/
savegame.cpp
850 lines (707 loc) · 24 KB
/
savegame.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
/*
Copyright (C) 2003 - 2018 by Jörg Hinrichs, refactored from various
places formerly created by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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 2 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.
See the COPYING file for more details.
*/
#include <boost/iostreams/filter/gzip.hpp>
#include "savegame.hpp"
#include "save_index.hpp"
#include "carryover.hpp"
#include "cursor.hpp"
#include "format_time_summary.hpp"
#include "formatter.hpp"
#include "formula/string_utils.hpp"
#include "game_end_exceptions.hpp"
#include "game_errors.hpp"
#include "preferences/game.hpp"
#include "gettext.hpp"
#include "gui/dialogs/game_load.hpp"
#include "gui/dialogs/game_save.hpp"
#include "gui/dialogs/message.hpp"
#include "gui/dialogs/campaign_difficulty.hpp"
#include "gui/dialogs/transient_message.hpp"
#include "gui/widgets/settings.hpp"
#include "gui/widgets/retval.hpp"
#include "log.hpp"
#include "persist_manager.hpp"
#include "resources.hpp"
#include "save_index.hpp"
#include "saved_game.hpp"
#include "serialization/binary_or_text.hpp"
#include "serialization/parser.hpp"
#include "statistics.hpp"
#include "version.hpp"
#include "video.hpp"
#include <algorithm>
static lg::log_domain log_engine("engine");
#define LOG_SAVE LOG_STREAM(info, log_engine)
#define ERR_SAVE LOG_STREAM(err, log_engine)
static lg::log_domain log_enginerefac("enginerefac");
#define LOG_RG LOG_STREAM(info, log_enginerefac)
namespace savegame {
bool save_game_exists(std::string name, compression::format compressed)
{
name += compression::format_extension(compressed);
return filesystem::file_exists(filesystem::get_saves_dir() + "/" + name);
}
void clean_saves(const std::string& label)
{
std::vector<save_info> games = get_saves_list();
std::string prefix = label + "-" + _("Auto-Save");
LOG_SAVE << "Cleaning saves with prefix '" << prefix << "'\n";
for (std::vector<save_info>::iterator i = games.begin(); i != games.end(); ++i) {
if (i->name().compare(0, prefix.length(), prefix) == 0) {
LOG_SAVE << "Deleting savegame '" << i->name() << "'\n";
delete_game(i->name());
}
}
}
loadgame::loadgame(const config& game_config, saved_game& gamestate)
: game_config_(game_config)
, gamestate_(gamestate)
, load_data_()
{}
bool loadgame::show_difficulty_dialog()
{
if(load_data_.summary["corrupt"].to_bool()) {
return false;
}
std::string campaign_id = load_data_.summary["campaign"];
for(const config &campaign : game_config_.child_range("campaign"))
{
if(campaign["id"] != campaign_id) {
continue;
}
gui2::dialogs::campaign_difficulty difficulty_dlg(campaign);
difficulty_dlg.show();
// Return if canceled, since otherwise load_data_.difficulty will be set to 'CANCEL'
if (difficulty_dlg.get_retval() != gui2::retval::OK) {
return false;
}
load_data_.difficulty = difficulty_dlg.selected_difficulty();
// Exit loop
break;
}
return true;
}
// Called only by play_controller to handle in-game attempts to load. Instead of returning true,
// throws a "load_game_exception" to signal a resulting load game request.
bool loadgame::load_game_ingame()
{
if(CVideo::get_singleton().faked()) {
return false;
}
if(!gui2::dialogs::game_load::execute(game_config_, load_data_)) {
return false;
}
if(load_data_.filename.empty()) {
return false;
}
if(load_data_.select_difficulty) {
if(!show_difficulty_dialog()) {
return false;
}
}
load_data_.show_replay |= is_replay_save(load_data_.summary);
// Confirm the integrity of the file before throwing the exception.
