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https://github.com/dhewm/dhewm3.git
synced 2025-03-21 10:11:01 +00:00
Add information about dhewm3 build to savegames
like the dhewm3 version and the OS and architecture of the dhewm3 version that created the savegame. Also added an internalSavegameVersion so be independent of BUILD_NUMBER fixes #344
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2c58b2fb44
commit
1b2baf43ad
11 changed files with 150 additions and 10 deletions
neo
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@ -74,7 +74,15 @@ elseif(cpu MATCHES "i.86")
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endif()
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if(MSVC AND CMAKE_CL_64)
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set(cpu "amd64")
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set(cpu "x86_64")
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endif()
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add_definitions(-DD3_ARCH="${cpu}" -DD3_SIZEOFPTR=${CMAKE_SIZEOF_VOID_P})
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if(cpu STREQUAL "x86_64" AND NOT CMAKE_SIZEOF_VOID_P EQUAL 8)
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# TODO: same for arm64? PPC64?
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message(SEND_ERROR "CMake thinks sizeof(void*) == 4, but that the target CPU is x86_64!")
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message(FATAL_ERROR "If you're building in a 32bit chroot on a 64bit host, switch to it with 'linux32 chroot' or at least call cmake with linux32 (or your OSs equivalent)!")
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endif()
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# target os
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@ -84,6 +92,8 @@ else()
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string(TOLOWER "${CMAKE_SYSTEM_NAME}" os)
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endif()
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add_definitions(-DD3_OSTYPE="${os}")
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# build type
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE "RelWithDebInfo")
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@ -230,7 +240,7 @@ if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang")
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if(cpu STREQUAL "x86_64")
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add_compile_options(-arch x86_64 -mmacosx-version-min=10.9)
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set(ldflags "${ldflags} -arch x86_64 -mmacosx-version-min=10.9")
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elseif(cpu STREQUAL "arm64")
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elseif(cpu STREQUAL "arm64")
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add_compile_options(-arch arm64 -mmacosx-version-min=11.0)
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set(ldflags "${ldflags} -arch arm64 -mmacosx-version-min=11.0")
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elseif(cpu STREQUAL "x86")
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@ -26,6 +26,8 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include <SDL_endian.h>
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#include "sys/platform.h"
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#include "idlib/LangDict.h"
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#include "idlib/Timer.h"
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@ -505,6 +507,15 @@ void idGameLocal::SaveGame( idFile *f ) {
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savegame.WriteBuildNumber( BUILD_NUMBER );
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// DG: add some more information to savegame to make future quirks easier
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savegame.WriteInt( INTERNAL_SAVEGAME_VERSION ); // to be independent of BUILD_NUMBER
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savegame.WriteString( D3_OSTYPE ); // operating system - from CMake
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savegame.WriteString( D3_ARCH ); // CPU architecture (e.g. "x86" or "x86_64") - from CMake
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savegame.WriteString( ENGINE_VERSION );
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savegame.WriteShort( (short)sizeof(void*) ); // tells us if it's from a 32bit (4) or 64bit system (8)
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savegame.WriteShort( SDL_BYTEORDER ) ; // SDL_LIL_ENDIAN or SDL_BIG_ENDIAN
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// DG end
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// go through all entities and threads and add them to the object list
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for( i = 0; i < MAX_GENTITIES; i++ ) {
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ent = entities[i];
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@ -1360,6 +1371,36 @@ bool idGameLocal::InitFromSaveGame( const char *mapName, idRenderWorld *renderWo
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savegame.ReadBuildNumber();
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// DG: I enhanced the information in savegames a bit for dhewm3 1.5.1
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// for which I bumped th BUILD_NUMBER to 1305
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if( savegame.GetBuildNumber() >= 1305 )
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{
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savegame.ReadInternalSavegameVersion();
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if( savegame.GetInternalSavegameVersion() > INTERNAL_SAVEGAME_VERSION ) {
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Warning( "Savegame from newer dhewm3 version, don't know how to load! (its version is %d, only up to %d supported)",
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savegame.GetInternalSavegameVersion(), INTERNAL_SAVEGAME_VERSION );
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return false;
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}
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idStr osType;
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idStr cpuArch;
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idStr engineVersion;
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short ptrSize = 0;
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short byteorder = 0;
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savegame.ReadString( osType ); // operating system the savegame was crated on (written from D3_OSTYPE)
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savegame.ReadString( cpuArch ); // written from D3_ARCH (which is set in CMake), like "x86" or "x86_64"
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savegame.ReadString( engineVersion ); // written from ENGINE_VERSION
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savegame.ReadShort( ptrSize ); // sizeof(void*) of system that created the savegame, 4 on 32bit systems, 8 on 64bit systems
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savegame.ReadShort( byteorder ); // SDL_LIL_ENDIAN or SDL_BIG_ENDIAN
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Printf( "Savegame was created by %s on %s %s. BuildNumber was %d, savegameversion %d\n",
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engineVersion.c_str(), osType.c_str(), cpuArch.c_str(), savegame.GetBuildNumber(),
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savegame.GetInternalSavegameVersion() );
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// right now I have no further use for this information, but in the future
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// it can be used for quirks for (then-) old savegames
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}
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// DG end
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// Create the list of all objects in the game
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savegame.CreateObjects();
