Files @ r23482:de566f8c088d
Branch filter:

Location: cpp/openttd-patchpack/source/src/game/game_core.cpp

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
/* $Id$ */

/*
 * 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);
}

#if defined(ENABLE_NETWORK)

/**
 * 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);
}

#endif /* defined(ENABLE_NETWORK) */

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