Files @ r24498:e9114d9ab04a
Branch filter:

Location: cpp/openttd-patchpack/source/src/saveload/game_sl.cpp

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * 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_sl.cpp Handles the saveload part of the GameScripts */

#include "../stdafx.h"
#include "../debug.h"
#include "saveload.h"
#include "../string_func.h"

#include "../game/game.hpp"
#include "../game/game_config.hpp"
#include "../network/network.h"
#include "../game/game_instance.hpp"
#include "../game/game_text.hpp"

#include "../safeguards.h"

static char _game_saveload_name[64];
static int  _game_saveload_version;
static char _game_saveload_settings[1024];
static bool _game_saveload_is_random;

static const SaveLoad _game_script[] = {
	    SLEG_STR(_game_saveload_name,        SLE_STRB),
	    SLEG_STR(_game_saveload_settings,    SLE_STRB),
	    SLEG_VAR(_game_saveload_version,   SLE_UINT32),
	    SLEG_VAR(_game_saveload_is_random,   SLE_BOOL),
	     SLE_END()
};

static void SaveReal_GSDT(int *index_ptr)
{
	GameConfig *config = GameConfig::GetConfig();

	if (config->HasScript()) {
		strecpy(_game_saveload_name, config->GetName(), lastof(_game_saveload_name));
		_game_saveload_version = config->GetVersion();
	} else {
		/* No GameScript is configured for this so store an empty string as name. */
		_game_saveload_name[0] = '\0';
		_game_saveload_version = -1;
	}

	_game_saveload_is_random = config->IsRandom();
	_game_saveload_settings[0] = '\0';
	config->SettingsToString(_game_saveload_settings, lastof(_game_saveload_settings));

	SlObject(nullptr, _game_script);
	Game::Save();
}

static void Load_GSDT()
{
	/* Free all current data */
	GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);

	if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;

	_game_saveload_version = -1;
	SlObject(nullptr, _game_script);

	if (_networking && !_network_server) {
		GameInstance::LoadEmpty();
		if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
		return;
	}

	GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
	if (StrEmpty(_game_saveload_name)) {
	} else {
		config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
		if (!config->HasScript()) {
			/* No version of the GameScript available that can load the data. Try to load the
			 * latest version of the GameScript instead. */
			config->Change(_game_saveload_name, -1, false, _game_saveload_is_random);
			if (!config->HasScript()) {
				if (strcmp(_game_saveload_name, "%_dummy") != 0) {
					DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
					DEBUG(script, 0, "This game will continue to run without GameScript.");
				} else {
					DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
					DEBUG(script, 0, "This game will continue to run without GameScript.");
				}
			} else {
				DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
				DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
			}
			/* Make sure the GameScript doesn't get the saveload data, as he was not the
			 *  writer of the saveload data in the first place */
			_game_saveload_version = -1;
		}
	}

	config->StringToSettings(_game_saveload_settings);

	/* Start the GameScript directly if it was active in the savegame */
	Game::StartNew();
	Game::Load(_game_saveload_version);

	if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
}

static void Save_GSDT()
{
	SlSetArrayIndex(0);
	SlAutolength((AutolengthProc *)SaveReal_GSDT, nullptr);
}

extern GameStrings *_current_data;

static std::string _game_saveload_string;
static uint _game_saveload_strings;

static const SaveLoad _game_language_header[] = {
	SLEG_SSTR(_game_saveload_string, SLE_STR),
	 SLEG_VAR(_game_saveload_strings, SLE_UINT32),
	  SLE_END()
};

static const SaveLoad _game_language_string[] = {
	SLEG_SSTR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
	  SLE_END()
};

static void SaveReal_GSTR(const LanguageStrings *ls)
{
	_game_saveload_string  = ls->language.c_str();
	_game_saveload_strings = (uint)ls->lines.size();

	SlObject(nullptr, _game_language_header);
	for (const auto &i : ls->lines) {
		_game_saveload_string = i.c_str();
		SlObject(nullptr, _game_language_string);
	}
}

static void Load_GSTR()
{
	delete _current_data;
	_current_data = new GameStrings();

	while (SlIterateArray() != -1) {
		_game_saveload_string.clear();
		SlObject(nullptr, _game_language_header);

		LanguageStrings ls(_game_saveload_string);
		for (uint i = 0; i < _game_saveload_strings; i++) {
			SlObject(nullptr, _game_language_string);
			ls.lines.emplace_back(_game_saveload_string);
		}

		_current_data->raw_strings.push_back(std::move(ls));
	}

	/* If there were no strings in the savegame, set GameStrings to nullptr */
	if (_current_data->raw_strings.size() == 0) {
		delete _current_data;
		_current_data = nullptr;
		return;
	}

	_current_data->Compile();
	ReconsiderGameScriptLanguage();
}

static void Save_GSTR()
{
	if (_current_data == nullptr) return;

	for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
		SlSetArrayIndex(i);
		SlAutolength((AutolengthProc *)SaveReal_GSTR, &_current_data->raw_strings[i]);
	}
}

extern const ChunkHandler _game_chunk_handlers[] = {
	{ 'GSTR', Save_GSTR, Load_GSTR, nullptr, nullptr, CH_ARRAY },
	{ 'GSDT', Save_GSDT, Load_GSDT, nullptr, nullptr, CH_ARRAY | CH_LAST},
};