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@ -512,6 +512,7 @@ public:
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private:
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const static int INITIAL_SPAWN_COUNT = 1;
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const static int INTERNAL_SAVEGAME_VERSION = 1; // DG: added this for >= 1305 savegames
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idStr mapFileName; // name of the map, empty string if no map loaded
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idMapFile * mapFile; // will be NULL during the game unless in-game editing is used
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@ -785,6 +785,7 @@ idRestoreGame::RestoreGame
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*/
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idRestoreGame::idRestoreGame( idFile *savefile ) {
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file = savefile;
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internalSavegameVersion = 0;
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}
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/*
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@ -158,8 +158,23 @@ public:
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// Used to retrieve the saved game buildNumber from within class Restore methods
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int GetBuildNumber( void );
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// DG: added these methods, internalSavegameVersion makes us independent of the global BUILD_NUMBER
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void ReadInternalSavegameVersion( void )
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{
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ReadInt( internalSavegameVersion );
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}
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// if it's 0, this is from a GetBuildNumber() < 1305 savegame
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// otherwise, compare it to idGameLocal::INTERNAL_SAVEGAME_VERSION
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int GetInternalSavegameVersion( void ) const
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{
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return internalSavegameVersion;
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}
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// DG end
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private:
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int buildNumber;
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int internalSavegameVersion; // DG added this
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idFile * file;
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@ -2837,6 +2837,24 @@ static bool checkForHelp(int argc, char **argv)
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return false;
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}
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#ifdef UINTPTR_MAX // DG: make sure D3_SIZEOFPTR is consistent with reality
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#if D3_SIZEOFPTR == 4
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#if UINTPTR_MAX != 0xFFFFFFFFUL
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#error "CMake assumes that we're building for a 32bit architecture, but UINTPTR_MAX doesn't match!"
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#endif
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#elif D3_SIZEOFPTR == 8
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#if UINTPTR_MAX != 18446744073709551615ULL
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#error "CMake assumes that we're building for a 64bit architecture, but UINTPTR_MAX doesn't match!"
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#endif
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#else
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// Hello future person with a 128bit(?) CPU, I hope the future doesn't suck too much and that you don't still use CMake.
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// Also, please adapt this check and send a pull request (or whatever way we have to send patches in the future)
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#error "D3_SIZEOFPTR should really be 4 (for 32bit targets) or 8 (for 64bit targets), what kind of machine is this?!"
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#endif
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#endif // UINTPTR_MAX defined
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/*
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=================
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idCommonLocal::Init
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@ -2844,6 +2862,12 @@ idCommonLocal::Init
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*/
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void idCommonLocal::Init( int argc, char **argv ) {
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// in case UINTPTR_MAX isn't defined (or wrong), do a runtime check at startup
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if ( D3_SIZEOFPTR != sizeof(void*) ) {
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Sys_Error( "Something went wrong in your build: CMake assumed that sizeof(void*) == %d but in reality it's %d!\n",
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(int)D3_SIZEOFPTR, (int)sizeof(void*) );
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}
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if(checkForHelp(argc, argv))
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{
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// game has been started with --help (or similar), usage message has been shown => quit
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@ -41,12 +41,12 @@ If you have questions concerning this license or the applicable additional terms
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#define GAME_NAME "dhewm 3" // appears on window titles and errors
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#endif
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#define ENGINE_VERSION "dhewm3 1.5.1rc2" // printed in console
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#define ENGINE_VERSION "dhewm3 1.5.1rc3" // printed in console
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#ifdef ID_REPRODUCIBLE_BUILD
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// for reproducible builds we hardcode values that would otherwise come from __DATE__ and __TIME__
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// NOTE: remember to update esp. the date for (pre-) releases and RCs and the like
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#define ID__DATE__ "Jul 21 2020"
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#define ID__DATE__ "Feb 06 2021"
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#define ID__TIME__ "13:37:42"
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#else // not reproducible build, use __DATE__ and __TIME__ macros
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@ -26,6 +26,8 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include <SDL_endian.h>
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#include "sys/platform.h"
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#include "idlib/LangDict.h"
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#include "idlib/Timer.h"
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@ -447,9 +449,14 @@ void idGameLocal::SaveGame( idFile *f ) {
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savegame.WriteBuildNumber( BUILD_NUMBER );
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// DG: TODO: write other things (maybe internal savegame version so I don't have to bump BUILD_NUMBER AGAIN)
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// and OS, architecture etc, see #344
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// TODO: adjust InitFromSavegame() accordingly!
