Merge branch 'master' into 1.11
This commit is contained in:
+257
-30
@@ -45,6 +45,7 @@
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#include "../error.h"
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#include <atomic>
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#include <string>
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#include <sstream>
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#ifdef __EMSCRIPTEN__
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# include <emscripten.h>
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#endif
|
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@@ -2301,40 +2302,163 @@ struct LZMASaveFilter : SaveFilter {
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||||
|
||||
#endif /* WITH_LIBLZMA */
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||||
|
||||
/********************************************
|
||||
********** START OF ZSTD CODE **************
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********************************************/
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||||
|
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#if defined(WITH_ZSTD)
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#include <zstd.h>
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||||
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||||
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/** Filter using ZSTD compression. */
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struct ZSTDLoadFilter : LoadFilter {
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ZSTD_DCtx *zstd; ///< ZSTD decompression context
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byte fread_buf[MEMORY_CHUNK_SIZE]; ///< Buffer for reading from the file
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ZSTD_inBuffer input; ///< ZSTD input buffer for fread_buf
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/**
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* Initialise this filter.
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* @param chain The next filter in this chain.
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*/
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ZSTDLoadFilter(LoadFilter *chain) : LoadFilter(chain)
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{
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this->zstd = ZSTD_createDCtx();
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if (!this->zstd) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
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this->input = {this->fread_buf, 0, 0};
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}
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/** Clean everything up. */
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~ZSTDLoadFilter()
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{
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ZSTD_freeDCtx(this->zstd);
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}
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size_t Read(byte *buf, size_t size) override
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{
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ZSTD_outBuffer output{buf, size, 0};
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||||
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do {
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/* read more bytes from the file? */
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if (this->input.pos == this->input.size) {
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this->input.size = this->chain->Read(this->fread_buf, sizeof(this->fread_buf));
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this->input.pos = 0;
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}
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size_t ret = ZSTD_decompressStream(this->zstd, &output, &this->input);
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if (ZSTD_isError(ret)) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "libzstd returned error code");
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if (ret == 0) break;
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} while (output.pos < output.size);
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return output.pos;
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}
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};
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/** Filter using ZSTD compression. */
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struct ZSTDSaveFilter : SaveFilter {
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ZSTD_CCtx *zstd; ///< ZSTD compression context
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/**
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* Initialise this filter.
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* @param chain The next filter in this chain.
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* @param compression_level The requested level of compression.
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*/
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ZSTDSaveFilter(SaveFilter *chain, byte compression_level) : SaveFilter(chain)
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{
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this->zstd = ZSTD_createCCtx();
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if (!this->zstd) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
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if (ZSTD_isError(ZSTD_CCtx_setParameter(this->zstd, ZSTD_c_compressionLevel, (int)compression_level - 100))) {
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ZSTD_freeCCtx(this->zstd);
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "invalid compresison level");
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}
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}
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/** Clean up what we allocated. */
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~ZSTDSaveFilter()
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{
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ZSTD_freeCCtx(this->zstd);
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}
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/**
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* Helper loop for writing the data.
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* @param p The bytes to write.
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* @param len Amount of bytes to write.
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* @param mode Mode for ZSTD_compressStream2.
