Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/ai/ai_core.cpp

Patric Stout
Remove: ENABLE_NETWORK switch

This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
/* $Id$ */

/*
 * 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_core.cpp Implementation of AI. */

#include "../stdafx.h"
#include "../core/backup_type.hpp"
#include "../core/bitmath_func.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../window_func.h"
#include "../framerate_type.h"
#include "ai_scanner.hpp"
#include "ai_instance.hpp"
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "ai.hpp"

#include "../safeguards.h"

/* static */ uint AI::frame_counter = 0;
/* static */ AIScannerInfo *AI::scanner_info = NULL;
/* static */ AIScannerLibrary *AI::scanner_library = NULL;

/* static */ bool AI::CanStartNew()
{
	/* Only allow new AIs on the server and only when that is allowed in multiplayer */
	return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
}

/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
{
	assert(Company::IsValidID(company));

	/* Clients shouldn't start AIs */
	if (_networking && !_network_server) return;

	AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
	AIInfo *info = config->GetInfo();
	if (info == NULL || (rerandomise_ai && config->IsRandom())) {
		info = AI::scanner_info->SelectRandomAI();
		assert(info != NULL);
		/* Load default data and store the name in the settings */
		config->Change(info->GetName(), -1, false, true);
	}
	config->AnchorUnchangeableSettings();

	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company *c = Company::Get(company);

	c->ai_info = info;
	assert(c->ai_instance == NULL);
	c->ai_instance = new AIInstance();
	c->ai_instance->Initialize(info);

	cur_company.Restore();

	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
	return;
}

/* static */ void AI::GameLoop()
{
	/* If we are in networking, only servers run this function, and that only if it is allowed */
	if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;

	/* The speed with which AIs go, is limited by the 'competitor_speed' */
	AI::frame_counter++;
	assert(_settings_game.difficulty.competitor_speed <= 4);
	if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
	const Company *c;
	FOR_ALL_COMPANIES(c) {
		if (c->is_ai) {
			PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
			cur_company.Change(c->index);
			c->ai_instance->GameLoop();
		} else {
			PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + c->index));
		}
	}
	cur_company.Restore();

	/* Occasionally collect garbage; every 255 ticks do one company.
	 * Effectively collecting garbage once every two months per AI. */
	if ((AI::frame_counter & 255) == 0) {
		CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
		if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
	}
}

/* static */ uint AI::GetTick()
{
	return AI::frame_counter;
}

/* static */ void AI::Stop(CompanyID company)
{
	if (_networking && !_network_server) return;
	PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + company));

	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company *c = Company::Get(company);

	delete c->ai_instance;
	c->ai_instance = NULL;
	c->ai_info = NULL;

	cur_company.Restore();

	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
	DeleteWindowById(WC_AI_SETTINGS, company);
}

/* static */ void AI::Pause(CompanyID company)
{
	/* The reason why dedicated servers are forbidden to execute this
	 * command is not because it is unsafe, but because there is no way
	 * for the server owner to unpause the script again. */
	if (_network_dedicated) return;

	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company::Get(company)->ai_instance->Pause();

	cur_company.Restore();
}

/* static */ void AI::Unpause(CompanyID company)
{
	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company::Get(company)->ai_instance->Unpause();

	cur_company.Restore();
}

/* static */ bool AI::IsPaused(CompanyID company)
{
	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	bool paused = Company::Get(company)->ai_instance->IsPaused();

	cur_company.Restore();

	return paused;
}

/* static */ void AI::KillAll()
{
	/* It might happen there are no companies .. than we have nothing to loop */
	if (Company::GetPoolSize() == 0) return;

	const Company *c;
	FOR_ALL_COMPANIES(c) {
		if (c->is_ai) AI::Stop(c->index);
	}
}

/* static */ void AI::Initialize()
{
	if (AI::scanner_info != NULL) AI::Uninitialize(true);

	AI::frame_counter = 0;
	if (AI::scanner_info == NULL) {
		TarScanner::DoScan(TarScanner::AI);
		AI::scanner_info = new AIScannerInfo();
		AI::scanner_info->Initialize();
		AI::scanner_library = new AIScannerLibrary();
		AI::scanner_library->Initialize();
	}
}

/* static */ void AI::Uninitialize(bool keepConfig)
{
	AI::KillAll();

	if (keepConfig) {
		/* Run a rescan, which indexes all AIInfos again, and check if we can
		 *  still load all the AIS, while keeping the configs in place */
		Rescan();
	} else {
		delete AI::scanner_info;
		delete AI::scanner_library;
		AI::scanner_info = NULL;
		AI::scanner_library = NULL;

		for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
			if (_settings_game.ai_config[c] != NULL) {
				delete _settings_game.ai_config[c];
				_settings_game.ai_config[c] = NULL;
			}
			if (_settings_newgame.ai_config[c] != NULL) {
				delete _settings_newgame.ai_config[c];
				_settings_newgame.ai_config[c] = NULL;
			}
		}
	}
}

