@@ -601,7 +601,7 @@ bool DoCommandP(TileIndex tile, uint32 p
* @param cmd the command cost to return.
* @param clear whether to keep the storage changes or not.
*/
#define return_dcpi(cmd, clear) { _docommand_recursive = 0; ClearPersistentStorageChanges(clear); return cmd; }
#define return_dcpi(cmd) { _docommand_recursive = 0; return cmd; }
/*!
* Helper function for the toplevel network safe docommand function for the current company.
@@ -645,7 +645,7 @@ CommandCost DoCommandPInternal(TileIndex
#endif
/* Do not even think about executing out-of-bounds tile-commands */
if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR, false);
if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR);
/* Always execute server and spectator commands as spectator */
bool exec_as_spectator = (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0;
@@ -654,7 +654,7 @@ CommandCost DoCommandPInternal(TileIndex
* The server will ditch any server commands a client sends to it, so effectively
* this guards the server from executing functions for an invalid company. */
if (_game_mode == GM_NORMAL && !exec_as_spectator && !Company::IsValidID(_current_company) && !(_current_company == OWNER_DEITY && (cmd_flags & CMD_DEITY) != 0)) {
return_dcpi(CMD_ERROR, false);
return_dcpi(CMD_ERROR);
}
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
@@ -665,8 +665,9 @@ CommandCost DoCommandPInternal(TileIndex
/* Test the command. */
_cleared_object_areas.Clear();
SetTownRatingTestMode(true);
ClearPersistentStorageChanges(false);
BasePersistentStorageArray::SwitchMode(PSM_ENTER_TESTMODE);
CommandCost res = proc(tile, flags, p1, p2, text);
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_TESTMODE);
SetTownRatingTestMode(false);
/* Make sure we're not messing things up here. */
@@ -685,7 +686,7 @@ CommandCost DoCommandPInternal(TileIndex
DEBUG(desync, 1, "cmdf: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text, GetCommandName(cmd));
cur_company.Restore();
return_dcpi(res, false);
return_dcpi(res);
#ifdef ENABLE_NETWORK
@@ -701,7 +702,7 @@ CommandCost DoCommandPInternal(TileIndex
* This way it's not handled by DoCommand and only the
* actual execution of the command causes messages. Also
* reset the storages as we've not executed the command. */
return_dcpi(CommandCost(), false);
return_dcpi(CommandCost());
#endif /* ENABLE_NETWORK */
DEBUG(desync, 1, "cmd: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text, GetCommandName(cmd));
@@ -709,8 +710,9 @@ CommandCost DoCommandPInternal(TileIndex
/* Actually try and execute the command. If no cost-type is given
* use the construction one */
BasePersistentStorageArray::SwitchMode(PSM_ENTER_COMMAND);
CommandCost res2 = proc(tile, flags | DC_EXEC, p1, p2, text);
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_COMMAND);
if (cmd_id == CMD_COMPANY_CTRL) {
cur_company.Trash();
@@ -731,7 +733,7 @@ CommandCost DoCommandPInternal(TileIndex
if (!test_and_exec_can_differ) {
assert(res.GetCost() == res2.GetCost() && res.Failed() == res2.Failed()); // sanity check
} else if (res2.Failed()) {
return_dcpi(res2, false);
return_dcpi(res2);
/* If we're needing more money and we haven't done
@@ -741,7 +743,7 @@ CommandCost DoCommandPInternal(TileIndex
* So make sure the signal buffer is empty even in this case */
UpdateSignalsInBuffer();
SetDParam(0, _additional_cash_required);
return_dcpi(CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY), false);
return_dcpi(CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY));
/* update last build coordinate of company. */
@@ -755,7 +757,7 @@ CommandCost DoCommandPInternal(TileIndex
/* update signals if needed */
return_dcpi(res2, true);
#undef return_dcpi
@@ -105,6 +105,8 @@ static void _GenerateWorld(void *)
SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
/* Must start economy early because of the costs. */
StartupEconomy();
@@ -141,8 +143,6 @@ static void _GenerateWorld(void *)
ClearPersistentStorageChanges(true);
/* These are probably pointless when inside the scenario editor. */
SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
StartupCompanies();
@@ -179,6 +179,8 @@ static void _GenerateWorld(void *)
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
ResetObjectToPlace();
_cur_company.Trash();
_current_company = _local_company = _gw.lc;
@@ -202,6 +204,7 @@ static void _GenerateWorld(void *)
SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
} catch (...) {
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
if (_cur_company.IsValid()) _cur_company.Restore();
_generating_world = false;
_modal_progress_work_mutex->EndCritical();
@@ -22,6 +22,10 @@ INSTANTIATE_POOL_METHODS(PersistentStora
/** The changed storage arrays */
static std::set<BasePersistentStorageArray*> *_changed_storage_arrays = new std::set<BasePersistentStorageArray*>;
bool BasePersistentStorageArray::gameloop;
bool BasePersistentStorageArray::command;
bool BasePersistentStorageArray::testmode;
/**
* Remove references to use.
@@ -42,25 +46,54 @@ void AddChangedPersistentStorage(BasePer
* Clear the changes made since the last #ClearStorageChanges.
* This is done for *all* storages that have been registered to with
* #AddChangedStorage since the previous #ClearStorageChanges.
* Clear temporary changes made since the last call to SwitchMode, and
* set whether subsequent changes shall be persistent or temporary.
