Commit graph

71 commits

Author SHA1 Message Date
Christoph Oelckers
7c7f3f04ae - immediately abort loading a savegame if object deserialization fails.
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 21:50:20 +02:00
Alexander Kromm
dee1e6d675 aggregate TMap into Dictionary instead of deriving from it 2020-03-09 00:33:51 +01:00
Alexander Kromm
c91c542c23 fix Dictionary and DictionaryIterator memory leaks
# Conflicts:
#	src/version.h
2020-03-09 00:33:48 +01:00
Alexander Kromm
9ca3f98419 dictionary from empty string is not an error, but empty dictionary 2020-01-06 21:56:59 +01:00
Alexander Kromm
81744d5b7a fix crash with saving null Dictionary 2020-01-06 19:49:23 +01:00
Alexander Kromm
a7e6552f0f export TMap<FString, FString> to ZScript
# Conflicts:
#	src/CMakeLists.txt
#	src/serializer.h
2020-01-06 19:18:22 +01:00
Christoph Oelckers
8adf2c34cd - continued refactoring on sound code.
The game independent part of the code has been mostly isolated.

# Conflicts:
#	src/sound/s_doomsound.cpp
#	src/sound/s_sound.cpp
#	src/sound/s_sound.h

# Conflicts:
#	src/sound/s_sound.cpp
2020-01-06 13:45:19 +01:00
alexey.lysiuk
e5bb66eb4f - removed unused code from serializer 2020-01-06 01:32:05 +01:00
Christoph Oelckers
f790d48041 - made the menu's text input handler Unicode capable.
Also make sure that the savegame description remains readable. Unlike in-game text this can be done without double-encoding existing UTF-8.
2019-05-14 17:19:19 +02:00
Christoph Oelckers
c7877388a9 - made the console Unicode-capable.
This also necessitated some character remapping in the console font to move the Windows-1252 extra characters to their proper Unicode code points.

# Conflicts:
#	src/CMakeLists.txt
#	src/posix/sdl/i_input.cpp
#	src/scripting/backend/codegen.cpp
#	src/v_font.cpp

# Conflicts:
#	src/c_console.cpp
2019-05-14 17:12:18 +02:00
Christoph Oelckers
1e587a7f1d - fixed: The FFont* serializer was unable to handle null pointers. 2019-04-28 23:55:58 +02:00
Christoph Oelckers
e4bf84b015 - treat non-existent arrays in the savegame as zero length. 2019-04-25 12:55:13 +02:00
Christoph Oelckers
fcacb80db5 - a few more explicit local buffer allocations removed.
# Conflicts:
#	src/gl/data/gl_setup.cpp
2019-04-18 17:00:20 +02:00
Christoph Oelckers
273c02ee73 - fixed: The serializer must treat object that were already destroyed or are declared transient like a null pointer and not ignore them.
This caused FraggleScript's SpawnedThings array to go out of sync.
2018-11-26 11:28:31 +01:00
Christoph Oelckers
0fd1909f2c - got rid of FNameNoInit and made the default constructor of FName non-initializing.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
2018-08-19 10:36:10 +02:00
Christoph Oelckers
24d0aee2e7 - fixed: When deserializing the object list, the array must be nulled before using it so that a premature abort does not end up working on random data.
(cherry picked from commit ad343892f3)
2018-05-29 23:16:17 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Marisa Kirisame
fb5eae8aaa Added some missing zlib.h and stdint.h includes 2018-03-12 21:06:03 -04:00
Christoph Oelckers
e4d2380775 - moved all remaining fields from PClassActor to FActorInfo.
- added a few access functions for FActorInfo variables.

