Sat 10 Jul 2010 11:30:52 AM UTC, SVN revision 17568:
remove some clutter from savegame2.c (gna patch #1541)
(Browse SVN revision 17568) |
Sat 10 Jul 2010 11:00:21 AM UTC, SVN revision 17567:
fix missing definition of GAME_DEFAULT_SAVEVERSION (gna patch #1541)
(Browse SVN revision 17567) |
Sat 10 Jul 2010 10:40:10 AM UTC, SVN revision 17565:
add new files for gna patch #1541
(Browse SVN revision 17565) |
Sat 10 Jul 2010 10:39:28 AM UTC, SVN revision 17564:
basic support for savegame version 2 with timing
- add saveversion setting
- add content to savegame2.c
- remove all optional capabilities
- sever settings in a separate block
- merge embassy/give_shared_vision into diplstate
- save map data only for alive players
- compatibility framework
- number of players
- cleanup struct unit
- saving of known map for > 32 players
- saving of bigger maps
- fix player owner map (foggedborders)
- ... (more) ...
- if possible test the new format!
see gna patch #1541
(Browse SVN revision 17564) |
Tue 06 Jul 2010 10:12:07 AM UTC, comment #10:
If somebody has a savegame which gave errors / resulted in bugs since march 2010 it should be tested against the new savefile format (using the script sg-test.bin; file #9459). I did include all the changes but perhaps I did missed something important.
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Tue 06 Jul 2010 10:06:51 AM UTC, comment #9:
updated version including all changes
(file #9458, file #9459)
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Mon 05 Jul 2010 11:55:42 PM UTC, comment #8:
same information:
- generator 2 should be used (else freeciv vrashes)
- a game with size 100 and aifill 100 is working
- saving a game needs > 5min and results in a big(!) savefile (130MB uncompressed)
- most of the time is needed to compress the data
- size 40 and aifill 40: 170kB (22MB uncompressed)
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Mon 05 Jul 2010 11:34:01 PM UTC, comment #7:
an additional fix is needed to save the owner map for each player; this patch will be included in the main patch file
(file #9452)
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Mon 05 Jul 2010 09:53:39 PM UTC, comment #6:
updated patch; this fixes a lot of trouble with the new savegame format. It is required if you want to use > 32 players or bigger maps.
patch comment:
(file #9448)
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Mon 05 Jul 2010 03:10:45 PM UTC, comment #5:
basic support for savegame version 2 with timing
- add saveversion setting
- add content to savegame2.c
- remove all optional capabilities
- sever settings in a separate block
- merge embassy/give_shared_vision into diplstate
- save map data only for alive players
- compatibility framework
How to test it:
apply the patch; rename any savegame as sg-testme.sav and run the attached script (sg-test.bin)
The old savegame file is used to load/save savefiles for 2.2.x. If debugging is activated such a file can be created by setting 'saveversion' to -1 (undocumented).
(file #9439, file #9440)
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Mon 22 Mar 2010 08:43:36 PM UTC, comment #4:
About loading / saving different versions of savegames:
- keep one function to load the current version
- small functions between releases for savegame changes (2.2.0 -> 2.2.1; 2.2.0 => 2.3.0) which change the secfile data (add / modify / remove data)
- compile option to deactivate this code path
pseud code (based on this patch):
This could use the internal definitions if the game is resetted before the main (current) loading routine is started.
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Sat 20 Mar 2010 08:00:55 PM UTC, comment #3:
> Did you already read things I wrote some times ago at http://freeciv.wikia.com/wiki/User:...
Yes I read this and one or two things are done:
- not killing the server on error
- remove old definitions
- sorting all the different modules into their own functions. starting with this it should be possible to add code which allows to load only a certain savegame version
At the moment I have no concept wrt the last point. How to do this ...
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Sat 20 Mar 2010 07:04:21 PM UTC, comment #2:
> One the one hand there is no structure, one the other hand
> loading a damaged savegame will kill the server.
I doubt this is realizable without designing real game and map objects.
Did you already read things I wrote some times ago at http://freeciv.wikia.com/wiki/User:Pepeto/Some_ideas_for_2.3
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Sat 20 Mar 2010 02:31:26 PM UTC, comment #1:
test script for the new format
(file #8583)
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Sat 20 Mar 2010 02:20:25 PM UTC, original submission:
The current savegame.c file has some disadvantages. One the one hand there is no structure, one the other hand loading a damaged savegame will kill the server. This patch series adds a savegame2.c file to freeciv. This file is a rewrite of the old savegame file. Comments to additional movements of code or renaming of variables within the save file are wellcome.
The file attached to this ticket contants all data. Important is the bash script 'sg-test.bin'. It can be used to test the compability between the old and new savegames. If you rename a savegame as 'sg-testme.sav.bz2', this file will
- load 'sg-testme.sav.bz2' and save it in the old format (sg-test01-old.sav.bz2)
- load 'sg-test01-old.sav.bz2' and save it in the new format (sg-test02-new.sav.bz2)
- load 'sg-test02-new.sav.bz2' and save it in the old format (sg-test03-old.sav.bz2)
- load 'sg-test01-old.sav.bz2' and save it in the old format (sg-test04-old.sav.bz2)
- create diffs between 1-3, 1-4 and 3-4
The main differences are:
- no map for dead players are saved in the new format
- differences within the event log
- (sometimes) differences in the update time for tiles, this can also be found in the diff 1-4 (only old format)
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