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*/
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void WriteLoop(byte *p, size_t len, ZSTD_EndDirective mode)
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{
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byte buf[MEMORY_CHUNK_SIZE]; // output buffer
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ZSTD_inBuffer input{p, len, 0};
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||||
|
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bool finished;
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do {
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||||
ZSTD_outBuffer output{buf, sizeof(buf), 0};
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||||
size_t remaining = ZSTD_compressStream2(this->zstd, &output, &input, mode);
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||||
if (ZSTD_isError(remaining)) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "libzstd returned error code");
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if (output.pos != 0) this->chain->Write(buf, output.pos);
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finished = (mode == ZSTD_e_end ? (remaining == 0) : (input.pos == input.size));
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} while (!finished);
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}
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||||
|
||||
void Write(byte *buf, size_t size) override
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||||
{
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||||
this->WriteLoop(buf, size, ZSTD_e_continue);
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||||
}
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||||
|
||||
void Finish() override
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||||
{
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this->WriteLoop(nullptr, 0, ZSTD_e_end);
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||||
this->chain->Finish();
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||||
}
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||||
};
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#endif /* WITH_LIBZSTD */
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/*******************************************
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************* END OF CODE *****************
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*******************************************/
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/** The format for a reader/writer type of a savegame */
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struct SaveLoadFormat {
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const char *name; ///< name of the compressor/decompressor (debug-only)
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uint32 tag; ///< the 4-letter tag by which it is identified in the savegame
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// struct SaveLoadFormat {
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// const char *name; ///< name of the compressor/decompressor (debug-only)
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// uint32 tag; ///< the 4-letter tag by which it is identified in the savegame
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LoadFilter *(*init_load)(LoadFilter *chain); ///< Constructor for the load filter.
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SaveFilter *(*init_write)(SaveFilter *chain, byte compression); ///< Constructor for the save filter.
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// LoadFilter *(*init_load)(LoadFilter *chain); ///< Constructor for the load filter.
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// SaveFilter *(*init_write)(SaveFilter *chain, byte compression); ///< Constructor for the save filter.
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||||
|
||||
byte min_compression; ///< the minimum compression level of this format
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byte default_compression; ///< the default compression level of this format
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byte max_compression; ///< the maximum compression level of this format
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||||
};
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// byte min_compression; ///< the minimum compression level of this format
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// byte default_compression; ///< the default compression level of this format
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// byte max_compression; ///< the maximum compression level of this format
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// };
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/** The different saveload formats known/understood by OpenTTD. */
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static const SaveLoadFormat _saveload_formats[] = {
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static const citymania::SaveLoadFormat _saveload_formats[] = {
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/* Roughly 5 times larger at only 1% of the CPU usage over zlib level 6. */
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{0, "none", TO_BE32X('OTTN'), CreateLoadFilter<NoCompLoadFilter>, CreateSaveFilter<NoCompSaveFilter>, citymania::CompressionMethod::None, 0, 0, 0},
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#if defined(WITH_LZO)
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/* Roughly 75% larger than zlib level 6 at only ~7% of the CPU usage. */
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{"lzo", TO_BE32X('OTTD'), CreateLoadFilter<LZOLoadFilter>, CreateSaveFilter<LZOSaveFilter>, 0, 0, 0},
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{1, "lzo", TO_BE32X('OTTD'), CreateLoadFilter<LZOLoadFilter>, CreateSaveFilter<LZOSaveFilter>, citymania::CompressionMethod::LZO, 0, 0, 0},
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#else
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{"lzo", TO_BE32X('OTTD'), nullptr, nullptr, 0, 0, 0},
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{1, "lzo", TO_BE32X('OTTD'), nullptr, nullptr, citymania::CompressionMethod::LZO, 0, 0, 0},
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#endif
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/* Roughly 5 times larger at only 1% of the CPU usage over zlib level 6. */
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{"none", TO_BE32X('OTTN'), CreateLoadFilter<NoCompLoadFilter>, CreateSaveFilter<NoCompSaveFilter>, 0, 0, 0},
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#if defined(WITH_ZLIB)
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/* After level 6 the speed reduction is significant (1.5x to 2.5x slower per level), but the reduction in filesize is
|
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* fairly insignificant (~1% for each step). Lower levels become ~5-10% bigger by each level than level 6 while level
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* 1 is "only" 3 times as fast. Level 0 results in uncompressed savegames at about 8 times the cost of "none". */
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{"zlib", TO_BE32X('OTTZ'), CreateLoadFilter<ZlibLoadFilter>, CreateSaveFilter<ZlibSaveFilter>, 0, 6, 9},
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{2, "zlib", TO_BE32X('OTTZ'), CreateLoadFilter<ZlibLoadFilter>, CreateSaveFilter<ZlibSaveFilter>, citymania::CompressionMethod::Zlib, 0, 6, 9},
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#else
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{"zlib", TO_BE32X('OTTZ'), nullptr, nullptr, 0, 0, 0},
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{2, "zlib", TO_BE32X('OTTZ'), nullptr, nullptr, citymania::CompressionMethod::Zlib, 0, 0, 0},
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#endif
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#if defined(WITH_ZSTD)
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/* Zstd provides a decent compression rate at a very high compression/decompression speed. Compared to lzma level 2
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* zstd saves are about 40% larger (on level 1) but it has about 30x faster compression and 5x decompression making it
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* a good choice for multiplayer servers. And zstd level 1 seems to be the optimal one for client connection speed
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* (compress + 10 MB/s download + decompress time), about 3x faster than lzma:2 and 1.5x than zlib:2 and lzo.
