Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/saveload/order_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 order_sl.cpp Code handling saving and loading of orders */

#include "../stdafx.h"
#include "../order_backup.h"
#include "../settings_type.h"
#include "../network/network.h"

#include "saveload_internal.h"

#include "../safeguards.h"

/**
 * Converts this order from an old savegame's version;
 * it moves all bits to the new location.
 */
void Order::ConvertFromOldSavegame()
{
	uint8 old_flags = this->flags;
	this->flags = 0;

	/* First handle non-stop - use value from savegame if possible, else use value from config file */
	if (_settings_client.gui.sg_new_nonstop || (IsSavegameVersionBefore(SLV_22) && _savegame_type != SGT_TTO && _savegame_type != SGT_TTD && _settings_client.gui.new_nonstop)) {
		/* OFB_NON_STOP */
		this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_ANY_STATION : ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
	} else {
		this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS : ONSF_STOP_EVERYWHERE);
	}

	switch (this->GetType()) {
		/* Only a few types need the other savegame conversions. */
		case OT_GOTO_DEPOT: case OT_GOTO_STATION: case OT_LOADING: break;
		default: return;
	}

	if (this->GetType() != OT_GOTO_DEPOT) {
		/* Then the load flags */
		if ((old_flags & 2) != 0) { // OFB_UNLOAD
			this->SetLoadType(OLFB_NO_LOAD);
		} else if ((old_flags & 4) == 0) { // !OFB_FULL_LOAD
			this->SetLoadType(OLF_LOAD_IF_POSSIBLE);
		} else {
			/* old OTTD versions stored full_load_any in config file - assume it was enabled when loading */
			this->SetLoadType(_settings_client.gui.sg_full_load_any || IsSavegameVersionBefore(SLV_22) ? OLF_FULL_LOAD_ANY : OLFB_FULL_LOAD);
		}

		if (this->IsType(OT_GOTO_STATION)) this->SetStopLocation(OSL_PLATFORM_FAR_END);

		/* Finally fix the unload flags */
		if ((old_flags & 1) != 0) { // OFB_TRANSFER
			this->SetUnloadType(OUFB_TRANSFER);
		} else if ((old_flags & 2) != 0) { // OFB_UNLOAD
			this->SetUnloadType(OUFB_UNLOAD);
		} else {
			this->SetUnloadType(OUF_UNLOAD_IF_POSSIBLE);
		}
	} else {
		/* Then the depot action flags */
		this->SetDepotActionType(((old_flags & 6) == 4) ? ODATFB_HALT : ODATF_SERVICE_ONLY);

		/* Finally fix the depot type flags */
		uint t = ((old_flags & 6) == 6) ? ODTFB_SERVICE : ODTF_MANUAL;
		if ((old_flags & 2) != 0) t |= ODTFB_PART_OF_ORDERS;
		this->SetDepotOrderType((OrderDepotTypeFlags)t);
	}
}

/**
 * Unpacks a order from savegames with version 4 and lower
 * @param packed packed order
 * @return unpacked order
 */
static Order UnpackVersion4Order(uint16 packed)
{
	return Order(GB(packed, 8, 8) << 16 | GB(packed, 4, 4) << 8 | GB(packed, 0, 4));
}

/**
 * Unpacks a order from savegames made with TTD(Patch)
 * @param packed packed order
 * @return unpacked order
 */
Order UnpackOldOrder(uint16 packed)
{
	Order order = UnpackVersion4Order(packed);

	/*
	 * Sanity check
	 * TTD stores invalid orders as OT_NOTHING with non-zero flags/station
	 */
	if (order.IsType(OT_NOTHING) && packed != 0) order.MakeDummy();

	return order;
}

const SaveLoad *GetOrderDescription()
{
	static const SaveLoad _order_desc[] = {
		     SLE_VAR(Order, type,           SLE_UINT8),
		     SLE_VAR(Order, flags,          SLE_UINT8),
		     SLE_VAR(Order, dest,           SLE_UINT16),
		     SLE_REF(Order, next,           REF_ORDER),
		 SLE_CONDVAR(Order, refit_cargo,    SLE_UINT8,   SLV_36, SL_MAX_VERSION),
		SLE_CONDNULL(1,                                  SLV_36, SLV_182), // refit_subtype
		 SLE_CONDVAR(Order, wait_time,      SLE_UINT16,  SLV_67, SL_MAX_VERSION),
		 SLE_CONDVAR(Order, travel_time,    SLE_UINT16,  SLV_67, SL_MAX_VERSION),
		 SLE_CONDVAR(Order, max_speed,      SLE_UINT16, SLV_172, SL_MAX_VERSION),

		/* Leftover from the minor savegame version stuff
		 * We will never use those free bytes, but we have to keep this line to allow loading of old savegames */
		SLE_CONDNULL(10,                                  SLV_5,  SLV_36),
		     SLE_END()
	};

	return _order_desc;
}

static void Save_ORDR()
{
	for (Order *order : Order::Iterate()) {
		SlSetArrayIndex(order->index);
		SlObject(order, GetOrderDescription());
	}
}

static void Load_ORDR()
{
	if (IsSavegameVersionBefore(SLV_5, 2)) {
		/* Version older than 5.2 did not have a ->next pointer. Convert them
		 * (in the old days, the orderlist was 5000 items big) */
		size_t len = SlGetFieldLength();

		if (IsSavegameVersionBefore(SLV_5)) {
			/* Pre-version 5 had another layout for orders
			 * (uint16 instead of uint32) */
			len /= sizeof(uint16);
			uint16 *orders = MallocT<uint16>(len + 1);

