Files @ r26005:fa9fad1bd9d6
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Location: cpp/openttd-patchpack/source/src/saveload/ai_sl.cpp - annotation

Patric Stout
Add: [Network] Keep the refresh button in lowered state while refreshing (#9600)

This gives user visual feedback that the refresh is still pending, and
prevents people from clicking again and again thinking nothing is
happening. This is especially true for connections that fall back to
TURN, as that takes a few seconds to kick in.

Additionally, prevent clicking on the button again while a refresh
is pending. This is only delaying a successful result.
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/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file ai_sl.cpp Handles the saveload part of the AIs */

#include "../stdafx.h"
#include "../debug.h"

#include "saveload.h"
#include "compat/ai_sl_compat.h"

#include "../company_base.h"
#include "../string_func.h"

#include "../ai/ai.hpp"
#include "../ai/ai_config.hpp"
#include "../network/network.h"
#include "../ai/ai_instance.hpp"

#include "../safeguards.h"

static std::string _ai_saveload_name;
static int         _ai_saveload_version;
static std::string _ai_saveload_settings;
static bool        _ai_saveload_is_random;

static const SaveLoad _ai_company_desc[] = {
	   SLEG_SSTR("name",      _ai_saveload_name,         SLE_STR),
	   SLEG_SSTR("settings",  _ai_saveload_settings,     SLE_STR),
	SLEG_CONDVAR("version",   _ai_saveload_version,   SLE_UINT32, SLV_108, SL_MAX_VERSION),
	SLEG_CONDVAR("is_random", _ai_saveload_is_random,   SLE_BOOL, SLV_136, SL_MAX_VERSION),
};

static void SaveReal_AIPL(int *index_ptr)
{
	CompanyID index = (CompanyID)*index_ptr;
	AIConfig *config = AIConfig::GetConfig(index);

	if (config->HasScript()) {
		_ai_saveload_name = config->GetName();
		_ai_saveload_version = config->GetVersion();
	} else {
		/* No AI is configured for this so store an empty string as name. */
		_ai_saveload_name.clear();
		_ai_saveload_version = -1;
	}

	_ai_saveload_is_random = config->IsRandom();
	_ai_saveload_settings = config->SettingsToString();

	SlObject(nullptr, _ai_company_desc);
	/* If the AI was active, store its data too */
	if (Company::IsValidAiID(index)) AI::Save(index);
}

struct AIPLChunkHandler : ChunkHandler {
	AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {}

	void Load() const override
	{
		const std::vector<SaveLoad> slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat);

		/* Free all current data */
		for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
			AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
		}

		CompanyID index;
		while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
			if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");

			_ai_saveload_is_random = false;
			_ai_saveload_version = -1;
			SlObject(nullptr, slt);

			if (_networking && !_network_server) {
				if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
				continue;
			}

			AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
			if (_ai_saveload_name.empty()) {
				/* A random AI. */
				config->Change(nullptr, -1, false, true);
			} else {
				config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
				if (!config->HasScript()) {
					/* No version of the AI available that can load the data. Try to load the
					 * latest version of the AI instead. */
					config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
					if (!config->HasScript()) {
						if (_ai_saveload_name.compare("%_dummy") != 0) {
							Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
							Debug(script, 0, "A random other AI will be loaded in its place.");
						} else {
							Debug(script, 0, "The savegame had no AIs available at the time of saving.");
							Debug(script, 0, "A random available AI will be loaded now.");
						}
					} else {
						Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
						Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
					}
					/* Make sure the AI doesn't get the saveload data, as it was not the
					 *  writer of the saveload data in the first place */
					_ai_saveload_version = -1;
				}
			}

			config->StringToSettings(_ai_saveload_settings);

			/* Start the AI directly if it was active in the savegame */
			if (Company::IsValidAiID(index)) {
				AI::StartNew(index, false);
				AI::Load(index, _ai_saveload_version);
			}
		}
	}

	void Save() const override
	{
		SlTableHeader(_ai_company_desc);

		for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
			SlSetArrayIndex(i);
			SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
		}
	}
};

static const AIPLChunkHandler AIPL;
static const ChunkHandlerRef ai_chunk_handlers[] = {
	AIPL,
};

extern const ChunkHandlerTable _ai_chunk_handlers(ai_chunk_handlers);