Files @ r23483:3733e6b8ff17
Branch filter:

Location: cpp/openttd-patchpack/source/src/game/game_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 game_core.cpp Implementation of Game. */

#include "../stdafx.h"
#include "../core/backup_type.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../window_func.h"
#include "../framerate_type.h"
#include "game.hpp"
#include "game_scanner.hpp"
#include "game_config.hpp"
#include "game_instance.hpp"
#include "game_info.hpp"

#include "../safeguards.h"

/* static */ uint Game::frame_counter = 0;
/* static */ GameInfo *Game::info = NULL;
/* static */ GameInstance *Game::instance = NULL;
/* static */ GameScannerInfo *Game::scanner_info = NULL;
/* static */ GameScannerLibrary *Game::scanner_library = NULL;

/* static */ void Game::GameLoop()
{
	if (_networking && !_network_server) {
		PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT);
		return;
	}
	if (Game::instance == NULL) {
		PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT);
		return;
	}

	PerformanceMeasurer framerate(PFE_GAMESCRIPT);

	Game::frame_counter++;

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
	cur_company.Change(OWNER_DEITY);
	Game::instance->GameLoop();
	cur_company.Restore();

	/* Occasionally collect garbage */
	if ((Game::frame_counter & 255) == 0) {
		Game::instance->CollectGarbage();
	}
}

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

	Game::frame_counter = 0;

	if (Game::scanner_info == NULL) {
		TarScanner::DoScan(TarScanner::GAME);
		Game::scanner_info = new GameScannerInfo();
		Game::scanner_info->Initialize();
		Game::scanner_library = new GameScannerLibrary();
		Game::scanner_library->Initialize();
	}
}

/* static */ void Game::StartNew()
{
	if (Game::instance != NULL) return;

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

	GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
	GameInfo *info = config->GetInfo();
	if (info == NULL) return;

	config->AnchorUnchangeableSettings();

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
	cur_company.Change(OWNER_DEITY);

	Game::info = info;
	Game::instance = new GameInstance();
	Game::instance->Initialize(info);

	cur_company.Restore();

	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
}

/* static */ void Game::Uninitialize(bool keepConfig)
{
	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);

	delete Game::instance;
	Game::instance = NULL;
	Game::info = NULL;

	cur_company.Restore();

	if (keepConfig) {
		Rescan();
	} else {
		delete Game::scanner_info;
		delete Game::scanner_library;
		Game::scanner_info = NULL;
		Game::scanner_library = NULL;

		if (_settings_game.game_config != NULL) {
			delete _settings_game.game_config;
			_settings_game.game_config = NULL;
		}
		if (_settings_newgame.game_config != NULL) {
			delete _settings_newgame.game_config;
			_settings_newgame.game_config = NULL;
		}
	}
}

/* static */ void Game::Pause()
{
	if (Game::instance != NULL) Game::instance->Pause();
}

/* static */ void Game::Unpause()
{
	if (Game::instance != NULL) Game::instance->Unpause();
}

/* static */ bool Game::IsPaused()
{
	return Game::instance != NULL? Game::instance->IsPaused() : false;
}

/* static */ void Game::NewEvent(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;
	}

	/* Check if Game instance is alive */
	if (Game::instance == NULL) {
		event->Release();
		return;
	}

	/* Queue the event */
	Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
	Game::instance->InsertEvent(event);
	cur_company.Restore();

	event->Release();
}

/* static */ void Game::ResetConfig()
{
	/* Check for both newgame as current game if we can reload the GameInfo inside
	 *  the GameConfig. If not, remove the Game from the list. */
	if (_settings_game.game_config != NULL && _settings_game.game_config->HasScript()) {
		if (!_settings_game.game_config->ResetInfo(true)) {
			DEBUG(script, 0, "After a reload, the GameScript by the name '%s' was no longer found, and removed from the list.", _settings_game.game_config->GetName());
			_settings_game.game_config->Change(NULL);
			if (Game::instance != NULL) {
				delete Game::instance;
				Game::instance = NULL;
				Game::info = NULL;
			}
		} else if (Game::instance != NULL) {
			Game::info = _settings_game.game_config->GetInfo();
		}
	}
	if (_settings_newgame.game_config != NULL && _settings_newgame.game_config->HasScript()) {
		if (!_settings_newgame.game_config->ResetInfo(false)) {
			DEBUG(script, 0, "After a reload, the GameScript by the name '%s' was no longer found, and removed from the list.", _settings_newgame.game_config->GetName());
			_settings_newgame.game_config->Change(NULL);
		}
	}
}

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

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

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


/* static */ void Game::Save()
{
	if (Game::instance != NULL && (!_networking || _network_server)) {
		Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
		Game::instance->Save();
		cur_company.Restore();
	} else {
		GameInstance::SaveEmpty();
	}
}

/* static */ void Game::Load(int version)
{
	if (Game::instance != NULL && (!_networking || _network_server)) {
		Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
		Game::instance->Load(version);
		cur_company.Restore();
	} else {
		/* Read, but ignore, the load data */
		GameInstance::LoadEmpty();
	}
}

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

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

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

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

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

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

/**
 * Check whether we have an Game (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 Game (library) matching.
 */
/* static */ bool Game::HasGame(const ContentInfo *ci, bool md5sum)
{
	return Game::scanner_info->HasScript(ci, md5sum);
}

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

/* static */ GameScannerInfo *Game::GetScannerInfo()
{
	return Game::scanner_info;
}
/* static */ GameScannerLibrary *Game::GetScannerLibrary()
{
	return Game::scanner_library;
}