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(svn r21379) -Codechange: move the actual save code into a separate function
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@ -2470,6 +2470,38 @@ void WaitTillSaved()
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_save_thread = NULL;
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}
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/**
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* Actually perform the saving of the savegame.
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* General tactic is to first save the game to memory, then write it to file
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* using the writer, either in threaded mode if possible, or single-threaded.
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* @param writer The filter to write the savegame to.
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* @param threaded Whether to try to perform the saving asynchroniously.
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*/
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static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
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{
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assert(!_ts.saveinprogress);
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_sl.dumper = new MemoryDumper();
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_sl.sf = writer;
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_sl_version = SAVEGAME_VERSION;
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SaveViewportBeforeSaveGame();
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SlSaveChunks();
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SaveFileStart();
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if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
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if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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SaveOrLoadResult result = SaveFileToDisk(false);
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SaveFileDone();
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return result;
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}
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return SL_OK;
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}
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/**
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* Main Save or Load function where the high-level saveload functions are
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* handled. It opens the savegame, selects format and checks versions
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@ -2539,29 +2571,11 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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}
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/* General tactic is to first save the game to memory, then use an available writer
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* to write it to file, either in threaded mode if possible, or single-threaded */
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if (mode == SL_SAVE) { // SAVE game
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DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename);
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_sl.dumper = new MemoryDumper();
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_sl.sf = new FileWriter(fh);
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_sl_version = SAVEGAME_VERSION;
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SaveViewportBeforeSaveGame();
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SlSaveChunks();
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SaveFileStart();
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if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
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if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
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if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
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SaveOrLoadResult result = SaveFileToDisk(false);
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SaveFileDone();
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return result;
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}
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return DoSave(new FileWriter(fh), threaded);
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} else { // LOAD game
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assert(mode == SL_LOAD || mode == SL_LOAD_CHECK);
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DEBUG(desync, 1, "load: %s", filename);
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