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Initial commit of Command & Conquer Renegade source code.
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Code/wwsaveload/saveload.h
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223
Code/wwsaveload/saveload.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWSaveLoad *
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* *
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* $Archive:: /Commando/Code/wwsaveload/saveload.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 9/19/01 4:13p $*
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* *
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* $Revision:: 12 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef SAVELOAD_H
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#define SAVELOAD_H
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#include "always.h"
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#include "pointerremap.h"
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#include "bittype.h"
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#include "slist.h"
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class RefCountClass;
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class SaveLoadSubSystemClass;
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class PersistFactoryClass;
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class PersistClass;
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class PostLoadableClass;
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class ChunkSaveClass;
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class ChunkLoadClass;
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//////////////////////////////////////////////////////////////////////////////////
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//
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// WWSaveLoad
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//
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// The WWSaveLoad library is a framework for saving and loading. The main
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// goals that we attempted to achieve in designing this system are:
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//
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// - Save things in a form that could adapt as our code evolves. We want
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// to be able to load files which were created with a previous version of the
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// application into the current version.
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// - Use the same framework throughout all of our libraries with as small an
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// impact on them as possible
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// - Automate as much of the implementation of save-load as possible.
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// - Make this a generic hunk of code which contains no commando-specific parts
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// so that it can be used by other applications.
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// - Make this system capable of generating the file formats for our level editor,
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// the game's level definition file, and player save files.
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//
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// To achive this, we developed several core concepts:
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//
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// - Persistant Objects: Most of the state of the game is contained in the objects
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// active at any given time. PersistClass is an abstract interface which will allow
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// objects to be used with the save-load system. It was also important to keep the
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// overhead caused by inheriting this class to an absolute minimum.
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//
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// - PersistFactories: We need an automatic "virtual-constructor" or "abstract-factory"
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// system for all objects that get saved. This is the PersistFactoryClass and the
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// automated SimplePersistFactory template. All objects that "persist" are derived from
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// PersistClass and all concrete derived PersistClasses have an associated static
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// instance of a PersistFactory which handles their saving and construction upon encountering
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// them while loading. In certain cases these PersistFactories can also serve as
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// a "shortcut" where we cheat by not actually telling the object to save but simply save
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// a small piece of data that allows us to recreate an identical object when we load. This
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// is used in WW3D sometimes; we just save a render object name and then ask the WW3D asset
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// manager to recreate that model for us.
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//
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// - SaveLoadSubSystems: The overall file structure will be governed by many sub-systems
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// (derived from SaveLoadSubSystemClass). The application in-effect creates file formats
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// by simply having the sub-systems that it wants write into a file. In this way you can
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// achieve things like saving only static data into one file and dynamic into another, etc.
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// All persistant objects that get saved will be told to save by some sub-system. For
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// example: in Commando, I have a PhysicsDynamicDataSubSystem which saves all of the
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// dynamic physics objects. In saving those objects I use the built-in PersistFactories
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// and am therefore completely safe from new object types being added to the system, it will just
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// automatically work
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//
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// - Pointer re-mapping: A pointer remaping system is built into the save-load system. There
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// are several things that happen in this system. Each object, as it is saved and loaded,
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// registers with the system its old address and its new address. (the old address is saved
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// and the new address is available once the object is created). This is automated by the
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// SimplePersistFactory for all but classes that use multiple inheritance. During the load
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// process a table is built which contains all of these pointer pairs (old address, new address).
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// Whenever an object loads a pointer, it gives a "pointer to that pointer" to the save load system.
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// Then, after all of the objects have been loaded, the system goes through that list of pointers
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// and finds them in the pointer pair table. NOTE: use the macros for re-mapping your
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// pointers to enable automatic debugging information when you build with WWDEBUG defined.
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//
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// - Chunks: The file format will be chunk based since that gives us the flexibility to
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// add new data and remove obsolete data without necessarily losing the ability
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// to read old files. We will use a "high-granularity" of chunks. In many cases, each
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// member variable will be in its own chunk for maximum flexibility. To help soften
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// the memory usage for this approach, we developed the concept of "micro-chunks".
