SCI: Remove remarks about in-place loading, at least for now.

Not loading in-place has the advantage that it allows to cleanly
cancel loading a savesate, e.g. if we detect a defect during
loading. This is much harder (if not impossible) to achieve if
loading in-place. So I'd prefer if we took advantage of this.
Right now, though, we don't.

svn-id: r45786
This commit is contained in:
Max Horn 2009-11-09 22:20:59 +00:00
parent 1497c4120e
commit 53d0bcd594

View File

@ -251,7 +251,6 @@ void SegManager::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(Clones_seg_id);
s.syncAsSint32LE(Lists_seg_id);
s.syncAsSint32LE(Nodes_seg_id);
// FIXME: Hunks_seg_id ?
}
static void sync_SegManagerPtr(Common::Serializer &s, ResourceManager *&resMan, SegManager *&obj) {
@ -295,7 +294,6 @@ void EngineState::saveLoadWithSerializer(Common::Serializer &s) {
s.syncString(tmp); // OBSOLETE: Used to be game_version
s.skip(4, VER(9), VER(9)); // OBSOLETE: Used to be version
// FIXME: Do in-place loading at some point, instead of creating a new EngineState instance from scratch.
if (s.isLoading()) {
//free(menubar);
_menubar = new Menubar();
@ -552,8 +550,7 @@ static byte *find_unique_script_block(EngineState *s, byte *buf, int type) {
return NULL;
}
// FIXME: This should probably be turned into an EngineState method
// FIXME: Or maybe into a DataStack method...
// TODO: This should probably be turned into an EngineState or DataStack method.
static void reconstruct_stack(EngineState *retval) {
SegmentId stack_seg = retval->_segMan->findSegmentByType(SEG_TYPE_STACK);
DataStack *stack = (DataStack *)(retval->_segMan->_heap[stack_seg]);
@ -733,7 +730,7 @@ EngineState *gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
thumbnail = 0;
}
// FIXME: Do in-place loading at some point, instead of creating a new EngineState instance from scratch.
// Create a new EngineState object
retval = new EngineState(s->resMan, s->_kernel, s->_voc, s->_segMan, s->_gui, s->_audio);
// Copy some old data