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Codechange: add and use the ability to store (lists of) structs in savegames #9339

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merged 9 commits into from Jun 14, 2021

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@TrueBrain TrueBrain commented Jun 7, 2021

Motivation / Problem

In a few places (stations, vehicles, towns, companies, ..) the SaveLoad code needs to handle either structs in structs, or lists of structs in structs.

This is all done manually, and not only hard to read, also easy to mess up.

Description

Introduce SL_STRUCT and SL_STRUCTLIST to embed a struct in another struct.

For example, for Vehicles it used to have a special SL command to embed the common vehicle structure. This meant that SaveLoad needed to know about Vehicles.

Now, the common vehicle sub-struct is called SlVehicleCommon and to save it you can use:

SLEG_STRUCT(SlVehicleCommon)

This works with structs in structs in structs in structs in structs in ... just fine too.

NOTE: I made several commits to introduce SL_STRUCT in the rest of the code, as I am hoping that makes reviewing easier.
NOTE 2: I left a lot of odd constructs in there, just to make review easier. The code really could use a cleanup, but .. I am trying not to do everything at once, also for my own sanity :D
NOTE 3: there should be no difference before or after this PR in respect to what is written/loaded from disk.

Limitations

  • I tested this with ~500 savegames, ranging from TTDp till 1.11.2, validating that they load and run. Nothing that wasn't broken before this PR is broken now. So I think there are no regressions, but with this many changes in the SaveLoad code, that cannot be guaranteed.

Checklist for review

Some things are not automated, and forgotten often. This list is a reminder for the reviewers.

  • The bug fix is important enough to be backported? (label: 'backport requested')
  • This PR affects the save game format? (label 'savegame upgrade')
  • This PR affects the GS/AI API? (label 'needs review: Script API')
    • ai_changelog.hpp, gs_changelog.hpp need updating.
    • The compatibility wrappers (compat_*.nut) need updating.
  • This PR affects the NewGRF API? (label 'needs review: NewGRF')

@TrueBrain TrueBrain marked this pull request as draft June 7, 2021 12:46
src/saveload/cheat_sl.cpp Outdated Show resolved Hide resolved
src/saveload/saveload.h Show resolved Hide resolved
src/saveload/town_sl.cpp Outdated Show resolved Hide resolved
src/saveload/saveload.h Outdated Show resolved Hide resolved
src/saveload/vehicle_sl.cpp Show resolved Hide resolved
src/saveload/saveload.h Outdated Show resolved Hide resolved
src/saveload/saveload.h Outdated Show resolved Hide resolved
The commits following this will use this new functionality.

Currently, a few places do this manually. This has as drawback that
the Save() and Load() code need to be in sync, and that any change
can result in (old) savegames no longer loading. In general, it is
annoying code to maintain.

By putting everything in a description table, and use that for
both Save() and Load(), it becomes easier to see what is going on,
and hopefully less likely for people to make mistakes.
src/saveload/station_sl.cpp Outdated Show resolved Hide resolved
src/saveload/station_sl.cpp Show resolved Hide resolved
With the new SLEG_STRUCT it is much easier to embed a struct
in a struct, where the sub-struct has limitations on when it is
being used.
This makes both the code easier to read (less magic) and avoids
the SaveLoad needing to know all these things about Stations
and Vehicles.
There was a lot of code duplication for no real reason. Now with
SLEG_STRUCT support, we can just re-use the code, hopefully making
it easier for future-us to make changes to this, without breaking
everything for old games.
@TrueBrain TrueBrain merged commit 7b135a8 into OpenTTD:master Jun 14, 2021
@TrueBrain TrueBrain deleted the saveload-sub-struct branch June 14, 2021 19:58
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2 participants