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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** 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.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 4/16/01 4:35p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef SAVELOAD_H
- #define SAVELOAD_H
- #include "always.h"
- #include "pointerremap.h"
- #include "bittype.h"
- #include "slist.h"
- class RefCountClass;
- class SaveLoadSubSystemClass;
- class PersistFactoryClass;
- class PersistClass;
- class PostLoadableClass;
- class ChunkSaveClass;
- class ChunkLoadClass;
- //////////////////////////////////////////////////////////////////////////////////
- //
- // WWSaveLoad
- //
- // The WWSaveLoad library is a framework for saving and loading. The main
- // goals that we attempted to achieve in designing this system are:
- //
- // - Save things in a form that could adapt as our code evolves. We want
- // to be able to load files which were created with a previous version of the
- // application into the current version.
- // - Use the same framework throughout all of our libraries with as small an
- // impact on them as possible
- // - Automate as much of the implementation of save-load as possible.
- // - Make this a generic hunk of code which contains no commando-specific parts
- // so that it can be used by other applications.
- // - Make this system capable of generating the file formats for our level editor,
- // the game's level definition file, and player save files.
- //
- // To achive this, we developed several core concepts:
- //
- // - Persistant Objects: Most of the state of the game is contained in the objects
- // active at any given time. PersistClass is an abstract interface which will allow
- // objects to be used with the save-load system. It was also important to keep the
- // overhead caused by inheriting this class to an absolute minimum.
- //
- // - PersistFactories: We need an automatic "virtual-constructor" or "abstract-factory"
- // system for all objects that get saved. This is the PersistFactoryClass and the
- // automated SimplePersistFactory template. All objects that "persist" are derived from
- // PersistClass and all concrete derived PersistClasses have an associated static
- // instance of a PersistFactory which handles their saving and construction upon encountering
- // them while loading. In certain cases these PersistFactories can also serve as
- // a "shortcut" where we cheat by not actually telling the object to save but simply save
- // a small piece of data that allows us to recreate an identical object when we load. This
- // is used in WW3D sometimes; we just save a render object name and then ask the WW3D asset
- // manager to recreate that model for us.
- //
- // - SaveLoadSubSystems: The overall file structure will be governed by many sub-systems
- // (derived from SaveLoadSubSystemClass). The application in-effect creates file formats
- // by simply having the sub-systems that it wants write into a file. In this way you can
- // achieve things like saving only static data into one file and dynamic into another, etc.
- // All persistant objects that get saved will be told to save by some sub-system. For
- // example: in Commando, I have a PhysicsDynamicDataSubSystem which saves all of the
- // dynamic physics objects. In saving those objects I use the built-in PersistFactories
- // and am therefore completely safe from new object types being added to the system, it will just
- // automatically work
- //
- // - Pointer re-mapping: A pointer remaping system is built into the save-load system. There
- // are several things that happen in this system. Each object, as it is saved and loaded,
- // registers with the system its old address and its new address. (the old address is saved
- // and the new address is available once the object is created). This is automated by the
- // SimplePersistFactory for all but classes that use multiple inheritance. During the load
- // process a table is built which contains all of these pointer pairs (old address, new address).
- // Whenever an object loads a pointer, it gives a "pointer to that pointer" to the save load system.
- // Then, after all of the objects have been loaded, the system goes through that list of pointers
- // and finds them in the pointer pair table. NOTE: use the macros for re-mapping your
- // pointers to enable automatic debugging information when you build with WWDEBUG defined.
- //
- // - Chunks: The file format will be chunk based since that gives us the flexibility to
- // add new data and remove obsolete data without necessarily losing the ability
- // to read old files. We will use a "high-granularity" of chunks. In many cases, each
- // member variable will be in its own chunk for maximum flexibility. To help soften
- // the memory usage for this approach, we developed the concept of "micro-chunks".
- // Micro-chunks are just like chunks in that they have an id and a size but
- // each of these fields are only a single byte and they are never hierarchical.