// Use the summary in the save_index for this.
const config & summary = save_index_manager.get(load_data_.filename);
if (summary["corrupt"].to_bool(false)) {
gui2::show_error_message(
_("The file you have tried to load is corrupt: '"));
return false;
}
if (!loadgame::check_version_compatibility(summary["version"].str())) {
return false;
}
throw load_game_exception(std::move(load_data_));
}
bool loadgame::load_game()
{
bool skip_version_check = true;
if(load_data_.filename.empty()){
if(!gui2::dialogs::game_load::execute(game_config_, load_data_)) {
return false;
}
skip_version_check = false;
load_data_.show_replay |= is_replay_save(load_data_.summary);
}
if(load_data_.filename.empty()) {
return false;
}
if(load_data_.select_difficulty) {
if(!show_difficulty_dialog()) {
return false;
}
}
std::string error_log;
read_save_file(load_data_.filename, load_data_.load_config, &error_log);
convert_old_saves(load_data_.load_config);
for (config& side : load_data_.load_config.child_range("side")) {
side.remove_attribute("is_local");
}
if(!error_log.empty()) {
try {
gui2::show_error_message(
_("Warning: The file you have tried to load is corrupt. Loading anyway.\n") +
error_log);
} catch (utf8::invalid_utf8_exception&) {
gui2::show_error_message(
_("Warning: The file you have tried to load is corrupt. Loading anyway.\n") +
std::string("(UTF-8 ERROR)"));
}
}
if (!load_data_.difficulty.empty()){
load_data_.load_config["difficulty"] = load_data_.difficulty;
}
// read classification to for loading the game_config config object.
gamestate_.classification() = game_classification(load_data_.load_config);
if (skip_version_check) {
return true;
}
return check_version_compatibility();
}
bool loadgame::check_version_compatibility()
{
return loadgame::check_version_compatibility(gamestate_.classification().version);
}
bool loadgame::check_version_compatibility(const version_info & save_version)
{
if (save_version == game_config::version) {
return true;
}
const version_info &wesnoth_version = game_config::wesnoth_version;
// Even minor version numbers indicate stable releases which are
// compatible with each other.
if (wesnoth_version.minor_version() % 2 == 0 &&
wesnoth_version.major_version() == save_version.major_version() &&
wesnoth_version.minor_version() == save_version.minor_version())
{
return true;
}
// Do not load if too old. If either the savegame or the current
// game has the version 'test', load. This 'test' version is never
// supposed to occur, except when Soliton is testing MP servers.
if (save_version < game_config::min_savegame_version &&
save_version != game_config::test_version &&
wesnoth_version != game_config::test_version)
{
const std::string message = _("This save is from an old, unsupported version ($version_number|) and cannot be loaded.");
utils::string_map symbols;
symbols["version_number"] = save_version.str();
gui2::show_error_message(utils::interpolate_variables_into_string(message, &symbols));
return false;
}
if(preferences::confirm_load_save_from_different_version()) {
const std::string message = _("This save is from a different version of the game ($version_number|). Do you wish to try to load it?");
utils::string_map symbols;
symbols["version_number"] = save_version.str();
const int res = gui2::show_message(_("Load Game"), utils::interpolate_variables_into_string(message, &symbols),
gui2::dialogs::message::yes_no_buttons);
return res == gui2::retval::OK;
}
return true;
}
void loadgame::set_gamestate()
{
gamestate_.set_data(load_data_.load_config);
}
bool loadgame::load_multiplayer_game()
{
if(!gui2::dialogs::game_load::execute(game_config_, load_data_)) {
return false;
}
load_data_.show_replay |= is_replay_save(load_data_.summary);
if(load_data_.filename.empty()) {
return false;
}
// read_save_file needs to be called before we can verify the classification so the data has
// been populated. Since we do that, we report any errors in that process first.
