/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : WWSaveLoad *
* *
* $Archive:: /Commando/Code/wwsaveload/saveload.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 5/09/01 11:48a $*
* *
* $Revision:: 15 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "saveload.h"
#include "saveloadsubsystem.h"
#include "persist.h"
#include "persistfactory.h"
#include "chunkio.h"
#include "wwdebug.h"
#include "saveloadstatus.h"
#include "wwhack.h"
SaveLoadSubSystemClass * SaveLoadSystemClass::SubSystemListHead = NULL;
PersistFactoryClass * SaveLoadSystemClass::FactoryListHead = NULL;
SList SaveLoadSystemClass::PostLoadList;
PointerRemapClass SaveLoadSystemClass::PointerRemapper;
bool SaveLoadSystemClass::Save (ChunkSaveClass &csave,SaveLoadSubSystemClass & subsystem)
{
bool ok = true;
if (subsystem.Contains_Data()) {
csave.Begin_Chunk (subsystem.Chunk_ID ());
ok &= subsystem.Save (csave);
csave.End_Chunk ();
}
return ok;
}
bool SaveLoadSystemClass::Load (ChunkLoadClass &cload,bool auto_post_load)
{
// WWASSERT(PostLoadList.Head() == NULL);
PointerRemapper.Reset();
bool ok = true;
// Load each chunk we encounter and link the manager into the PostLoad list
while (cload.Open_Chunk ()) {
SaveLoadSubSystemClass *sys = Find_Sub_System(cload.Cur_Chunk_ID ());
if (sys != NULL) {
INIT_SUB_STATUS(sys->Name());
ok &= sys->Load(cload);
}
cload.Close_Chunk();
}
// Process all of the pointer remap requests
PointerRemapper.Process();
PointerRemapper.Reset();
// Call PostLoad on each PersistClass that wanted post-load
if (auto_post_load) {
Post_Load_Processing();
}
return ok;
}
bool SaveLoadSystemClass::Post_Load_Processing (void)
{
// Call PostLoad on each PersistClass that wanted post-load
PostLoadableClass * obj = PostLoadList.Remove_Head();
while (obj) {
obj->On_Post_Load();
obj->Set_Post_Load_Registered(false);
obj = PostLoadList.Remove_Head();
}
return true;
}
void SaveLoadSystemClass::Register_Sub_System (SaveLoadSubSystemClass * sys)
{
WWASSERT(sys != NULL);
Link_Sub_System(sys);
}
void SaveLoadSystemClass::Unregister_Sub_System (SaveLoadSubSystemClass * sys)
{
WWASSERT(sys != NULL);
Unlink_Sub_System(sys);
}
SaveLoadSubSystemClass * SaveLoadSystemClass::Find_Sub_System (uint32 chunk_id)
{
// TODO: need a d-s that gives fast searching based on chunk_id!!
SaveLoadSubSystemClass * sys;
for ( sys = SubSystemListHead; sys != NULL; sys = sys->NextSubSystem ) {
if ( sys->Chunk_ID() == chunk_id ) {
break;
}
}
return sys;
}
void SaveLoadSystemClass::Register_Persist_Factory(PersistFactoryClass * factory)
{
WWASSERT(factory != NULL);
Link_Factory(factory);
}
void SaveLoadSystemClass::Unregister_Persist_Factory(PersistFactoryClass * factory)
{
WWASSERT(factory != NULL);
Unlink_Factory(factory);
}
PersistFactoryClass * SaveLoadSystemClass::Find_Persist_Factory(uint32 chunk_id)
{
// TODO: need a d-s that gives fast searching based on chunk_id!!
PersistFactoryClass * fact;
for ( fact = FactoryListHead; fact != NULL; fact = fact->NextFactory ) {
if ( fact->Chunk_ID() == chunk_id ) {
break;
}
}
return fact;
}
bool SaveLoadSystemClass::Is_Post_Load_Callback_Registered(PostLoadableClass * obj)
{
// obsolete!
bool retval = false;
SLNode *list_node = NULL;
for ( list_node = PostLoadList.Head();
retval == false && list_node != NULL;
list_node = list_node->Next())
{
retval = (list_node->Data() == obj);
}
return retval;
}
void SaveLoadSystemClass::Register_Post_Load_Callback(PostLoadableClass * obj)
{
WWASSERT(obj != NULL);
if (!obj->Is_Post_Load_Registered()) {
obj->Set_Post_Load_Registered(true);
PostLoadList.Add_Head(obj);
}
}
void SaveLoadSystemClass::Register_Pointer (void *old_pointer, void *new_pointer)
{
PointerRemapper.Register_Pointer(old_pointer,new_pointer);
}
#ifdef WWDEBUG
void SaveLoadSystemClass::Request_Pointer_Remap (void **pointer_to_convert,const char * file,int line)
{
PointerRemapper.Request_Pointer_Remap(pointer_to_convert,file,line);
}
void SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap (RefCountClass **pointer_to_convert,const char * file,int line)
{
PointerRemapper.Request_Ref_Counted_Pointer_Remap(pointer_to_convert,file,line);
}
#else
void SaveLoadSystemClass::Request_Pointer_Remap (void **pointer_to_convert)
{
PointerRemapper.Request_Pointer_Remap(pointer_to_convert);
}
void SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap (RefCountClass **pointer_to_convert)
{
PointerRemapper.Request_Ref_Counted_Pointer_Remap(pointer_to_convert);
}
#endif
void SaveLoadSystemClass::Link_Sub_System(SaveLoadSubSystemClass * sys)
{
WWASSERT(sys != NULL);
if (sys != NULL) {
WWASSERT(sys->NextSubSystem == NULL); // sys should never be registered twice!
sys->NextSubSystem = SubSystemListHead;
SubSystemListHead = sys;
}
}
void SaveLoadSystemClass::Unlink_Sub_System(SaveLoadSubSystemClass * sys)
{
WWASSERT(sys != NULL);
SaveLoadSubSystemClass * cursys = SubSystemListHead;
SaveLoadSubSystemClass * prev = NULL;
while (cursys != sys) {
prev = cursys;
cursys = cursys->NextSubSystem;
}
if (prev == NULL) {
SubSystemListHead = sys->NextSubSystem;
} else {
prev->NextSubSystem = sys->NextSubSystem;
}
sys->NextSubSystem = NULL;
}
void SaveLoadSystemClass::Link_Factory(PersistFactoryClass * fact)
{
WWASSERT(fact != NULL);
if (fact != NULL) {
WWASSERT(fact->NextFactory == NULL); // factories should never be registered twice!
fact->NextFactory = FactoryListHead;
FactoryListHead = fact;
}
}
void SaveLoadSystemClass::Unlink_Factory(PersistFactoryClass * fact)
{
WWASSERT(fact != NULL);
PersistFactoryClass * curfact = FactoryListHead;
PersistFactoryClass * prev = NULL;
while (curfact != fact) {
prev = curfact;
curfact = curfact->NextFactory;
}
if (prev == NULL) {
FactoryListHead = fact->NextFactory;
} else {
prev->NextFactory = fact->NextFactory;
}
fact->NextFactory = NULL;
}
void Force_Link_WWSaveLoad (void)
{
FORCE_LINK( Twiddler );
return ;
}