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- fixed: When the savegame code errors out, some cleanup is required in G_DoSaveGame.
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parent
7736e42740
commit
217bcb847d
2 changed files with 24 additions and 3 deletions
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@ -1398,8 +1398,7 @@ void PPointer::WriteValue(FSerializer &ar, const char *key,const void *addr) con
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}
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else
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{
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assert(0 && "Pointer points to a type we don't handle");
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I_Error("Attempt to save pointer to unhandled type");
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I_Error("Attempt to save pointer to unhandled type %s", PointedType->DescriptiveName());
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}
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}
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@ -2270,7 +2270,29 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
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I_FreezeTime(true);
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insave = true;
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G_SnapshotLevel ();
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try
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{
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G_SnapshotLevel();
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}
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catch(CRecoverableError &err)
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{
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// delete the snapshot. Since the save failed it is broken.
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insave = false;
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level.info->Snapshot.Clean();
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Printf(PRINT_HIGH, "Save failed\n");
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Printf(PRINT_HIGH, "%s\n", err.GetMessage());
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// The time freeze must be reset if the save fails.
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if (cl_waitforsave)
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I_FreezeTime(false);
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return;
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}
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catch (...)
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{
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insave = false;
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if (cl_waitforsave)
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I_FreezeTime(false);
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throw;
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}
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BufferWriter savepic;
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FSerializer savegameinfo; // this is for displayable info about the savegame
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