std::string error_log;
{
cursor::setter cur(cursor::WAIT);
log_scope("load_game");
read_save_file(load_data_.filename, load_data_.load_config, &error_log);
copy_era(load_data_.load_config);
}
if(!error_log.empty()) {
gui2::show_error_message(
_("The file you have tried to load is corrupt: '") +
error_log);
return false;
}
if(is_replay_save(load_data_.summary)) {
gui2::show_transient_message(_("Load Game"), _("Replays are not supported in multiplayer mode."));
return false;
}
// We want to verify the game classification before setting the data, so we don't check on
// gamestate_.classification() and instead construct a game_classification object manually.
if(game_classification(load_data_.load_config).campaign_type != game_classification::CAMPAIGN_TYPE::MULTIPLAYER) {
gui2::show_transient_error_message(_("This is not a multiplayer save."));
return false;
}
set_gamestate();
return check_version_compatibility();
}
void loadgame::copy_era(config &cfg)
{
const config &replay_start = cfg.child("replay_start");
if (!replay_start) return;
const config &era = replay_start.child("era");
if (!era) return;
config &snapshot = cfg.child("snapshot");
if (!snapshot) return;
snapshot.add_child("era", era);
}
savegame::savegame(saved_game& gamestate, const compression::format compress_saves, const std::string& title)
: filename_()
, title_(title)
, gamestate_(gamestate)
, error_message_(_("The game could not be saved: "))
, show_confirmation_(false)
, compress_saves_(compress_saves)
{}
bool savegame::save_game_automatic(bool ask_for_overwrite, const std::string& filename)
{
if (filename.empty())
filename_ = create_filename();
else
filename_ = filename;
if (ask_for_overwrite){
if (!check_overwrite()) {
return save_game_interactive("", savegame::OK_CANCEL);
}
}
return save_game();
}
bool savegame::save_game_interactive(const std::string& message, DIALOG_TYPE dialog_type)
{
show_confirmation_ = true;
filename_ = create_filename();
const int res = show_save_dialog(message, dialog_type);
if (res == 2) {
throw_quit_game_exception(); //Quit game
}
if (res == gui2::retval::OK && check_overwrite()) {
return save_game();
}
return false;
}
int savegame::show_save_dialog(const std::string& message, DIALOG_TYPE dialog_type)
{
int res = 0;
if (dialog_type == OK_CANCEL){
gui2::dialogs::game_save dlg(filename_, title_);
dlg.show();
res = dlg.get_retval();
}
else if (dialog_type == YES_NO){
gui2::dialogs::game_save_message dlg(filename_, title_, message);
dlg.show();
res = dlg.get_retval();
}
if (!check_filename(filename_)) {
res = gui2::retval::CANCEL;
}
return res;
}
bool savegame::check_overwrite()
{
if(!save_game_exists(filename_, compress_saves_)) {
return true;
}
std::ostringstream message;
message << _("Save already exists. Do you want to overwrite it?") << "\n" << _("Name: ") << filename_;
const int res = gui2::show_message(_("Overwrite?"), message.str(), gui2::dialogs::message::yes_no_buttons);
return res == gui2::retval::OK;
}
bool savegame::check_filename(const std::string& filename)
{
if (filesystem::is_compressed_file(filename)) {
gui2::show_error_message(_("Save names should not end on '.gz' or '.bz2'. "
"Please remove the extension."));
return false;
}
return true;
}
bool savegame::is_illegal_file_char(char c)
{
return c == '/' || c == '\\' || c == ':' || (c >= 0x00 && c < 0x20)
#ifdef _WIN32
|| c == '?' || c == '|' || c == '<' || c == '>' || c == '*' || c == '"'
#endif
;
}
std::string savegame::create_filename(unsigned int turn_number) const
{
std::string filename = create_initial_filename(turn_number);
filename.erase(std::remove_if(filename.begin(), filename.end(),
is_illegal_file_char), filename.end());
std::replace(filename.begin(), filename.end(), '_', ' ');
return filename;
}
void savegame::before_save()
{
}
bool savegame::save_game(const std::string& filename)
{
try {
uint32_t start, end;
start = SDL_GetTicks();
if (filename_.empty())
filename_ = filename;
before_save();
write_game_to_disk(filename_);
if (resources::persist != nullptr) {
resources::persist->end_transaction();
resources::persist ->start_transaction();
}
// Create an entry in the save_index. Doing this here ensures all leader image paths
// sre expanded in a context-independent fashion and can appear in the Load Game dialog
// even if a campaign-specific sprite is used. This is because the image's full path is
// only available if the binary-path context its a part of is loaded. Without this, if
// a player saves a game and exits the game or reloads the cache, the leader image will
// only be available within that specific binary context (when playing another game from
// the came campaign, for example).