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* As zstd has negative compression levels the values were increased by 100 moving zstd level range -100..22 into
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* openttd 0..122. Also note that value 100 mathes zstd level 0 which is a special value for default level 3 (openttd 103) */
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{3, "zstd", TO_BE32X('OTTS'), CreateLoadFilter<ZSTDLoadFilter>, CreateSaveFilter<ZSTDSaveFilter>, citymania::CompressionMethod::ZSTD, 0, 101, 122},
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#else
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{3, "zstd", TO_BE32X('OTTS'), nullptr, nullptr, citymania::CompressionMethod::ZSTD, 0, 0, 0},
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#endif
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#if defined(WITH_LIBLZMA)
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/* Level 2 compression is speed wise as fast as zlib level 6 compression (old default), but results in ~10% smaller saves.
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@@ -2342,12 +2466,111 @@ static const SaveLoadFormat _saveload_formats[] = {
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||||
* The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
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* slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much.
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* It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */
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{"lzma", TO_BE32X('OTTX'), CreateLoadFilter<LZMALoadFilter>, CreateSaveFilter<LZMASaveFilter>, 0, 2, 9},
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{4, "lzma", TO_BE32X('OTTX'), CreateLoadFilter<LZMALoadFilter>, CreateSaveFilter<LZMASaveFilter>, citymania::CompressionMethod::LZMA, 0, 2, 9},
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#else
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{"lzma", TO_BE32X('OTTX'), nullptr, nullptr, 0, 0, 0},
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{4, "lzma", TO_BE32X('OTTX'), nullptr, nullptr, citymania::CompressionMethod::LZMA, 0, 0, 0},
|
||||
#endif
|
||||
};
|
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|
||||
namespace citymania { // citymania savegame format handling
|
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|
||||
static const std::string DEFAULT_NETWORK_SAVEGAME_COMPRESSION = "zstd:1 zlib:2 lzma:0 lzo:0";
|
||||
|
||||
/**
|
||||
* Parses the savegame format and compression level string ("format:[compression_level]").
|
||||
* @param str String to parse
|
||||
* @return Parsest SavePreset or std::nullopt
|
||||
*/
|
||||
static std::optional<SavePreset> ParseSavePreset(const std::string &str)
|
||||
{
|
||||
auto delimiter_pos = str.find(':');
|
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auto format = (delimiter_pos != std::string::npos ? str.substr(0, delimiter_pos) : str);
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for (auto &slf : _saveload_formats) {
|
||||
if (slf.init_write != nullptr && format == slf.name) {
|
||||
/* If compression level wasn't specified use the default one */
|
||||
if (delimiter_pos == std::string::npos) return SavePreset{&slf, slf.default_compression};
|
||||
|
||||
auto level_str = str.substr(delimiter_pos + 1);
|
||||
int level;
|
||||
try{
|
||||
level = stoi(level_str);
|
||||
} catch(const std::exception &e) {
|
||||
/* Can't parse compression level, set it out ouf bounds to fail later */
|
||||
level = (int)slf.max_compression + 1;
|
||||
}
|
||||
|
||||
if (level != Clamp<int>(level, slf.min_compression, slf.max_compression)) {
|
||||
/* Invalid compression level, show the error and use default level */
|
||||
SetDParamStr(0, level_str.c_str());
|
||||
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL, WL_CRITICAL);
|
||||
return SavePreset{&slf, slf.default_compression};
|
||||
}
|
||||
|
||||
return SavePreset{&slf, (byte)level};
|
||||
}
|
||||
}
|
||||
SetDParamStr(0, str.c_str());
|
||||
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM, WL_CRITICAL);
|
||||
return {};
|
||||
}
|
||||
|
||||
static_assert(lengthof(_saveload_formats) <= 8); // uint8 is used for the bitset of format ids
|
||||
|
||||
/**
|
||||
* Finds the best savegame preset to use in network game based on server settings and client capabilies.
