Files @ r26005:fa9fad1bd9d6
Branch filter:

Location: cpp/openttd-patchpack/source/src/saveload/linkgraph_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 linkgraph_sl.cpp Code handling saving and loading of link graphs */

#include "../stdafx.h"

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

#include "../linkgraph/linkgraph.h"
#include "../linkgraph/linkgraphjob.h"
#include "../linkgraph/linkgraphschedule.h"
#include "../network/network.h"
#include "../settings_internal.h"
#include "../settings_table.h"

#include "../safeguards.h"

typedef LinkGraph::BaseNode Node;
typedef LinkGraph::BaseEdge Edge;

static uint16 _num_nodes;
static LinkGraph *_linkgraph; ///< Contains the current linkgraph being saved/loaded.
static NodeID _linkgraph_from; ///< Contains the current "from" node being saved/loaded.

class SlLinkgraphEdge : public DefaultSaveLoadHandler<SlLinkgraphEdge, Node> {
public:
	inline static const SaveLoad description[] = {
		    SLE_VAR(Edge, capacity,                 SLE_UINT32),
		    SLE_VAR(Edge, usage,                    SLE_UINT32),
		SLE_CONDVAR(Edge, travel_time_sum,          SLE_UINT64, SLV_LINKGRAPH_TRAVEL_TIME, SL_MAX_VERSION),
		    SLE_VAR(Edge, last_unrestricted_update, SLE_INT32),
		SLE_CONDVAR(Edge, last_restricted_update,   SLE_INT32, SLV_187, SL_MAX_VERSION),
		    SLE_VAR(Edge, next_edge,                SLE_UINT16),
	};
	inline const static SaveLoadCompatTable compat_description = _linkgraph_edge_sl_compat;

	void Save(Node *bn) const override
	{
		uint16 size = 0;
		for (NodeID to = _linkgraph_from; to != INVALID_NODE; to = _linkgraph->edges[_linkgraph_from][to].next_edge) {
			size++;
		}

		SlSetStructListLength(size);
		for (NodeID to = _linkgraph_from; to != INVALID_NODE; to = _linkgraph->edges[_linkgraph_from][to].next_edge) {
			SlObject(&_linkgraph->edges[_linkgraph_from][to], this->GetDescription());
		}
	}

	void Load(Node *bn) const override
	{
		uint16 max_size = _linkgraph->Size();

		if (IsSavegameVersionBefore(SLV_191)) {
			/* We used to save the full matrix ... */
			for (NodeID to = 0; to < max_size; ++to) {
				SlObject(&_linkgraph->edges[_linkgraph_from][to], this->GetLoadDescription());
			}
			return;
		}

		size_t used_size = IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? max_size : SlGetStructListLength(UINT16_MAX);

		/* ... but as that wasted a lot of space we save a sparse matrix now. */
		for (NodeID to = _linkgraph_from; to != INVALID_NODE; to = _linkgraph->edges[_linkgraph_from][to].next_edge) {
			if (used_size == 0) SlErrorCorrupt("Link graph structure overflow");
			used_size--;

			if (to >= max_size) SlErrorCorrupt("Link graph structure overflow");
			SlObject(&_linkgraph->edges[_linkgraph_from][to], this->GetLoadDescription());
		}

		if (!IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) && used_size > 0) SlErrorCorrupt("Corrupted link graph");
	}
};

class SlLinkgraphNode : public DefaultSaveLoadHandler<SlLinkgraphNode, LinkGraph> {
public:
	inline static const SaveLoad description[] = {
		SLE_CONDVAR(Node, xy,          SLE_UINT32, SLV_191, SL_MAX_VERSION),
		    SLE_VAR(Node, supply,      SLE_UINT32),
		    SLE_VAR(Node, demand,      SLE_UINT32),
		    SLE_VAR(Node, station,     SLE_UINT16),
		    SLE_VAR(Node, last_update, SLE_INT32),
		SLEG_STRUCTLIST("edges", SlLinkgraphEdge),
	};
	inline const static SaveLoadCompatTable compat_description = _linkgraph_node_sl_compat;

	void Save(LinkGraph *lg) const override
	{
		_linkgraph = lg;