With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
2017-04-12 00:07:41 +02:00
Christoph Oelckers
4afe2d4218 - moved OwnedStates and NumOwnedStates out of PClassActor. 2017-04-11 22:44:35 +02:00
Christoph Oelckers
cd015f9340 - make the colormap comparison against NormalLight inline because this is by far the most frequent case and any cycle being saved here counts. 2017-03-15 22:04:59 +01:00
Christoph Oelckers
cc598dfdde - fixed: To get the final error handling from the serializer, Close must be called before the destructor gets invoked.
- added line feeds to all error messages in the serializer.
2017-02-27 15:16:03 +01:00
alexey.lysiuk
ef871ec09f Fixed compilation with GCC/Clang
error: cannot pass non-trivial object of type 'FName' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]
2017-02-05 14:52:17 +02:00
Christoph Oelckers
b570d0819b - streamlined font handling for scripts a bit.
- moved the two 'you raised the alarm' messages for Strife to the string table
2017-02-05 13:14:22 +01:00
Christoph Oelckers
616f954153 - scriptified PowerIronFeet and PowerMask. 2017-01-16 19:04:03 +01:00
Christoph Oelckers
12037fdc95 - made the vertexes array VM friendly. 2017-01-09 00:46:16 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
71d1138376 - refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +01:00
Christoph Oelckers
c02281a439 - refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals. 2017-01-07 19:32:24 +01:00
Christoph Oelckers
c9ee17cdcd Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-11-12 15:36:59 +01:00
Edoardo Prezioso
ffea457d81 - Fixed GCC/Clang warnings with serializer Unicode parser. 2016-11-12 13:35:10 +01:00
Christoph Oelckers
f940216c17 Merge branch 'master' into zscript
# Conflicts:
#	src/p_actionfunctions.cpp
#	wadsrc/static/actors/actor.txt
2016-11-02 11:08:51 +01:00
Christoph Oelckers
4cf0d76e8c - fixed: RapidJSON in ASCII mode cannot handle extended 8 bit character sets and will produce broken data if the input contains some. This means we need to perform the conversion to UTF-8 on ZDoom's side and run RapidJSON in UTF-8 mode.
Daedalus triggers this with a 0x85 character which in Windows CP 1252 is the ellipsis (...) The converter will assume ISO-8859-1, though, but cannot do anything with these characters because they map to the font being used here.
2016-11-01 13:33:18 +01:00
Christoph Oelckers
646f9b21c7 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	src/scripting/codegeneration/codegen.cpp
2016-10-18 00:55:56 +02:00
Braden Obrzut
741c9edf42 - Clear out GCC 6.2 warnings (interestingly they now check for misleading indentation which found a good case in fragglescript/t_func.cpp even though I believe it was harmless) 2016-10-17 00:19:08 -04:00
Christoph Oelckers
c623539d2d Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-17 00:33:28 +02:00
Marisa Heit
58ec0e4594 Add OF_Transient flag for objects that shouldn't be written to disk 2016-10-15 20:57:56 -05:00
Christoph Oelckers
b1a83bfd26 - started with cleanup and separation of DECORATE code.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
 * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
2016-10-12 19:22:33 +02:00
Christoph Oelckers
37d61167ea - hotfix for a RapidJSON bug: If the Writer tries to process an INF or NaN value, it aborts and leaves the writer in a broken state, unable to recover. Changed so that it writes a 0 value so that the resulting JSON at least parses correctly. 2016-10-02 18:50:37 +02:00
Christoph Oelckers
51ffd6d9c6 - fixed some warnings.
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers
2d5061e81f - fixed: DScroller did not initialize m_LastHeight in all situations. This caused a problem with the serializer because RapidJSON aborts the write of a floating point value if it is invalid.
- ensure that floats are always written out. If the actual value causes an error (i.e. INF or NaN), write a 0 to guarantee proper formatting.
2016-09-28 11:58:12 +02:00
alexey.lysiuk
a419b581a8 Fixed compilation on macOS 2016-09-24 13:15:45 +03:00
Edoardo Prezioso
7e4d0ecdbf - Fixed GCC/Clang regression post serialization. 2016-09-24 09:00:31 +02:00
Christoph Oelckers
69291b9cf9 - completely eliminated the horrible fudging that went on with players during hub travel. This means that DestroyMostThinkers and the player substitution mechanism in the object deserializer are gone now.
I wish I had realized this the last time it came up - it would have saved me a lot of trouble.
But as it turns out, the more recent travelling code makes all of this completely unnecessary, working perfectly fine with deleting the player pawns along with the rest of the thinkers before loading the stored ones from the savegame (and getting rid of those in G_FinishTravel.)
And with a sane savegame format that does not depend on side effects from how the thinker serializing handled linking into the lists the old code was even harmful, leaving voodoo dolls behind.
I had the exact same effect when I tried to reshuffle some things for reliably restoring portals, but did not make the connection to interference between two mutually incompatible player travelling mechanisms that just worked by sheer happenstance with the original order of things.
2016-09-23 23:03:11 +02:00
Christoph Oelckers
36bf099d54 - fixed: object pointers as array members may not be skipped if they are null.
- changed S_GetMusic to return a const pointer to the actual music name instead of a copy. The only thing this is used for is the savegame code and it has no use for a copy, it can work far more efficiently with a const pointer.
2016-09-23 21:24:56 +02:00
Christoph Oelckers
02b3884dff - added copyright header to serializer.cpp. 2016-09-23 20:13:22 +02:00
Christoph Oelckers
e4924c3d47 - added some missing End... calls in player deserialization code.
- fixed reading of music name.

In its current state the code is now capable of reading an E1M1 savegame and continuing play.
2016-09-23 20:05:12 +02:00
Christoph Oelckers
b844ab137e - added some comments about the special player treatment in hub travels because this is not really intuitive... 2016-09-23 18:12:38 +02:00
Christoph Oelckers
01d28e3eb2 - added the last missing bits of the savegame code - thinker list deserialization and handling of players during hub travel. Now testing is what remains... 2016-09-23 17:49:33 +02:00
Christoph Oelckers
86e9282193 - removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.

- do not I_Error out in the serializer unless caused by a programming error.

It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 14:04:05 +02:00