/* static */ void AI::ResetConfig()
{
	/* Check for both newgame as current game if we can reload the AIInfo inside
	 *  the AIConfig. If not, remove the AI from the list (which will assign
	 *  a random new AI on reload). */
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
		if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
			if (!_settings_game.ai_config[c]->ResetInfo(true)) {
				DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
				_settings_game.ai_config[c]->Change(NULL);
				if (Company::IsValidAiID(c)) {
					/* The code belonging to an already running AI was deleted. We can only do
					 * one thing here to keep everything sane and that is kill the AI. After
					 * killing the offending AI we start a random other one in it's place, just
					 * like what would happen if the AI was missing during loading. */
					AI::Stop(c);
					AI::StartNew(c, false);
				}
			} else if (Company::IsValidAiID(c)) {
				/* Update the reference in the Company struct. */
				Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
			}
		}
		if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
			if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
				DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
				_settings_newgame.ai_config[c]->Change(NULL);
			}
		}
	}
}

/* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
{
	/* AddRef() and Release() need to be called at least once, so do it here */
	event->AddRef();

	/* Clients should ignore events */
	if (_networking && !_network_server) {
		event->Release();
		return;
	}

	/* Only AIs can have an event-queue */
	if (!Company::IsValidAiID(company)) {
		event->Release();
		return;
	}

	/* Queue the event */
	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company::Get(_current_company)->ai_instance->InsertEvent(event);
	cur_company.Restore();

	event->Release();
}

/* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
{
	/* AddRef() and Release() need to be called at least once, so do it here */
	event->AddRef();

	/* Clients should ignore events */
	if (_networking && !_network_server) {
		event->Release();
		return;
	}

	/* Try to send the event to all AIs */
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
		if (c != skip_company) AI::NewEvent(c, event);
	}

	event->Release();
}

/* static */ void AI::Save(CompanyID company)
{
	if (!_networking || _network_server) {
		Company *c = Company::GetIfValid(company);
		assert(c != NULL && c->ai_instance != NULL);

		Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
		c->ai_instance->Save();
		cur_company.Restore();
	} else {
		AIInstance::SaveEmpty();
	}
}

/* static */ void AI::Load(CompanyID company, int version)
{
	if (!_networking || _network_server) {
		Company *c = Company::GetIfValid(company);
		assert(c != NULL && c->ai_instance != NULL);

		Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
		c->ai_instance->Load(version);
		cur_company.Restore();
	} else {
		/* Read, but ignore, the load data */
		AIInstance::LoadEmpty();
	}
}

/* static */ int AI::GetStartNextTime()
{
	/* Find the first company which doesn't exist yet */
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
		if (!Company::IsValidID(c)) return AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->GetSetting("start_date");
	}

	/* Currently no AI can be started, check again in a year. */
	return DAYS_IN_YEAR;
}

/* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
{
	return AI::scanner_info->GetConsoleList(p, last, newest_only);
}

/* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
{
	 return AI::scanner_library->GetConsoleList(p, last, true);
}

/* static */ const ScriptInfoList *AI::GetInfoList()
{
	return AI::scanner_info->GetInfoList();
}

/* static */ const ScriptInfoList *AI::GetUniqueInfoList()
{
	return AI::scanner_info->GetUniqueInfoList();
}

/* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
{
	return AI::scanner_info->FindInfo(name, version, force_exact_match);
}

/* static */ AILibrary *AI::FindLibrary(const char *library, int version)
{
	return AI::scanner_library->FindLibrary(library, version);
}

/* static */ void AI::Rescan()
{
	TarScanner::DoScan(TarScanner::AI);

	AI::scanner_info->RescanDir();
	AI::scanner_library->RescanDir();
	ResetConfig();

	InvalidateWindowData(WC_AI_LIST, 0, 1);
	SetWindowClassesDirty(WC_AI_DEBUG);
	InvalidateWindowClassesData(WC_AI_SETTINGS);
}

/**
 * Check whether we have an AI (library) with the exact characteristics as ci.
 * @param ci the characteristics to search on (shortname and md5sum)
 * @param md5sum whether to check the MD5 checksum
 * @return true iff we have an AI (library) matching.
 */
/* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
{
	return AI::scanner_info->HasScript(ci, md5sum);
}

/* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
{
	return AI::scanner_library->HasScript(ci, md5sum);
}

/* static */ AIScannerInfo *AI::GetScannerInfo()
{
	return AI::scanner_info;
}

/* static */ AIScannerLibrary *AI::GetScannerLibrary()
{
	return AI::scanner_library;
}