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// DG: add some more information to savegame to make future quirks easier
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savegame.WriteInt( INTERNAL_SAVEGAME_VERSION ); // to be independent of BUILD_NUMBER
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savegame.WriteString( D3_OSTYPE ); // operating system - from CMake
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savegame.WriteString( D3_ARCH ); // CPU architecture (e.g. "x86" or "x86_64") - from CMake
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savegame.WriteString( ENGINE_VERSION );
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savegame.WriteShort( (short)sizeof(void*) ); // tells us if it's from a 32bit (4) or 64bit system (8)
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savegame.WriteShort( SDL_BYTEORDER ) ; // SDL_LIL_ENDIAN or SDL_BIG_ENDIAN
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// DG end
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// go through all entities and threads and add them to the object list
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for( i = 0; i < MAX_GENTITIES; i++ ) {
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@ -1244,11 +1251,35 @@ bool idGameLocal::InitFromSaveGame( const char *mapName, idRenderWorld *renderWo
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savegame.ReadBuildNumber();
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if(savegame.GetBuildNumber() >= 1305)
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// DG: I enhanced the information in savegames a bit for dhewm3 1.5.1
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// for which I bumped th BUILD_NUMBER to 1305
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if( savegame.GetBuildNumber() >= 1305 )
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{
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// TODO: read stuff additionally written in SaveGame()
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savegame.ReadInternalSavegameVersion();
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if( savegame.GetInternalSavegameVersion() > INTERNAL_SAVEGAME_VERSION ) {
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Warning( "Savegame from newer dhewm3 version, don't know how to load! (its version is %d, only up to %d supported)",
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savegame.GetInternalSavegameVersion(), INTERNAL_SAVEGAME_VERSION );
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return false;
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}
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idStr osType;
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idStr cpuArch;
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idStr engineVersion;
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short ptrSize = 0;
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short byteorder = 0;
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savegame.ReadString( osType ); // operating system the savegame was crated on (written from D3_OSTYPE)
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savegame.ReadString( cpuArch ); // written from D3_ARCH (which is set in CMake), like "x86" or "x86_64"
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savegame.ReadString( engineVersion ); // written from ENGINE_VERSION
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savegame.ReadShort( ptrSize ); // sizeof(void*) of system that created the savegame, 4 on 32bit systems, 8 on 64bit systems
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savegame.ReadShort( byteorder ); // SDL_LIL_ENDIAN or SDL_BIG_ENDIAN
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Printf( "Savegame was created by %s on %s %s. BuildNumber was %d, savegameversion %d\n",
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engineVersion.c_str(), osType.c_str(), cpuArch.c_str(), savegame.GetBuildNumber(),
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savegame.GetInternalSavegameVersion() );
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// right now I have no further use for this information, but in the future
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// it can be used for quirks for (then-) old savegames
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}
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// DG end
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// Create the list of all objects in the game
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savegame.CreateObjects();
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@ -450,6 +450,7 @@ public:
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private:
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const static int INITIAL_SPAWN_COUNT = 1;
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const static int INTERNAL_SAVEGAME_VERSION = 1; // DG: added this for >= 1305 savegames
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idStr mapFileName; // name of the map, empty string if no map loaded
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idMapFile * mapFile; // will be NULL during the game unless in-game editing is used
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@ -780,6 +780,7 @@ idRestoreGame::RestoreGame
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*/
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idRestoreGame::idRestoreGame( idFile *savefile ) {
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file = savefile;
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internalSavegameVersion = 0;
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}
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/*
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@ -158,8 +158,23 @@ public:
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// Used to retrieve the saved game buildNumber from within class Restore methods
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int GetBuildNumber( void );
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// DG: added these methods, internalSavegameVersion makes us independent of the global BUILD_NUMBER
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void ReadInternalSavegameVersion( void )
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{
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ReadInt( internalSavegameVersion );
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}
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// if it's 0, this is from a GetBuildNumber() < 1305 savegame
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// otherwise, compare it to idGameLocal::INTERNAL_SAVEGAME_VERSION
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int GetInternalSavegameVersion( void ) const
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{
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return internalSavegameVersion;
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}
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// DG end
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private:
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int buildNumber;
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int internalSavegameVersion; // DG added this
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idFile * file;
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