(svn r21379) -Codechange: move the actual save code into a separate function

pull/155/head
rubidium 14 years ago
parent 1fb2849566
commit 2770e24e5c

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

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