*
* This can be done in two ways:
* - saving the changes permanently
* - reverting to the previous version
* @param keep_changes do we save or revert the changes since the last #ClearChanges?
* @param mode Mode switch affecting temporary/persistent changes.
* @param ignore_prev_mode Disable some sanity checks for exceptional call circumstances.
void ClearPersistentStorageChanges(bool keep_changes)
/* static */ void BasePersistentStorageArray::SwitchMode(PersistentStorageMode mode, bool ignore_prev_mode)
{
/* Loop over all changes arrays */
for (std::set<BasePersistentStorageArray*>::iterator it = _changed_storage_arrays->begin(); it != _changed_storage_arrays->end(); it++) {
if (!keep_changes) {
DEBUG(desync, 1, "Discarding persistent storage changes: Feature %d, GrfID %08X, Tile %d", (*it)->feature, BSWAP32((*it)->grfid), (*it)->tile);
(*it)->ClearChanges(keep_changes);
switch (mode) {
case PSM_ENTER_GAMELOOP:
assert(ignore_prev_mode || !gameloop);
assert(!command && !testmode);
gameloop = true;
break;
case PSM_LEAVE_GAMELOOP:
assert(ignore_prev_mode || gameloop);
gameloop = false;
case PSM_ENTER_COMMAND:
assert((ignore_prev_mode || !command) && !testmode);
command = true;
case PSM_LEAVE_COMMAND:
assert(ignore_prev_mode || command);
command = false;
case PSM_ENTER_TESTMODE:
assert(!command && (ignore_prev_mode || !testmode));
testmode = true;
case PSM_LEAVE_TESTMODE:
assert(ignore_prev_mode || testmode);
testmode = false;
default: NOT_REACHED();
/* And then clear that array */
/* Discard all temporary changes */
(*it)->ClearChanges();
_changed_storage_arrays->clear();
@@ -16,6 +16,18 @@
#include "tile_type.h"
* Mode switches to the behaviour of persistent storage array.
enum PersistentStorageMode {
PSM_ENTER_GAMELOOP, ///< Enter the gameloop, changes will be permanent.
PSM_LEAVE_GAMELOOP, ///< Leave the gameloop, changes will be temporary.
PSM_ENTER_COMMAND, ///< Enter command scope, changes will be permanent.
PSM_LEAVE_COMMAND, ///< Leave command scope, revert to previous mode.
PSM_ENTER_TESTMODE, ///< Enter command test mode, changes will be tempoary.
PSM_LEAVE_TESTMODE, ///< Leave command test mode, revert to previous mode.
};
* Base class for all persistent NewGRF storage arrays. Nothing fancy, only here
* so we have a generalised access to the virtual methods.
@@ -26,14 +38,24 @@ struct BasePersistentStorageArray {
virtual ~BasePersistentStorageArray();
static void SwitchMode(PersistentStorageMode mode, bool ignore_prev_mode = false);
protected:
* Clear the changes made since the last #ClearChanges.
* Discard temporary changes.
virtual void ClearChanges(bool keep_changes) = 0;
virtual void ClearChanges() = 0;
* Check whether currently changes to the storage shall be persistent or
* temporary till the next call to ClearChanges().
static bool AreChangesPersistent() { return (gameloop || command) && !testmode; }
private:
static bool gameloop;
static bool command;
static bool testmode;
@@ -82,7 +104,9 @@ struct PersistentStorageArray : BasePers
if (this->storage[pos] == value) return;
/* We do not have made a backup; lets do so */
if (this->prev_storage == NULL) {
if (AreChangesPersistent()) {
assert(this->prev_storage == NULL);
} else if (this->prev_storage == NULL) {
this->prev_storage = MallocT<TYPE>(SIZE);
memcpy(this->prev_storage, this->storage, sizeof(this->storage));
@@ -107,20 +131,14 @@ struct PersistentStorageArray : BasePers
return this->storage[pos];
* Clear the changes, or assign them permanently to the storage.
* @param keep_changes Whether to assign or ditch the changes.
void ClearChanges(bool keep_changes)
void ClearChanges()
assert(this->prev_storage != NULL);
if (this->prev_storage != NULL) {
memcpy(this->storage, this->prev_storage, sizeof(this->storage));
free(this->prev_storage);
this->prev_storage = NULL;
@@ -189,8 +207,6 @@ struct TemporaryStorageArray {
void AddChangedPersistentStorage(BasePersistentStorageArray *storage);
void ClearPersistentStorageChanges(bool keep_changes);
typedef PersistentStorageArray<int32, 16> OldPersistentStorage;
@@ -1355,15 +1355,14 @@ void StateGameLoop()
if (HasModalProgress()) return;
Layouter::ReduceLineCache();
if (_game_mode == GM_EDITOR) {
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
UpdateLandscapingLimits();
CallWindowTickEvent();
@@ -1382,12 +1381,13 @@ void StateGameLoop()
* for multiplayer compatibility */
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
AnimateAnimatedTiles();
IncreaseDate();
#ifndef DEBUG_DUMP_COMMANDS
AI::GameLoop();
@@ -39,6 +39,7 @@ static void Save_PSAC()
/* Write the industries */
FOR_ALL_STORAGES(ps) {
ps->ClearChanges();
SlSetArrayIndex(ps->index);
SlObject(ps, _storage_desc);
Status change: