Mercurial > hg > openttd
changeset 11943:3f265ea6e0ad draft
(svn r16346) -Codechange: don't exploit the pool system in the way done for the saveload pool; it makes writing replacements unnecessarily difficult. And now we've got SmallVector that does more than enough for saving with less lines of 'interface' code.
author | rubidium <rubidium@openttd.org> |
---|---|
date | Sun, 17 May 2009 20:38:05 +0000 |
parents | 3fa2aa1973c2 |
children | 0eb2a7a73a5f |
files | src/saveload/saveload.cpp |
diffstat | 1 files changed, 28 insertions(+), 29 deletions(-) [+] |
line wrap: on
line diff
--- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -1266,34 +1266,34 @@ CursorID cursor; }; -/* A maximum size of of 128K * 500 = 64.000KB savegames */ -STATIC_OLD_POOL(Savegame, byte, 17, 500, NULL, NULL) +/** Save in chunks of 128 KiB. */ +static const int MEMORY_CHUNK_SIZE = 128 * 1024; +/** Memory allocation for storing savegames in memory. */ +static AutoFreeSmallVector<byte *, 16> _memory_savegame; + static ThreadedSave _ts; +static void WriteMem(size_t size) +{ + _ts.count += (uint)size; + + _sl.buf = CallocT<byte>(MEMORY_CHUNK_SIZE); + *_memory_savegame.Append() = _sl.buf; +} + +static void UnInitMem() +{ + _memory_savegame.Clear(); +} + static bool InitMem() { _ts.count = 0; - - _Savegame_pool.CleanPool(); - _Savegame_pool.AddBlockToPool(); - - /* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */ - _sl.bufsize = GetSavegamePoolSize(); - _sl.buf = GetSavegame(_ts.count); - return true; -} + _sl.bufsize = MEMORY_CHUNK_SIZE; -static void UnInitMem() -{ - _Savegame_pool.CleanPool(); -} - -static void WriteMem(size_t size) -{ - _ts.count += (uint)size; - /* Allocate new block and new buffer-pointer */ - _Savegame_pool.AddBlockIfNeeded(_ts.count); - _sl.buf = GetSavegame(_ts.count); + UnInitMem(); + WriteMem(0); + return true; } /******************************************** @@ -1675,7 +1675,7 @@ SaveFileDone(); } -/** We have written the whole game into memory, _Savegame_pool, now find +/** We have written the whole game into memory, _memory_savegame, now find * and appropiate compressor and start writing to file. */ static SaveOrLoadResult SaveFileToDisk(bool threaded) @@ -1696,18 +1696,17 @@ { uint i; - uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS; if (_ts.count != _sl.offs_base) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected size of chunk"); - for (i = 0; i != _Savegame_pool.GetBlockCount() - 1; i++) { - _sl.buf = _Savegame_pool.blocks[i]; - fmt->writer(count); + for (i = 0; i != _memory_savegame.Length() - 1; i++) { + _sl.buf = _memory_savegame[i]; + fmt->writer(MEMORY_CHUNK_SIZE); } /* The last block is (almost) always not fully filled, so only write away * as much data as it is in there */ - _sl.buf = _Savegame_pool.blocks[i]; - fmt->writer(_ts.count - (i * count)); + _sl.buf = _memory_savegame[i]; + fmt->writer(_ts.count % MEMORY_CHUNK_SIZE); } fmt->uninit_write();