		SlSetStructListLength(lg->Size());
		for (NodeID from = 0; from < lg->Size(); ++from) {
			_linkgraph_from = from;
			SlObject(&lg->nodes[from], this->GetDescription());
		}
	}

	void Load(LinkGraph *lg) const override
	{
		_linkgraph = lg;

		uint16 length = IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? _num_nodes : (uint16)SlGetStructListLength(UINT16_MAX);
		lg->Init(length);
		for (NodeID from = 0; from < length; ++from) {
			_linkgraph_from = from;
			SlObject(&lg->nodes[from], this->GetLoadDescription());
		}
	}
};

/**
 * Get a SaveLoad array for a link graph.
 * @return SaveLoad array for link graph.
 */
SaveLoadTable GetLinkGraphDesc()
{
	static const SaveLoad link_graph_desc[] = {
		 SLE_VAR(LinkGraph, last_compression, SLE_INT32),
		SLEG_CONDVAR("num_nodes", _num_nodes, SLE_UINT16, SL_MIN_VERSION, SLV_SAVELOAD_LIST_LENGTH),
		 SLE_VAR(LinkGraph, cargo,            SLE_UINT8),
		SLEG_STRUCTLIST("nodes", SlLinkgraphNode),
	};
	return link_graph_desc;
}

/**
 * Proxy to reuse LinkGraph to save/load a LinkGraphJob.
 * One of the members of a LinkGraphJob is a LinkGraph, but SLEG_STRUCT()
 * doesn't allow us to select a member. So instead, we add a bit of glue to
 * accept a LinkGraphJob, get the LinkGraph, and use that to call the
 * save/load routines for a regular LinkGraph.
 */
class SlLinkgraphJobProxy : public DefaultSaveLoadHandler<SlLinkgraphJobProxy, LinkGraphJob> {
public:
	inline static const SaveLoad description[] = {{}}; // Needed to keep DefaultSaveLoadHandler happy.
	SaveLoadTable GetDescription() const override { return GetLinkGraphDesc(); }
	inline const static SaveLoadCompatTable compat_description = _linkgraph_sl_compat;

	void Save(LinkGraphJob *lgj) const override
	{
		SlObject(const_cast<LinkGraph *>(&lgj->Graph()), this->GetDescription());
	}

	void Load(LinkGraphJob *lgj) const override
	{
		SlObject(const_cast<LinkGraph *>(&lgj->Graph()), this->GetLoadDescription());
	}
};

/**
 * Get a SaveLoad array for a link graph job. The settings struct is derived from
 * the global settings saveload array. The exact entries are calculated when the function
 * is called the first time.
 * It's necessary to keep a copy of the settings for each link graph job so that you can
 * change the settings while in-game and still not mess with current link graph runs.
 * Of course the settings have to be saved and loaded, too, to avoid desyncs.
 * @return Array of SaveLoad structs.
 */
SaveLoadTable GetLinkGraphJobDesc()
{
	static std::vector<SaveLoad> saveloads;

	static const SaveLoad job_desc[] = {
		SLE_VAR(LinkGraphJob, join_date,        SLE_INT32),
		SLE_VAR(LinkGraphJob, link_graph.index, SLE_UINT16),
		SLEG_STRUCT("linkgraph", SlLinkgraphJobProxy),
	};

	/* The member offset arithmetic below is only valid if the types in question
	 * are standard layout types. Otherwise, it would be undefined behaviour. */
	static_assert(std::is_standard_layout<LinkGraphSettings>::value, "LinkGraphSettings needs to be a standard layout type");

	/* We store the offset of each member of the #LinkGraphSettings in the
	 * extra data of the saveload struct. Use it together with the address
	 * of the settings struct inside the job to find the final memory address. */
	static SaveLoadAddrProc * const proc = [](void *b, size_t extra) -> void * { return const_cast<void *>(static_cast<const void *>(reinterpret_cast<const char *>(std::addressof(static_cast<LinkGraphJob *>(b)->settings)) + extra)); };