save_index_manager.rebuild(filename_);
end = SDL_GetTicks();
LOG_SAVE << "Milliseconds to save " << filename_ << ": " << end - start << std::endl;
if (show_confirmation_)
gui2::show_transient_message(_("Saved"), _("The game has been saved."));
return true;
} catch(game::save_game_failed& e) {
ERR_SAVE << error_message_ << e.message << std::endl;
gui2::show_error_message(error_message_ + e.message);
//do not bother retrying, since the user can just try to save the game again
//maybe show a yes-no dialog for "disable autosaves now"?
return false;
};
}
void savegame::write_game_to_disk(const std::string& filename)
{
LOG_SAVE << "savegame::save_game" << std::endl;
filename_ = filename;
filename_ += compression::format_extension(compress_saves_);
std::stringstream ss;
{
config_writer out(ss, compress_saves_);
write_game(out);
finish_save_game(out);
}
filesystem::scoped_ostream os(open_save_game(filename_));
(*os) << ss.str();
if (!os->good()) {
throw game::save_game_failed(_("Could not write to file"));
}
}
void savegame::write_game(config_writer &out)
{
log_scope("write_game");
out.write_key_val("version", game_config::version);
gamestate_.write_general_info(out);
out.open_child("statistics");
statistics::write_stats(out);
out.close_child("statistics");
}
void savegame::finish_save_game(const config_writer &out)
{
try {
if(!out.good()) {
throw game::save_game_failed(_("Could not write to file"));
}
save_index_manager.remove(gamestate_.classification().label);
} catch(filesystem::io_exception& e) {
throw game::save_game_failed(e.what());
}
}
// Throws game::save_game_failed
filesystem::scoped_ostream savegame::open_save_game(const std::string &label)
{
try {
return filesystem::ostream_file(filesystem::get_saves_dir() + "/" + label);
} catch(filesystem::io_exception& e) {
throw game::save_game_failed(e.what());
}
}
scenariostart_savegame::scenariostart_savegame(saved_game &gamestate, const compression::format compress_saves)
: savegame(gamestate, compress_saves)
{
filename_ = create_filename();
}
std::string scenariostart_savegame::create_initial_filename(unsigned int) const
{
return gamestate().classification().label;
}
void scenariostart_savegame::write_game(config_writer &out){
savegame::write_game(out);
gamestate().write_carryover(out);
}
replay_savegame::replay_savegame(saved_game &gamestate, const compression::format compress_saves)
: savegame(gamestate, compress_saves, _("Save Replay"))
{}
std::string replay_savegame::create_initial_filename(unsigned int) const
{
return formatter() << gamestate().classification().label << " " << _("replay");
}
void replay_savegame::write_game(config_writer &out) {
savegame::write_game(out);
gamestate().write_carryover(out);
out.write_child("replay_start", gamestate().replay_start());
out.open_child("replay");
gamestate().get_replay().write(out);
out.close_child("replay");
}
autosave_savegame::autosave_savegame(saved_game &gamestate, const compression::format compress_saves)
: ingame_savegame(gamestate, compress_saves)
{
set_error_message(_("Could not auto save the game. Please save the game manually."));
}
void autosave_savegame::autosave(const bool disable_autosave, const int autosave_max, const int infinite_autosaves)
{
if(disable_autosave)
return;
save_game_automatic();
remove_old_auto_saves(autosave_max, infinite_autosaves);
}
std::string autosave_savegame::create_initial_filename(unsigned int turn_number) const
{
std::string filename;
if(gamestate().classification().label.empty())
filename = _("Auto-Save");
else
filename = gamestate().classification().label + "-" + _("Auto-Save") + std::to_string(turn_number);
return filename;
}
