BinaryStateSaver - pass in compression level instead of hitting Global.Config, now we just use Global.Config more in other places, but it's a step in the right direction
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@ -328,9 +328,9 @@ namespace BizHawk.Client.Common
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sw.Flush();
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}
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public BinaryStateSaver(string path, bool notamovie) // notamovie is hack, really should have separate something
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public BinaryStateSaver(string path, int compressionLevel)
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{
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_zip = new FrameworkZipWriter(path, notamovie ? Global.Config.SaveStateCompressionLevelNormal : Global.Config.MovieCompressionLevel);
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_zip = new FrameworkZipWriter(path, compressionLevel);
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}
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public void PutVersionLumps()
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@ -15,7 +15,7 @@ namespace BizHawk.Client.Common
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// the old method of text savestate save is now gone.
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// a text savestate is just like a binary savestate, but with a different core lump
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using var bs = new BinaryStateSaver(filename, true);
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using var bs = new BinaryStateSaver(filename, Global.Config.SaveStateCompressionLevelNormal);
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bs.PutVersionLumps();
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if (Global.Config.SaveStateType == SaveStateTypeE.Text)
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{
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@ -184,7 +184,7 @@ namespace BizHawk.Client.Common
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Directory.CreateDirectory(file.Directory.ToString());
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}
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using var bs = new BinaryStateSaver(fn, false);
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using var bs = new BinaryStateSaver(fn, Global.Config.MovieCompressionLevel);
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bs.PutLump(BinaryStateLump.Movieheader, tw => tw.WriteLine(Header.ToString()));
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bs.PutLump(BinaryStateLump.Comments, tw => tw.WriteLine(CommentsString()));
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bs.PutLump(BinaryStateLump.Subtitles, tw => tw.WriteLine(Subtitles.ToString()));
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@ -18,7 +18,7 @@ namespace BizHawk.Client.Common
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Directory.CreateDirectory(file.Directory.ToString());
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}
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using var bs = new BinaryStateSaver(fn, false);
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using var bs = new BinaryStateSaver(fn, Global.Config.MovieCompressionLevel);
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bs.PutLump(BinaryStateLump.Movieheader, tw => tw.WriteLine(Header.ToString()));
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bs.PutLump(BinaryStateLump.Comments, tw => tw.WriteLine(CommentsString()));
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bs.PutLump(BinaryStateLump.Subtitles, tw => tw.WriteLine(Subtitles.ToString()));
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