	/* Build the SaveLoad array on first call and don't touch it later on */
	if (saveloads.size() == 0) {
		GetSaveLoadFromSettingTable(_linkgraph_settings, saveloads);

		for (auto &sl : saveloads) {
			sl.address_proc = proc;
		}

		for (auto &sld : job_desc) {
			saveloads.push_back(sld);
		}
	}

	return saveloads;
}

/**
 * Get a SaveLoad array for the link graph schedule.
 * @return SaveLoad array for the link graph schedule.
 */
SaveLoadTable GetLinkGraphScheduleDesc()
{
	static const SaveLoad schedule_desc[] = {
		SLE_REFLIST(LinkGraphSchedule, schedule, REF_LINK_GRAPH),
		SLE_REFLIST(LinkGraphSchedule, running,  REF_LINK_GRAPH_JOB),
	};
	return schedule_desc;
}

/**
 * Spawn the threads for running link graph calculations.
 * Has to be done after loading as the cargo classes might have changed.
 */
void AfterLoadLinkGraphs()
{
	if (IsSavegameVersionBefore(SLV_191)) {
		for (LinkGraph *lg : LinkGraph::Iterate()) {
			for (NodeID node_id = 0; node_id < lg->Size(); ++node_id) {
				const Station *st = Station::GetIfValid((*lg)[node_id].Station());
				if (st != nullptr) (*lg)[node_id].UpdateLocation(st->xy);
			}
		}

		for (LinkGraphJob *lgj : LinkGraphJob::Iterate()) {
			LinkGraph *lg = &(const_cast<LinkGraph &>(lgj->Graph()));
			for (NodeID node_id = 0; node_id < lg->Size(); ++node_id) {
				const Station *st = Station::GetIfValid((*lg)[node_id].Station());
				if (st != nullptr) (*lg)[node_id].UpdateLocation(st->xy);
			}
		}
	}

	LinkGraphSchedule::instance.SpawnAll();

	if (!_networking || _network_server) {
		AfterLoad_LinkGraphPauseControl();
	}
}

/**
 * All link graphs.
 */
struct LGRPChunkHandler : ChunkHandler {
	LGRPChunkHandler() : ChunkHandler('LGRP', CH_TABLE) {}

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

		for (LinkGraph *lg : LinkGraph::Iterate()) {
			SlSetArrayIndex(lg->index);
			SlObject(lg, GetLinkGraphDesc());
		}
	}

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

		int index;
		while ((index = SlIterateArray()) != -1) {
			LinkGraph *lg = new (index) LinkGraph();
			SlObject(lg, slt);
		}
	}
};

/**
 * All link graph jobs.
 */
struct LGRJChunkHandler : ChunkHandler {
	LGRJChunkHandler() : ChunkHandler('LGRJ', CH_TABLE) {}

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

		for (LinkGraphJob *lgj : LinkGraphJob::Iterate()) {
			SlSetArrayIndex(lgj->index);
			SlObject(lgj, GetLinkGraphJobDesc());
		}
	}

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

		int index;
		while ((index = SlIterateArray()) != -1) {
			LinkGraphJob *lgj = new (index) LinkGraphJob();
			SlObject(lgj, slt);
		}
	}
};

/**
 * Link graph schedule.
 */
struct LGRSChunkHandler : ChunkHandler {
	LGRSChunkHandler() : ChunkHandler('LGRS', CH_TABLE) {}

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

		SlSetArrayIndex(0);
		SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc());
	}

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

		if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
		SlObject(&LinkGraphSchedule::instance, slt);
		if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() != -1) SlErrorCorrupt("Too many LGRS entries");
	}

	void FixPointers() const override
	{
		SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc());
	}
};

static const LGRPChunkHandler LGRP;
static const LGRJChunkHandler LGRJ;
static const LGRSChunkHandler LGRS;
static const ChunkHandlerRef linkgraph_chunk_handlers[] = {
	LGRP,
	LGRJ,
	LGRS,
};

extern const ChunkHandlerTable _linkgraph_chunk_handlers(linkgraph_chunk_handlers);