oos_savegame::oos_savegame(saved_game& gamestate, bool& ignore)
: ingame_savegame(gamestate, preferences::save_compression_format())
, ignore_(ignore)
{}
int oos_savegame::show_save_dialog(const std::string& message, DIALOG_TYPE /*dialog_type*/)
{
int res = 0;
if (!ignore_){
gui2::dialogs::game_save_oos dlg(ignore_, filename_, title(), message);
dlg.show();
res = dlg.get_retval();
}
if (!check_filename(filename_)) {
res = gui2::retval::CANCEL;
}
return res;
}
ingame_savegame::ingame_savegame(saved_game &gamestate, const compression::format compress_saves)
: savegame(gamestate, compress_saves, _("Save Game"))
{
}
std::string ingame_savegame::create_initial_filename(unsigned int turn_number) const
{
return formatter() << gamestate().classification().label
<< " " << _("Turn") << " " << turn_number;
}
void ingame_savegame::write_game(config_writer &out) {
log_scope("write_game");
if(!gamestate().get_starting_pos().validate_wml()) {
throw game::save_game_failed(_("Game state is corrupted"));
}
savegame::write_game(out);
gamestate().write_carryover(out);
out.write_child("snapshot",gamestate().get_starting_pos());
out.write_child("replay_start", gamestate().replay_start());
out.open_child("replay");
gamestate().get_replay().write(out);
out.close_child("replay");
}
//changes done during 1.11.0-dev
static void convert_old_saves_1_11_0(config& cfg)
{
if(!cfg.has_child("snapshot")){
return;
}
const config& snapshot = cfg.child("snapshot");
const config& replay_start = cfg.child("replay_start");
const config& replay = cfg.child("replay");
if(!cfg.has_child("carryover_sides") && !cfg.has_child("carryover_sides_start")){
config carryover;
//copy rng and menu items from toplevel to new carryover_sides
carryover["random_seed"] = cfg["random_seed"];
carryover["random_calls"] = cfg["random_calls"];
for(const config& menu_item : cfg.child_range("menu_item")) {
carryover.add_child("menu_item", menu_item);
}
carryover["difficulty"] = cfg["difficulty"];
carryover["random_mode"] = cfg["random_mode"];
//the scenario to be played is always stored as next_scenario in carryover_sides_start
carryover["next_scenario"] = cfg["scenario"];
config carryover_start = carryover;
//copy sides from either snapshot or replay_start to new carryover_sides
if(!snapshot.empty()){
for(const config& side : snapshot.child_range("side")) {
carryover.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
for(const config& side : snapshot.child_range("player")) {
carryover.add_child("side", side);
}
//save the sides from replay_start in carryover_sides_start
for(const config& side : replay_start.child_range("side")) {
carryover_start.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
for(const config& side : replay_start.child_range("player")) {
carryover_start.add_child("side", side);
}
} else if (!replay_start.empty()){
for(const config& side : replay_start.child_range("side")) {
carryover.add_child("side", side);
carryover_start.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
for(const config& side : replay_start.child_range("player")) {
carryover.add_child("side", side);
carryover_start.add_child("side", side);
}
}
//get variables according to old hierarchy and copy them to new carryover_sides
if(!snapshot.empty()){
if(const config& variables_from_snapshot = snapshot.child("variables")){
carryover.add_child("variables", variables_from_snapshot);
carryover_start.add_child("variables", replay_start.child_or_empty("variables"));
} else if (const config& variables_from_cfg = cfg.child("variables")){
carryover.add_child("variables", variables_from_cfg);
carryover_start.add_child("variables", variables_from_cfg);
}
