsObjectValidInSavegame(sld)) return false;
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switch (_sl.action) {
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case SLA_SAVE: sld.handler->Save(object); break;
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case SLA_LOAD_CHECK: sld.handler->LoadCheck(object); break;
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case SLA_LOAD: sld.handler->Load(object); break;
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case SLA_PTRS: sld.handler->FixPointers(object); break;
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case SLA_SAVE: {
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if (sld.cmd == SL_STRUCT) {
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/* Store in the savegame if this struct was written or not. */
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SlSetStructListLength(SlCalcObjMemberLength(object, sld) > SlGetArrayLength(1) ? 1 : 0);
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}
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sld.handler->Save(object);
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break;
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}
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case SLA_LOAD_CHECK: {
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if (sld.cmd == SL_STRUCT && !IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH)) {
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SlGetStructListLength(1);
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}
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sld.handler->LoadCheck(object);
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break;
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}
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case SLA_LOAD: {
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if (sld.cmd == SL_STRUCT && !IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH)) {
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SlGetStructListLength(1);
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}
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sld.handler->Load(object);
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break;
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}
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case SLA_PTRS:
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sld.handler->FixPointers(object);
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break;
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case SLA_NULL: break;
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default: NOT_REACHED();
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}
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