Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/script/api/script_object.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 script_object.cpp Implementation of ScriptObject. */

#include "../../stdafx.h"
#include "../../script/squirrel.hpp"
#include "../../command_func.h"
#include "../../company_func.h"
#include "../../company_base.h"
#include "../../network/network.h"
#include "../../genworld.h"
#include "../../string_func.h"
#include "../../strings_func.h"

#include "../script_storage.hpp"
#include "../script_instance.hpp"
#include "../script_fatalerror.hpp"
#include "script_error.hpp"

#include "../../safeguards.h"

/**
 * Get the storage associated with the current ScriptInstance.
 * @return The storage.
 */
static ScriptStorage *GetStorage()
{
	return ScriptObject::GetActiveInstance()->GetStorage();
}


/* static */ ScriptInstance *ScriptObject::ActiveInstance::active = NULL;

ScriptObject::ActiveInstance::ActiveInstance(ScriptInstance *instance)
{
	this->last_active = ScriptObject::ActiveInstance::active;
	ScriptObject::ActiveInstance::active = instance;
}

ScriptObject::ActiveInstance::~ActiveInstance()
{
	ScriptObject::ActiveInstance::active = this->last_active;
}

/* static */ ScriptInstance *ScriptObject::GetActiveInstance()
{
	assert(ScriptObject::ActiveInstance::active != NULL);
	return ScriptObject::ActiveInstance::active;
}


/* static */ void ScriptObject::SetDoCommandDelay(uint ticks)
{
	assert(ticks > 0);
	GetStorage()->delay = ticks;
}

/* static */ uint ScriptObject::GetDoCommandDelay()
{
	return GetStorage()->delay;
}

/* static */ void ScriptObject::SetDoCommandMode(ScriptModeProc *proc, ScriptObject *instance)
{
	GetStorage()->mode = proc;
	GetStorage()->mode_instance = instance;
}

/* static */ ScriptModeProc *ScriptObject::GetDoCommandMode()
{
	return GetStorage()->mode;
}

/* static */ ScriptObject *ScriptObject::GetDoCommandModeInstance()
{
	return GetStorage()->mode_instance;
}

/* static */ void ScriptObject::SetDoCommandCosts(Money value)
{
	GetStorage()->costs = CommandCost(value);
}

/* static */ void ScriptObject::IncreaseDoCommandCosts(Money value)
{
	GetStorage()->costs.AddCost(value);
}

/* static */ Money ScriptObject::GetDoCommandCosts()
{
	return GetStorage()->costs.GetCost();
}

/* static */ void ScriptObject::SetLastError(ScriptErrorType last_error)
{
	GetStorage()->last_error = last_error;
}

/* static */ ScriptErrorType ScriptObject::GetLastError()
{
	return GetStorage()->last_error;
}

/* static */ void ScriptObject::SetLastCost(Money last_cost)
{
	GetStorage()->last_cost = last_cost;
}

/* static */ Money ScriptObject::GetLastCost()
{
	return GetStorage()->last_cost;
}

/* static */ void ScriptObject::SetRoadType(RoadType road_type)
{
	GetStorage()->road_type = road_type;
}

/* static */ RoadType ScriptObject::GetRoadType()
{
	return GetStorage()->road_type;
}

/* static */ void ScriptObject::SetRailType(RailType rail_type)
{
	GetStorage()->rail_type = rail_type;
}

/* static */ RailType ScriptObject::GetRailType()
{
	return GetStorage()->rail_type;
}

/* static */ void ScriptObject::SetLastCommandRes(bool res)
{
	GetStorage()->last_command_res = res;
	/* Also store the results of various global variables */
	SetNewVehicleID(_new_vehicle_id);
	SetNewSignID(_new_sign_id);
	SetNewGroupID(_new_group_id);
	SetNewGoalID(_new_goal_id);
	SetNewStoryPageID(_new_story_page_id);
	SetNewStoryPageElementID(_new_story_page_element_id);
}

/* static */ bool ScriptObject::GetLastCommandRes()
{
	return GetStorage()->last_command_res;
}

/* static */ void ScriptObject::SetNewVehicleID(VehicleID vehicle_id)
{
	GetStorage()->new_vehicle_id = vehicle_id;
}

/* static */ VehicleID ScriptObject::GetNewVehicleID()
{
	return GetStorage()->new_vehicle_id;
}

/* static */ void ScriptObject::SetNewSignID(SignID sign_id)
{
	GetStorage()->new_sign_id = sign_id;
}

/* static */ SignID ScriptObject::GetNewSignID()
{
	return GetStorage()->new_sign_id;
}

/* static */ void ScriptObject::SetNewGroupID(GroupID group_id)
{
	GetStorage()->new_group_id = group_id;
}

/* static */ GroupID ScriptObject::GetNewGroupID()
{
	return GetStorage()->new_group_id;
}

/* static */ void ScriptObject::SetNewGoalID(GoalID goal_id)
{
	GetStorage()->new_goal_id = goal_id;
}

/* static */ GroupID ScriptObject::GetNewGoalID()
{
	return GetStorage()->new_goal_id;
}