} else if (!replay_start.empty()){
if(const config& variables = replay_start.child("variables")){
carryover.add_child("variables", variables);
carryover_start.add_child("variables", variables);
}
} else {
carryover.add_child("variables", cfg.child("variables"));
carryover_start.add_child("variables", cfg.child("variables"));
}
cfg.add_child("carryover_sides", carryover);
cfg.add_child("carryover_sides_start", carryover_start);
}
//if replay and snapshot are empty we've got a start of scenario save and don't want replay_start either
if(replay.empty() && snapshot.empty()){
LOG_RG<<"removing replay_start \n";
cfg.clear_children("replay_start");
}
//remove empty replay or snapshot so type of save can be detected more easily
if(replay.empty()){
LOG_RG<<"removing replay \n";
cfg.clear_children("replay");
}
if(snapshot.empty()){
LOG_RG<<"removing snapshot \n";
cfg.clear_children("snapshot");
}
}
//changes done during 1.13.0-dev
static void convert_old_saves_1_13_0(config& cfg)
{
if(config& carryover_sides_start = cfg.child("carryover_sides_start"))
{
if(!carryover_sides_start.has_attribute("next_underlying_unit_id"))
{
carryover_sides_start["next_underlying_unit_id"] = cfg["next_underlying_unit_id"];
}
}
if(cfg.child_or_empty("snapshot").empty())
{
cfg.clear_children("snapshot");
}
if(cfg.child_or_empty("replay_start").empty())
{
cfg.clear_children("replay_start");
}
if(config& snapshot = cfg.child("snapshot"))
{
//make [end_level] -> [end_level_data] since its alo called [end_level_data] in the carryover.
if(config& end_level = cfg.child("end_level") )
{
snapshot.add_child("end_level_data", end_level);
snapshot.clear_children("end_level");
}
//if we have a snapshot then we already applied carryover so there is no reason to keep this data.
if(cfg.has_child("carryover_sides_start"))
{
cfg.clear_children("carryover_sides_start");
}
}
if(!cfg.has_child("snapshot") && !cfg.has_child("replay_start"))
{
cfg.clear_children("carryover_sides");
}
//This code is needed because for example otherwise it won't find the (empty) era
if(!cfg.has_child("multiplayer")) {
cfg.add_child("multiplayer", config {
"mp_era", "era_blank",
"mp_use_map_settings", true,
});
}
}
//changes done during 1.13.0+dev
static void convert_old_saves_1_13_1(config& cfg)
{
if(config& multiplayer = cfg.child("multiplayer")) {
if(multiplayer["mp_era"] == "era_blank") {
multiplayer["mp_era"] = "era_default";
}
}
//This currently only fixes start-of-scenario saves.
if(config& carryover_sides_start = cfg.child("carryover_sides_start"))
{
for(config& side : carryover_sides_start.child_range("side"))
{
for(config& unit : side.child_range("unit"))
{
if(config& modifications = unit.child("modifications"))
{
for(config& advancement : modifications.child_range("advance"))
{
modifications.add_child("advancement", advancement);
}
modifications.clear_children("advance");
}
}
}
}
for(config& snapshot : cfg.child_range("snapshot")) {
if (snapshot.has_attribute("used_items")) {
config used_items;
for(const std::string& item : utils::split(snapshot["used_items"])) {
used_items[item] = true;
}
snapshot.remove_attribute("used_items");
snapshot.add_child("used_items", used_items);
}
}
}
void convert_old_saves(config& cfg)
{
version_info loaded_version(cfg["version"]);
if(loaded_version < version_info("1.12.0"))
{
convert_old_saves_1_11_0(cfg);
}
// '<= version_info("1.13.0")' doesn't work
//because version_info cannot handle 1.13.0-dev versions correctly.
if(loaded_version < version_info("1.13.1"))
{
convert_old_saves_1_13_0(cfg);
}
if(loaded_version <= version_info("1.13.1"))
{
convert_old_saves_1_13_1(cfg);
}
LOG_RG<<"cfg after conversion "<<cfg<<"\n";
}
}