Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/fios.h

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 fios.h Declarations for savegames operations */

#ifndef FIOS_H
#define FIOS_H

#include "gfx_type.h"
#include "company_base.h"
#include "newgrf_config.h"
#include "network/core/tcp_content.h"


/** Special values for save-load window for the data parameter of #InvalidateWindowData. */
enum SaveLoadInvalidateWindowData {
	SLIWD_RESCAN_FILES,          ///< Rescan all files (when changed directory, ...)
	SLIWD_SELECTION_CHANGES,     ///< File selection has changed (user click, ...)
	SLIWD_FILTER_CHANGES,        ///< The filename filter has changed (via the editbox)
};

typedef SmallMap<uint, CompanyProperties *> CompanyPropertiesMap;

/**
 * Container for loading in mode SL_LOAD_CHECK.
 */
struct LoadCheckData {
	bool checkable;     ///< True if the savegame could be checked by SL_LOAD_CHECK. (Old savegames are not checkable.)
	StringID error;     ///< Error message from loading. INVALID_STRING_ID if no error.
	char *error_data;   ///< Data to pass to SetDParamStr when displaying #error.

	uint32 map_size_x, map_size_y;
	Date current_date;

	GameSettings settings;

	CompanyPropertiesMap companies;               ///< Company information.

	GRFConfig *grfconfig;                         ///< NewGrf configuration from save.
	GRFListCompatibility grf_compatibility;       ///< Summary state of NewGrfs, whether missing files or only compatible found.

	struct LoggedAction *gamelog_action;          ///< Gamelog actions
	uint gamelog_actions;                         ///< Number of gamelog actions

	LoadCheckData() : error_data(NULL), grfconfig(NULL),
			grf_compatibility(GLC_NOT_FOUND), gamelog_action(NULL), gamelog_actions(0)
	{
		this->Clear();
	}

	/**
	 * Don't leak memory at program exit
	 */
	~LoadCheckData()
	{
		this->Clear();
	}

	/**
	 * Check whether loading the game resulted in errors.
	 * @return true if errors were encountered.
	 */
	bool HasErrors()
	{
		return this->checkable && this->error != INVALID_STRING_ID;
	}

	/**
	 * Check whether the game uses any NewGrfs.
	 * @return true if NewGrfs are used.
	 */
	bool HasNewGrfs()
	{
		return this->checkable && this->error == INVALID_STRING_ID && this->grfconfig != NULL;
	}

	void Clear();
};

extern LoadCheckData _load_check_data;


enum FileSlots {
	/**
	 * Slot used for the GRF scanning and such.
	 * This slot is used for all temporary accesses to files when scanning/testing files,
	 * and thus cannot be used for files, which are continuously accessed during a game.
	 */
	CONFIG_SLOT    =  0,
	/** Slot for the sound. */
	SOUND_SLOT     =  1,
	/** First slot usable for (New)GRFs used during the game. */
	FIRST_GRF_SLOT =  2,
	/** Maximum number of slots. */
	MAX_FILE_SLOTS = 128,
};

/** Deals with finding savegames */
struct FiosItem {
	FiosType type;
	uint64 mtime;
	char title[64];
	char name[MAX_PATH];
};

/** List of file information. */
class FileList {
public:
	~FileList();

	/**
	 * Construct a new entry in the file list.
	 * @return Pointer to the new items to be initialized.
	 */
	inline FiosItem *Append()
	{
		return this->files.Append();
	}

	/**
	 * Get the number of files in the list.
	 * @return The number of files stored in the list.
	 */
	inline uint Length() const
	{
		return this->files.Length();
	}

	/**
	 * Get a pointer to the first file information.
	 * @return Address of the first file information.
	 */
	inline const FiosItem *Begin() const
	{
		return this->files.Begin();
	}

	/**
	 * Get a pointer behind the last file information.
	 * @return Address behind the last file information.
	 */
	inline const FiosItem *End() const
	{
		return this->files.End();
	}

	/**
	 * Get a pointer to the indicated file information. File information must exist.
	 * @return Address of the indicated existing file information.
	 */
	inline const FiosItem *Get(uint index) const
	{
		return this->files.Get(index);
	}

	/**
	 * Get a pointer to the indicated file information. File information must exist.
	 * @return Address of the indicated existing file information.
	 */
	inline FiosItem *Get(uint index)
	{
		return this->files.Get(index);
	}

	inline const FiosItem &operator[](uint index) const
	{
		return this->files[index];
	}

	/**
	 * Get a reference to the indicated file information. File information must exist.
	 * @return The requested file information.
	 */
	inline FiosItem &operator[](uint index)
	{
		return this->files[index];
	}

	/** Remove all items from the list. */
	inline void Clear()
	{
		this->files.Clear();
	}

	/** Compact the list down to the smallest block size boundary. */
	inline void Compact()
	{
		this->files.Compact();
	}

	void BuildFileList(AbstractFileType abstract_filetype, SaveLoadOperation fop);
	const FiosItem *FindItem(const char *file);

	SmallVector<FiosItem, 32> files; ///< The list of files.
};

enum SortingBits {
	SORT_ASCENDING  = 0,
	SORT_DESCENDING = 1,
	SORT_BY_DATE    = 0,
	SORT_BY_NAME    = 2
};
DECLARE_ENUM_AS_BIT_SET(SortingBits)

/* Variables to display file lists */
extern SortingBits _savegame_sort_order;

void ShowSaveLoadDialog(AbstractFileType abstract_filetype, SaveLoadOperation fop);

void FiosGetSavegameList(SaveLoadOperation fop, FileList &file_list);
void FiosGetScenarioList(SaveLoadOperation fop, FileList &file_list);
void FiosGetHeightmapList(SaveLoadOperation fop, FileList &file_list);

const char *FiosBrowseTo(const FiosItem *item);

StringID FiosGetDescText(const char **path, uint64 *total_free);
bool FiosDelete(const char *name);
void FiosMakeHeightmapName(char *buf, const char *name, const char *last);
void FiosMakeSavegameName(char *buf, const char *name, const char *last);

FiosType FiosGetSavegameListCallback(SaveLoadOperation fop, const char *file, const char *ext, char *title, const char *last);

int CDECL CompareFiosItems(const FiosItem *a, const FiosItem *b);

#endif /* FIOS_H */