|
||||
* @param server_formats String of space-separated format descriptions in form format[:compression_level] acceptable for the server (listed first take priority).
|
||||
* @param client_formats Bitset of savegame formats available to the client (as returned by GetAvailableLoadFormats)
|
||||
* @return SavePreset that satisfies both server and client or std::nullopt
|
||||
*/
|
||||
std::optional<SavePreset> FindCompatibleSavePreset(const std::string &server_formats, uint8 client_formats)
|
||||
{
|
||||
std::istringstream iss(server_formats.empty() ? DEFAULT_NETWORK_SAVEGAME_COMPRESSION : server_formats);
|
||||
std::string preset_str;
|
||||
while (std::getline(iss, preset_str, ' ')) {
|
||||
auto preset = ParseSavePreset(preset_str);
|
||||
if (!preset) continue;
|
||||
if ((client_formats & (1 << preset->format->id)) != 0) return preset;
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the bitset of savegame formats that this game instance can load
|
||||
* @return bitset of available savegame formats
|
||||
*/
|
||||
uint8 GetAvailableLoadFormats()
|
||||
{
|
||||
return 3;
|
||||
uint8 res = 0;
|
||||
for(auto &slf : _saveload_formats) {
|
||||
if (slf.init_load != nullptr) {
|
||||
res &= (1 << slf.id);
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the save preset to use for local game saves.
|
||||
* @return SavePreset to use
|
||||
*/
|
||||
static SavePreset GetLocalSavePreset()
|
||||
{
|
||||
if (!StrEmpty(_savegame_format)) {
|
||||
auto config = ParseSavePreset(_savegame_format);
|
||||
if (config) return *config;
|
||||
}
|
||||
|
||||
const citymania::SaveLoadFormat *def = lastof(_saveload_formats);
|
||||
|
||||
/* find default savegame format, the highest one with which files can be written */
|
||||
while (!def->init_write) def--;
|
||||
|
||||
return {def, def->default_compression};
|
||||
}
|
||||
|
||||
} // namespace citymania
|
||||
|
||||
/**
|
||||
* Return the savegameformat of the game. Whether it was created with ZLIB compression
|
||||
* uncompressed, or another type
|
||||
@@ -2355,6 +2578,8 @@ static const SaveLoadFormat _saveload_formats[] = {
|
||||
* @param compression_level Output for telling what compression level we want.
|
||||
* @return Pointer to SaveLoadFormat struct giving all characteristics of this type of savegame
|
||||
*/
|
||||
#if 0
|
||||
Citymania uses other way
|
||||
static const SaveLoadFormat *GetSavegameFormat(char *s, byte *compression_level)
|
||||
{
|
||||
const SaveLoadFormat *def = lastof(_saveload_formats);
|
||||
@@ -2402,6 +2627,8 @@ static const SaveLoadFormat *GetSavegameFormat(char *s, byte *compression_level)
|
||||
return def;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/* actual loader/saver function */
|
||||
void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
|
||||
extern bool AfterLoadGame();
|
||||
@@ -2493,17 +2720,17 @@ static void SaveFileError()
|
||||
* We have written the whole game into memory, _memory_savegame, now find
|
||||
* and appropriate compressor and start writing to file.