- //
- // - ChunkID's: The chunk ID's used by Subsystems and PersistFactories must be unique
- // but all others can be considered local to the object that is saving itself. Unique
- // ids for the subsystems and factories are achieved by saveloadids.h defining ranges
- // of ids for various libraries and then those libraries maintaining a single header
- // file internally which gives unique id's within that range to all of their sub-systems
- // and persist factories. Never re-use an id or you will break compatibility with older
- // versions of your files...
- //
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- //
- // SaveLoadSystemClass
- //
- //////////////////////////////////////////////////////////////////////////////////
- class SaveLoadSystemClass
- {
- public:
- /*
- ** Save-Load interface. To create a file, ask each sub-system to save itself.
- ** To load a file just open it and pass it to the load method.
- */
- static bool Save (ChunkSaveClass &csave, SaveLoadSubSystemClass & subsystem);
- static bool Load (ChunkLoadClass &cload,bool auto_post_load = true);
- static bool Post_Load_Processing (void);
- /*
- ** Look up the persist factory for a given chunk id
- */
- static PersistFactoryClass * Find_Persist_Factory(uint32 chunk_id);
- /*
- ** Post-Load interface. An object being loaded can ask for a callback after
- ** all objects have been loaded and pointers re-mapped.
- */
- static void Register_Post_Load_Callback(PostLoadableClass * obj);
- /*
- ** Pointer Remapping interface. NOTE: use the macros defined below to
- ** get debug info with your pointers when doing a debug build.
- */
- static void Register_Pointer (void *old_pointer, void *new_pointer);
- #ifdef WWDEBUG
- static void Request_Pointer_Remap (void **pointer_to_convert,const char * file = NULL,int line = 0);
- static void Request_Ref_Counted_Pointer_Remap (RefCountClass **pointer_to_convert,const char * file = NULL,int line = 0);
- #else
- static void Request_Pointer_Remap (void **pointer_to_convert);
- static void Request_Ref_Counted_Pointer_Remap (RefCountClass **pointer_to_convert);
- #endif
- protected:
- /*
- ** Internal SaveLoadSystem functions
- */
- static void Register_Sub_System (SaveLoadSubSystemClass * subsys);
- static void Unregister_Sub_System (SaveLoadSubSystemClass * subsys);
- static SaveLoadSubSystemClass * Find_Sub_System (uint32 chunk_id);
- static void Register_Persist_Factory(PersistFactoryClass * factory);
- static void Unregister_Persist_Factory(PersistFactoryClass * factory);
- static void Link_Sub_System(SaveLoadSubSystemClass * subsys);
- static void Unlink_Sub_System(SaveLoadSubSystemClass * subsys);
- static void Link_Factory(PersistFactoryClass * factory);
- static void Unlink_Factory(PersistFactoryClass * factory);
- static bool Is_Post_Load_Callback_Registered(PostLoadableClass * obj);
- static SaveLoadSubSystemClass * SubSystemListHead;
- static PersistFactoryClass * FactoryListHead;
- static PointerRemapClass PointerRemapper;
- static SList<PostLoadableClass> PostLoadList;
- /*
- ** these are friends so that they can register themselves at construction time.
- */
- friend class SaveLoadSubSystemClass;
- friend class PersistFactoryClass;
- };
- /*
- ** Use the following macros to automatically enable pointer-remap DEBUG code. Remember that
- ** in all cases you submit a pointer to the pointer you want re-mapped.
- */
- #ifdef WWDEBUG
- #define REQUEST_POINTER_REMAP(pp) SaveLoadSystemClass::Request_Pointer_Remap(pp,__FILE__,__LINE__)
- #define REQUEST_REF_COUNTED_POINTER_REMAP(pp) SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap(pp,__FILE__,__LINE__)
- #else
- #define REQUEST_POINTER_REMAP(pp) SaveLoadSystemClass::Request_Pointer_Remap(pp)
- #define REQUEST_REF_COUNTED_POINTER_REMAP(pp) SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap(pp)
- #endif
- #endif //SAVELOAD_H
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