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CnC_Renegade/Code/wwsaveload/saveload.h

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/*
** Command & Conquer Renegade(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:: 9/19/01 4:13p $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* 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(*network_callback)(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