			SlArray(orders, len, SLE_UINT16);

			for (size_t i = 0; i < len; ++i) {
				Order *o = new (i) Order();
				o->AssignOrder(UnpackVersion4Order(orders[i]));
			}

			free(orders);
		} else if (IsSavegameVersionBefore(SLV_5, 2)) {
			len /= sizeof(uint32);
			uint32 *orders = MallocT<uint32>(len + 1);

			SlArray(orders, len, SLE_UINT32);

			for (size_t i = 0; i < len; ++i) {
				new (i) Order(orders[i]);
			}

			free(orders);
		}

		/* Update all the next pointer */
		for (Order *o : Order::Iterate()) {
			size_t order_index = o->index;
			/* Delete invalid orders */
			if (o->IsType(OT_NOTHING)) {
				delete o;
				continue;
			}
			/* The orders were built like this:
			 * While the order is valid, set the previous will get its next pointer set */
			Order *prev = Order::GetIfValid(order_index - 1);
			if (prev != nullptr) prev->next = o;
		}
	} else {
		int index;

		while ((index = SlIterateArray()) != -1) {
			Order *order = new (index) Order();
			SlObject(order, GetOrderDescription());
		}
	}
}

static void Ptrs_ORDR()
{
	/* Orders from old savegames have pointers corrected in Load_ORDR */
	if (IsSavegameVersionBefore(SLV_5, 2)) return;

	for (Order *o : Order::Iterate()) {
		SlObject(o, GetOrderDescription());
	}
}

const SaveLoad *GetOrderListDescription()
{
	static const SaveLoad _orderlist_desc[] = {
		SLE_REF(OrderList, first,              REF_ORDER),
		SLE_END()
	};

	return _orderlist_desc;
}

static void Save_ORDL()
{
	for (OrderList *list : OrderList::Iterate()) {
		SlSetArrayIndex(list->index);
		SlObject(list, GetOrderListDescription());
	}
}

static void Load_ORDL()
{
	int index;

	while ((index = SlIterateArray()) != -1) {
		/* set num_orders to 0 so it's a valid OrderList */
		OrderList *list = new (index) OrderList(0);
		SlObject(list, GetOrderListDescription());
	}

}

static void Ptrs_ORDL()
{
	for (OrderList *list : OrderList::Iterate()) {
		SlObject(list, GetOrderListDescription());
	}
}

const SaveLoad *GetOrderBackupDescription()
{
	static const SaveLoad _order_backup_desc[] = {
		     SLE_VAR(OrderBackup, user,                     SLE_UINT32),
		     SLE_VAR(OrderBackup, tile,                     SLE_UINT32),
		     SLE_VAR(OrderBackup, group,                    SLE_UINT16),
		 SLE_CONDVAR(OrderBackup, service_interval,         SLE_FILE_U32 | SLE_VAR_U16,  SL_MIN_VERSION, SLV_192),
		 SLE_CONDVAR(OrderBackup, service_interval,         SLE_UINT16,                SLV_192, SL_MAX_VERSION),
		    SLE_SSTR(OrderBackup, name,                     SLE_STR),
		SLE_CONDNULL(2,                                                                  SL_MIN_VERSION, SLV_192), // clone (2 bytes of pointer, i.e. garbage)
		 SLE_CONDREF(OrderBackup, clone,                    REF_VEHICLE,               SLV_192, SL_MAX_VERSION),
		     SLE_VAR(OrderBackup, cur_real_order_index,     SLE_UINT8),
		 SLE_CONDVAR(OrderBackup, cur_implicit_order_index, SLE_UINT8,                 SLV_176, SL_MAX_VERSION),
		 SLE_CONDVAR(OrderBackup, current_order_time,       SLE_UINT32,                SLV_176, SL_MAX_VERSION),
		 SLE_CONDVAR(OrderBackup, lateness_counter,         SLE_INT32,                 SLV_176, SL_MAX_VERSION),
		 SLE_CONDVAR(OrderBackup, timetable_start,          SLE_INT32,                 SLV_176, SL_MAX_VERSION),
		 SLE_CONDVAR(OrderBackup, vehicle_flags,            SLE_FILE_U8 | SLE_VAR_U16, SLV_176, SLV_180),
		 SLE_CONDVAR(OrderBackup, vehicle_flags,            SLE_UINT16,                SLV_180, SL_MAX_VERSION),
		     SLE_REF(OrderBackup, orders,                   REF_ORDER),
		     SLE_END()
	};

	return _order_backup_desc;
}

static void Save_BKOR()
{
	/* We only save this when we're a network server
	 * as we want this information on our clients. For
	 * normal games this information isn't needed. */
	if (!_networking || !_network_server) return;

	for (OrderBackup *ob : OrderBackup::Iterate()) {
		SlSetArrayIndex(ob->index);
		SlObject(ob, GetOrderBackupDescription());
	}
}

void Load_BKOR()
{
	int index;

	while ((index = SlIterateArray()) != -1) {
		/* set num_orders to 0 so it's a valid OrderList */
		OrderBackup *ob = new (index) OrderBackup();
		SlObject(ob, GetOrderBackupDescription());
	}
}

static void Ptrs_BKOR()
{
	for (OrderBackup *ob : OrderBackup::Iterate()) {
		SlObject(ob, GetOrderBackupDescription());
	}
}

extern const ChunkHandler _order_chunk_handlers[] = {
	{ 'BKOR', Save_BKOR, Load_BKOR, Ptrs_BKOR, nullptr, CH_ARRAY},
	{ 'ORDR', Save_ORDR, Load_ORDR, Ptrs_ORDR, nullptr, CH_ARRAY},
	{ 'ORDL', Save_ORDL, Load_ORDL, Ptrs_ORDL, nullptr, CH_ARRAY | CH_LAST},
};