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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- use std::unique_ptr to manage the resource file for loading a savegame because the try/catch handler to ensure its deletion was causing some problems.
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f9ef935840
commit
f15b051327
1 changed files with 135 additions and 153 deletions
288
src/g_game.cpp
288
src/g_game.cpp
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@ -1891,168 +1891,150 @@ void G_DoLoadGame ()
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hidecon = gameaction == ga_loadgamehidecon;
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gameaction = ga_nothing;
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FResourceFile *resfile = FResourceFile::OpenResourceFile(savename.GetChars(), nullptr, true, true);
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std::unique_ptr<FResourceFile> resfile(FResourceFile::OpenResourceFile(savename.GetChars(), nullptr, true, true));
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if (resfile == nullptr)
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{
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Printf ("Could not read savegame '%s'\n", savename.GetChars());
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return;
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}
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try
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FResourceLump *info = resfile->FindLump("info.json");
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if (info == nullptr)
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{
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FResourceLump *info = resfile->FindLump("info.json");
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if (info == nullptr)
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{
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delete resfile;
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Printf("'%s' is not a valid savegame: Missing 'info.json'.\n", savename.GetChars());
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return;
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}
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SaveVersion = 0;
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void *data = info->CacheLump();
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FSerializer arc;
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if (!arc.OpenReader((const char *)data, info->LumpSize))
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{
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Printf("Failed to access savegame info\n");
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delete resfile;
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return;
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}
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// Check whether this savegame actually has been created by a compatible engine.
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// Since there are ZDoom derivates using the exact same savegame format but
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// with mutual incompatibilities this check simplifies things significantly.
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FString savever, engine, map;
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arc("Save Version", SaveVersion);
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arc("Engine", engine);
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arc("Current Map", map);
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if (engine.CompareNoCase(GAMESIG) != 0)
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{
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// Make a special case for the message printed for old savegames that don't
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// have this information.
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if (engine.IsEmpty())
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{
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Printf("Savegame is from an incompatible version\n");
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}
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else
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{
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Printf("Savegame is from another ZDoom-based engine: %s\n", engine.GetChars());
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}
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delete resfile;
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return;
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}
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if (SaveVersion < MINSAVEVER || SaveVersion > SAVEVER)
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{
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delete resfile;
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Printf("Savegame is from an incompatible version");
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if (SaveVersion < MINSAVEVER)
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{
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Printf(": %d (%d is the oldest supported)", SaveVersion, MINSAVEVER);
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}
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else
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{
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Printf(": %d (%d is the highest supported)", SaveVersion, SAVEVER);
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}
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Printf("\n");
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return;
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}
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if (!G_CheckSaveGameWads(arc, true))
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{
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delete resfile;
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return;
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}
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if (map.IsEmpty())
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{
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Printf("Savegame is missing the current map\n");
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delete resfile;
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return;
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}
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// Now that it looks like we can load this save, hide the fullscreen console if it was up
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// when the game was selected from the menu.
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if (hidecon && gamestate == GS_FULLCONSOLE)
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{
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gamestate = GS_HIDECONSOLE;
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}
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// we are done with info.json.
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arc.Close();
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info = resfile->FindLump("globals.json");
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if (info == nullptr)
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{
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delete resfile;
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Printf("'%s' is not a valid savegame: Missing 'globals.json'.\n", savename.GetChars());
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return;
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}
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data = info->CacheLump();
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if (!arc.OpenReader((const char *)data, info->LumpSize))
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{
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Printf("Failed to access savegame info\n");
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delete resfile;
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return;
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}
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// Read intermission data for hubs
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G_SerializeHub(arc);
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bglobal.RemoveAllBots(true);
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FString cvar;
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arc("importantcvars", cvar);
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if (!cvar.IsEmpty())
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{
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BYTE *vars_p = (BYTE *)cvar.GetChars();
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C_ReadCVars(&vars_p);
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}
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DWORD time[2] = { 1,0 };
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arc("ticrate", time[0])
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("leveltime", time[1]);
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// dearchive all the modifications
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level.time = Scale(time[1], TICRATE, time[0]);
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G_ReadSnapshots(resfile);
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delete resfile; // we no longer need the resource file below this point
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resfile = nullptr;
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G_ReadVisited(arc);
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// load a base level
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savegamerestore = true; // Use the player actors in the savegame
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bool demoplaybacksave = demoplayback;
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G_InitNew(map, false);
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demoplayback = demoplaybacksave;
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savegamerestore = false;
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STAT_Serialize(arc);
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FRandom::StaticReadRNGState(arc);
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P_ReadACSDefereds(arc);
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P_ReadACSVars(arc);
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NextSkill = -1;
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arc("nextskill", NextSkill);
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if (level.info != nullptr)
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level.info->Snapshot.Clean();
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BackupSaveName = savename;
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// At this point, the GC threshold is likely a lot higher than the
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// amount of memory in use, so bring it down now by starting a
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// collection.
