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There are currently 77 users playing Freelancer on 33 servers.
September. 25, 2018

Browsing this Thread:   1 Anonymous Users



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Request: save/load for plugins
Not too shy to talk
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2011/11/22 17:43
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Rather incorporated within original common.dll so savegames would turn into extended format:
Code:
[uuid]
<Data>

[uuid]
<Data>

[uuid]
<Data>

And the library would additionally export:
Code:
void Register (  uuid ID, callback CallProc, uint CallParam  );
void Unregister ( uuid ID,  callback CallProc, uint CallParam  );
ID - unique uuid (GUID) identifier. Registering it would allocate such section inside a savegame.
CallProc - callback that is called with registered ID.
CallParam - user defined.

Code:
typedef callback void (const uuid ID, bool Loading, *Memory, uint *Size, const uint CallParam);

ID is a being read / an about to be written section of a savegame currently.
If Loading TRUE, *Memory contains a pointer to data that must be read and *Size contains length of those data.
If Loading FALSE, *Memory must be assigned with a pointer to data that must be written into savegame, and length of those data must be written into *Size.
CallParam is user defined which is simply sent back.

Some consortium on idea? Or may be some way already exists to save/load?

I've thought about saving/loading parallel .flplugindata files, but it seemed to me unreliable in the case of renaming savegames inside the game, or close to that, I believe tracking associated savegame might break one day, and not sure there are too many places in which game is saved/loaded completely to support multiple hooks from various plugins (if any).

All this is because of Helloween's Dynamic Mission Plugins point and suddenly realized what is missing: such new (virtualized/parallel to the game) things definitely need a storage.

Posted on: 4/19 9:34
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Re: Request: save/load for plugins
Home away from home
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Not mine, W0dka's and M0tah's

Posted on: 6/27 10:55
Open Sirius Mod
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Re: Request: save/load for plugins
Not too shy to talk
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Anyway, I've looked at gta's plugins and those keep data externally (ini, txt files). Indeed, players may play any savegame without being annoyed about would-be hardcoded progress inside ones because of some plug-in. Retiring the idea, I suppose.

Posted on: 6/27 14:23
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Re: Request: save/load for plugins
Home away from home
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Look at the Player Bases Plugin save format maybe...
I was tried to make act_Save or something like this at MP and it was saved into player's SP file.

So idea is to make MP files even full like SP

Posted on: 6/28 10:57
Open Sirius Mod
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