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// Micro-chunks are just like chunks in that they have an id and a size but
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// each of these fields are only a single byte and they are never hierarchical.
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//
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// - ChunkID's: The chunk ID's used by Subsystems and PersistFactories must be unique
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// but all others can be considered local to the object that is saving itself. Unique
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// ids for the subsystems and factories are achieved by saveloadids.h defining ranges
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// of ids for various libraries and then those libraries maintaining a single header
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// file internally which gives unique id's within that range to all of their sub-systems
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// and persist factories. Never re-use an id or you will break compatibility with older
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// versions of your files...
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//
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//////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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//
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// SaveLoadSystemClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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class SaveLoadSystemClass
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{
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public:
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/*
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** Save-Load interface. To create a file, ask each sub-system to save itself.
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** To load a file just open it and pass it to the load method.
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*/
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static bool Save (ChunkSaveClass &csave, SaveLoadSubSystemClass & subsystem);
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static bool Load (ChunkLoadClass &cload,bool auto_post_load = true);
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static bool Post_Load_Processing (void(*network_callback)(void));
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/*
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** Look up the persist factory for a given chunk id
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*/
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static PersistFactoryClass * Find_Persist_Factory(uint32 chunk_id);
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/*
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** Post-Load interface. An object being loaded can ask for a callback after
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** all objects have been loaded and pointers re-mapped.
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*/
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static void Register_Post_Load_Callback(PostLoadableClass * obj);
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/*
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** Pointer Remapping interface. NOTE: use the macros defined below to
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** get debug info with your pointers when doing a debug build.
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*/
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static void Register_Pointer (void *old_pointer, void *new_pointer);
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#ifdef WWDEBUG
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static void Request_Pointer_Remap (void **pointer_to_convert,const char * file = NULL,int line = 0);
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static void Request_Ref_Counted_Pointer_Remap (RefCountClass **pointer_to_convert,const char * file = NULL,int line = 0);
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#else
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static void Request_Pointer_Remap (void **pointer_to_convert);
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static void Request_Ref_Counted_Pointer_Remap (RefCountClass **pointer_to_convert);
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#endif
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protected:
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/*
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** Internal SaveLoadSystem functions
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*/
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static void Register_Sub_System (SaveLoadSubSystemClass * subsys);
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static void Unregister_Sub_System (SaveLoadSubSystemClass * subsys);
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static SaveLoadSubSystemClass * Find_Sub_System (uint32 chunk_id);
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static void Register_Persist_Factory(PersistFactoryClass * factory);
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static void Unregister_Persist_Factory(PersistFactoryClass * factory);
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static void Link_Sub_System(SaveLoadSubSystemClass * subsys);
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static void Unlink_Sub_System(SaveLoadSubSystemClass * subsys);
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static void Link_Factory(PersistFactoryClass * factory);
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static void Unlink_Factory(PersistFactoryClass * factory);
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static bool Is_Post_Load_Callback_Registered(PostLoadableClass * obj);
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static SaveLoadSubSystemClass * SubSystemListHead;
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static PersistFactoryClass * FactoryListHead;
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static PointerRemapClass PointerRemapper;
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static SList<PostLoadableClass> PostLoadList;
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/*
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** these are friends so that they can register themselves at construction time.
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*/
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friend class SaveLoadSubSystemClass;
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friend class PersistFactoryClass;
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};
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/*
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** Use the following macros to automatically enable pointer-remap DEBUG code. Remember that
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** in all cases you submit a pointer to the pointer you want re-mapped.
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*/
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#ifdef WWDEBUG
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#define REQUEST_POINTER_REMAP(pp) SaveLoadSystemClass::Request_Pointer_Remap(pp,__FILE__,__LINE__)
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#define REQUEST_REF_COUNTED_POINTER_REMAP(pp) SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap(pp,__FILE__,__LINE__)
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#else
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#define REQUEST_POINTER_REMAP(pp) SaveLoadSystemClass::Request_Pointer_Remap(pp)
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#define REQUEST_REF_COUNTED_POINTER_REMAP(pp) SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap(pp)
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#endif
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#endif //SAVELOAD_H
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