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GC::StartCollection();
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Printf("'%s' is not a valid savegame: Missing 'info.json'.\n", savename.GetChars());
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return;
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}
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catch (...)
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SaveVersion = 0;
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void *data = info->CacheLump();
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FSerializer arc;
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if (!arc.OpenReader((const char *)data, info->LumpSize))
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{
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// delete the resource file if anything goes wrong in here.
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if (resfile != nullptr) delete resfile;
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throw;
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Printf("Failed to access savegame info\n");
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return;
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}
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// Check whether this savegame actually has been created by a compatible engine.
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// Since there are ZDoom derivates using the exact same savegame format but
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// with mutual incompatibilities this check simplifies things significantly.
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FString savever, engine, map;
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arc("Save Version", SaveVersion);
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arc("Engine", engine);
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arc("Current Map", map);
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if (engine.CompareNoCase(GAMESIG) != 0)
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{
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// Make a special case for the message printed for old savegames that don't
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// have this information.
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if (engine.IsEmpty())
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{
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Printf("Savegame is from an incompatible version\n");
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}
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else
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{
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Printf("Savegame is from another ZDoom-based engine: %s\n", engine.GetChars());
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}
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return;
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}
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if (SaveVersion < MINSAVEVER || SaveVersion > SAVEVER)
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{
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Printf("Savegame is from an incompatible version");
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if (SaveVersion < MINSAVEVER)
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{
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Printf(": %d (%d is the oldest supported)", SaveVersion, MINSAVEVER);
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}
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else
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{
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Printf(": %d (%d is the highest supported)", SaveVersion, SAVEVER);
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}
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Printf("\n");
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return;
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}
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if (!G_CheckSaveGameWads(arc, true))
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{
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return;
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}
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if (map.IsEmpty())
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{
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Printf("Savegame is missing the current map\n");
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return;
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}
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// Now that it looks like we can load this save, hide the fullscreen console if it was up
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// when the game was selected from the menu.
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if (hidecon && gamestate == GS_FULLCONSOLE)
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{
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gamestate = GS_HIDECONSOLE;
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}
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// we are done with info.json.
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arc.Close();
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info = resfile->FindLump("globals.json");
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if (info == nullptr)
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{
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Printf("'%s' is not a valid savegame: Missing 'globals.json'.\n", savename.GetChars());
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return;
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}
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data = info->CacheLump();
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if (!arc.OpenReader((const char *)data, info->LumpSize))
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{
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Printf("Failed to access savegame info\n");
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return;
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}
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// Read intermission data for hubs
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G_SerializeHub(arc);
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bglobal.RemoveAllBots(true);
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FString cvar;
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arc("importantcvars", cvar);
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if (!cvar.IsEmpty())
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{
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BYTE *vars_p = (BYTE *)cvar.GetChars();
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C_ReadCVars(&vars_p);
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}
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DWORD time[2] = { 1,0 };
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arc("ticrate", time[0])
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("leveltime", time[1]);
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// dearchive all the modifications
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level.time = Scale(time[1], TICRATE, time[0]);
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G_ReadSnapshots(resfile.get());
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resfile.reset(nullptr); // we no longer need the resource file below this point
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G_ReadVisited(arc);
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// load a base level
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savegamerestore = true; // Use the player actors in the savegame
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bool demoplaybacksave = demoplayback;
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G_InitNew(map, false);
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demoplayback = demoplaybacksave;
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savegamerestore = false;
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STAT_Serialize(arc);
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FRandom::StaticReadRNGState(arc);
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P_ReadACSDefereds(arc);
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P_ReadACSVars(arc);
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NextSkill = -1;
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arc("nextskill", NextSkill);
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if (level.info != nullptr)
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level.info->Snapshot.Clean();
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BackupSaveName = savename;
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// At this point, the GC threshold is likely a lot higher than the
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// amount of memory in use, so bring it down now by starting a
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// collection.
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GC::StartCollection();
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}
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