/* static */ void ScriptObject::SetNewStoryPageID(StoryPageID story_page_id)
{
	GetStorage()->new_story_page_id = story_page_id;
}

/* static */ GroupID ScriptObject::GetNewStoryPageID()
{
	return GetStorage()->new_story_page_id;
}

/* static */ void ScriptObject::SetNewStoryPageElementID(StoryPageElementID story_page_element_id)
{
	GetStorage()->new_story_page_element_id = story_page_element_id;
}

/* static */ GroupID ScriptObject::GetNewStoryPageElementID()
{
	return GetStorage()->new_story_page_element_id;
}

/* static */ void ScriptObject::SetAllowDoCommand(bool allow)
{
	GetStorage()->allow_do_command = allow;
}

/* static */ bool ScriptObject::GetAllowDoCommand()
{
	return GetStorage()->allow_do_command;
}

/* static */ void ScriptObject::SetCompany(CompanyID company)
{
	if (GetStorage()->root_company == INVALID_OWNER) GetStorage()->root_company = company;
	GetStorage()->company = company;

	_current_company = company;
}

/* static */ CompanyID ScriptObject::GetCompany()
{
	return GetStorage()->company;
}

/* static */ CompanyID ScriptObject::GetRootCompany()
{
	return GetStorage()->root_company;
}

/* static */ bool ScriptObject::CanSuspend()
{
	Squirrel *squirrel = ScriptObject::GetActiveInstance()->engine;
	return GetStorage()->allow_do_command && squirrel->CanSuspend();
}

/* static */ void *&ScriptObject::GetEventPointer()
{
	return GetStorage()->event_data;
}

/* static */ void *&ScriptObject::GetLogPointer()
{
	return GetStorage()->log_data;
}

/* static */ char *ScriptObject::GetString(StringID string)
{
	char buffer[64];
	::GetString(buffer, string, lastof(buffer));
	::str_validate(buffer, lastof(buffer), SVS_NONE);
	return ::stredup(buffer);
}

/* static */ void ScriptObject::SetCallbackVariable(int index, int value)
{
	if ((size_t)index >= GetStorage()->callback_value.size()) GetStorage()->callback_value.resize(index + 1);
	GetStorage()->callback_value[index] = value;
}

/* static */ int ScriptObject::GetCallbackVariable(int index)
{
	return GetStorage()->callback_value[index];
}

/* static */ bool ScriptObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, Script_SuspendCallbackProc *callback)
{
	if (!ScriptObject::CanSuspend()) {
		throw Script_FatalError("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator.");
	}

	if (ScriptObject::GetCompany() != OWNER_DEITY && !::Company::IsValidID(ScriptObject::GetCompany())) {
		ScriptObject::SetLastError(ScriptError::ERR_PRECONDITION_INVALID_COMPANY);
		return false;
	}

	if (!StrEmpty(text) && (GetCommandFlags(cmd) & CMD_STR_CTRL) == 0) {
		/* The string must be valid, i.e. not contain special codes. Since some
		 * can be made with GSText, make sure the control codes are removed. */
		::str_validate(const_cast<char *>(text), text + strlen(text), SVS_NONE);
	}

	/* Set the default callback to return a true/false result of the DoCommand */
	if (callback == NULL) callback = &ScriptInstance::DoCommandReturn;

	/* Are we only interested in the estimate costs? */
	bool estimate_only = GetDoCommandMode() != NULL && !GetDoCommandMode()();

	/* Only set p2 when the command does not come from the network. */
	if (GetCommandFlags(cmd) & CMD_CLIENT_ID && p2 == 0) p2 = UINT32_MAX;

	/* Try to perform the command. */
	CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, (_networking && !_generating_world) ? ScriptObject::GetActiveInstance()->GetDoCommandCallback() : NULL, text, false, estimate_only);

	/* We failed; set the error and bail out */
	if (res.Failed()) {
		SetLastError(ScriptError::StringToError(res.GetErrorMessage()));
		return false;
	}

	/* No error, then clear it. */
	SetLastError(ScriptError::ERR_NONE);

	/* Estimates, update the cost for the estimate and be done */
	if (estimate_only) {
		IncreaseDoCommandCosts(res.GetCost());
		return true;
	}

	/* Costs of this operation. */
	SetLastCost(res.GetCost());
	SetLastCommandRes(true);

	if (_generating_world) {
		IncreaseDoCommandCosts(res.GetCost());
		if (callback != NULL) {
			/* Insert return value into to stack and throw a control code that
			 * the return value in the stack should be used. */
			callback(GetActiveInstance());
			throw SQInteger(1);
		}
		return true;
	} else if (_networking) {
		/* Suspend the script till the command is really executed. */
		throw Script_Suspend(-(int)GetDoCommandDelay(), callback);
	} else {
		IncreaseDoCommandCosts(res.GetCost());

		/* Suspend the script player for 1+ ticks, so it simulates multiplayer. This
		 *  both avoids confusion when a developer launched his script in a
		 *  multiplayer game, but also gives time for the GUI and human player
		 *  to interact with the game. */
		throw Script_Suspend(GetDoCommandDelay(), callback);
	}

	NOT_REACHED();
}