|
||||
*/
|
||||
static SaveOrLoadResult SaveFileToDisk(bool threaded)
|
||||
static SaveOrLoadResult SaveFileToDisk(bool threaded, citymania::SavePreset preset)
|
||||
{
|
||||
try {
|
||||
byte compression;
|
||||
const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format, &compression);
|
||||
// byte compression;
|
||||
// const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format, &compression);
|
||||
|
||||
/* We have written our stuff to memory, now write it to file! */
|
||||
uint32 hdr[2] = { fmt->tag, TO_BE32(SAVEGAME_VERSION << 16) };
|
||||
uint32 hdr[2] = { preset.format->tag, TO_BE32(SAVEGAME_VERSION << 16) };
|
||||
_sl.sf->Write((byte*)hdr, sizeof(hdr));
|
||||
|
||||
_sl.sf = fmt->init_write(_sl.sf, compression);
|
||||
_sl.sf = preset.format->init_write(_sl.sf, preset.compression_level);
|
||||
_sl.dumper->Flush(_sl.sf);
|
||||
|
||||
ClearSaveLoadState();
|
||||
@@ -2551,7 +2778,7 @@ void WaitTillSaved()
|
||||
* @param threaded Whether to try to perform the saving asynchronously.
|
||||
* @return Return the result of the action. #SL_OK or #SL_ERROR
|
||||
*/
|
||||
static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
|
||||
static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded, citymania::SavePreset preset)
|
||||
{
|
||||
assert(!_sl.saveinprogress);
|
||||
|
||||
@@ -2565,10 +2792,10 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
|
||||
|
||||
SaveFileStart();
|
||||
|
||||
if (!threaded || !StartNewThread(&_save_thread, "ottd:savegame", &SaveFileToDisk, true)) {
|
||||
if (!threaded || !StartNewThread(&_save_thread, "ottd:savegame", &SaveFileToDisk, true, std::move(preset))) {
|
||||
if (threaded) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
|
||||
|
||||
SaveOrLoadResult result = SaveFileToDisk(false);
|
||||
SaveOrLoadResult result = SaveFileToDisk(false, preset);
|
||||
SaveFileDone();
|
||||
|
||||
return result;
|
||||
@@ -2583,11 +2810,11 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
|
||||
* @param threaded Whether to try to perform the saving asynchronously.
|
||||
* @return Return the result of the action. #SL_OK or #SL_ERROR
|
||||
*/
|
||||
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
|
||||
SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded, citymania::SavePreset preset)
|
||||
{
|
||||
try {
|
||||
_sl.action = SLA_SAVE;
|
||||
return DoSave(writer, threaded);
|
||||
return DoSave(writer, threaded, preset);
|
||||
} catch (...) {
|
||||
ClearSaveLoadState();
|
||||
return SL_ERROR;
|
||||
@@ -2615,7 +2842,7 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
|
||||
if (_sl.lf->Read((byte*)hdr, sizeof(hdr)) != sizeof(hdr)) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
|
||||
|
||||
/* see if we have any loader for this type. */
|
||||
const SaveLoadFormat *fmt = _saveload_formats;
|
||||
const citymania::SaveLoadFormat *fmt = _saveload_formats;
|
||||
for (;;) {
|
||||
/* No loader found, treat as version 0 and use LZO format */
|
||||
if (fmt == endof(_saveload_formats)) {
|
||||
@@ -2828,7 +3055,7 @@ SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop,
|
||||
DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename.c_str());
|
||||
if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
|
||||
|
||||
return DoSave(new FileWriter(fh), threaded);
|
||||
return DoSave(new FileWriter(fh), threaded, citymania::GetLocalSavePreset());
|
||||
}
|
||||
|
||||
/* LOAD game */
|
||||
|
||||
Reference in New Issue
Block a user