/* ** 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 . */ /*********************************************************************************************** *** 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 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