Files @ r26005:fa9fad1bd9d6
Branch filter:

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

Patric Stout
Add: [Network] Keep the refresh button in lowered state while refreshing (#9600)

This gives user visual feedback that the refresh is still pending, and
prevents people from clicking again and again thinking nothing is
happening. This is especially true for connections that fall back to
TURN, as that takes a few seconds to kick in.

Additionally, prevent clicking on the button again while a refresh
is pending. This is only delaying a successful result.
/*
 * 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 settings_sl.cpp Handles the saveload part of the settings. */

#include "../stdafx.h"

#include "saveload.h"
#include "compat/settings_sl_compat.h"

#include "../settings_type.h"
#include "../settings_table.h"
#include "../network/network.h"
#include "../fios.h"

#include "../safeguards.h"

/**
 * Prepare for reading and old diff_custom by zero-ing the memory.
 */
void PrepareOldDiffCustom()
{
	memset(_old_diff_custom, 0, sizeof(_old_diff_custom));
}

/**
 * Reading of the old diff_custom array and transforming it to the new format.
 * @param savegame is it read from the config or savegame. In the latter case
 *                 we are sure there is an array; in the former case we have
 *                 to check that.
 */
void HandleOldDiffCustom(bool savegame)
{
	/* Savegames before v4 didn't have "town_council_tolerance" in savegame yet. */
	bool has_no_town_council_tolerance = savegame && IsSavegameVersionBefore(SLV_4);
	uint options_to_load = GAME_DIFFICULTY_NUM - (has_no_town_council_tolerance ? 1 : 0);

	if (!savegame) {
		/* If we did read to old_diff_custom, then at least one value must be non 0. */
		bool old_diff_custom_used = false;
		for (uint i = 0; i < options_to_load && !old_diff_custom_used; i++) {
			old_diff_custom_used = (_old_diff_custom[i] != 0);
		}

		if (!old_diff_custom_used) return;
	}

	/* Iterate over all the old difficulty settings, and convert the list-value to the new setting. */
	uint i = 0;
	for (const auto &name : _old_diff_settings) {
		if (has_no_town_council_tolerance && name == "town_council_tolerance") continue;

		std::string fullname = "difficulty." + name;
		const SettingDesc *sd = GetSettingFromName(fullname);

		/* Some settings are no longer in use; skip reading those. */
		if (sd == nullptr) {
			i++;
			continue;
		}

		int32 value = (int32)((name == "max_loan" ? 1000 : 1) * _old_diff_custom[i++]);
		sd->AsIntSetting()->MakeValueValidAndWrite(savegame ? &_settings_game : &_settings_newgame, value);
	}
}

/**
 * Get the SaveLoad description for the SettingTable.
 * @param settings SettingDesc struct containing all information.
 * @param is_loading True iff the SaveLoad table is for loading.
 * @return Vector with SaveLoad entries for the SettingTable.
 */
static std::vector<SaveLoad> GetSettingsDesc(const SettingTable &settings, bool is_loading)
{
	std::vector<SaveLoad> saveloads;
	for (auto &desc : settings) {
		const SettingDesc *sd = GetSettingDesc(desc);
		if (sd->flags & SF_NOT_IN_SAVE) continue;

		if (is_loading && (sd->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server) {
			if (IsSavegameVersionBefore(SLV_TABLE_CHUNKS)) {
				/* We don't want to read this setting, so we do need to skip over it. */
				saveloads.push_back({sd->GetName(), sd->save.cmd, GetVarFileType(sd->save.conv) | SLE_VAR_NULL, sd->save.length, sd->save.version_from, sd->save.version_to, 0, nullptr, 0, nullptr});
			}
			continue;
		}

		saveloads.push_back(sd->save);
	}

	return saveloads;
}

/**
 * Save and load handler for settings
 * @param settings SettingDesc struct containing all information
 * @param object can be either nullptr in which case we load global variables or
 * a pointer to a struct which is getting saved
 */
static void LoadSettings(const SettingTable &settings, void *object, const SaveLoadCompatTable &slct)
{
	const std::vector<SaveLoad> slt = SlCompatTableHeader(GetSettingsDesc(settings, true), slct);

	if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
	SlObject(object, slt);
	if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() != -1) SlErrorCorrupt("Too many settings entries");

	/* Ensure all IntSettings are valid (min/max could have changed between versions etc). */
	for (auto &desc : settings) {
		const SettingDesc *sd = GetSettingDesc(desc);
		if (sd->flags & SF_NOT_IN_SAVE) continue;
		if ((sd->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server) continue;
		if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;

		if (sd->IsIntSetting()) {
			const IntSettingDesc *int_setting = sd->AsIntSetting();
			int_setting->MakeValueValidAndWrite(object, int_setting->Read(object));
		}
	}
}

/**
 * Save and load handler for settings
 * @param settings SettingDesc struct containing all information
 * @param object can be either nullptr in which case we load global variables or
 * a pointer to a struct which is getting saved
 */
static void SaveSettings(const SettingTable &settings, void *object)
{
	const std::vector<SaveLoad> slt = GetSettingsDesc(settings, false);

	SlTableHeader(slt);

	SlSetArrayIndex(0);
	SlObject(object, slt);
}

struct OPTSChunkHandler : ChunkHandler {
	OPTSChunkHandler() : ChunkHandler('OPTS', CH_READONLY) {}

	void Load() const override
	{
		/* Copy over default setting since some might not get loaded in
		 * a networking environment. This ensures for example that the local
		 * autosave-frequency stays when joining a network-server */
		PrepareOldDiffCustom();
		LoadSettings(_old_gameopt_settings, &_settings_game, _gameopt_sl_compat);
		HandleOldDiffCustom(true);
	}
};

struct PATSChunkHandler : ChunkHandler {
	PATSChunkHandler() : ChunkHandler('PATS', CH_TABLE) {}

	/**
	 * Create a single table with all settings that should be stored/loaded
	 * in the savegame.
	 */
	SettingTable GetSettingTable() const
	{
		static const SettingTable saveload_settings_tables[] = {
			_difficulty_settings,
			_economy_settings,
			_game_settings,
			_linkgraph_settings,
			_locale_settings,
			_pathfinding_settings,
			_script_settings,
			_world_settings,
		};
		static std::vector<SettingVariant> settings_table;

		if (settings_table.empty()) {
			for (auto &saveload_settings_table : saveload_settings_tables) {
				for (auto &saveload_setting : saveload_settings_table) {
					settings_table.push_back(saveload_setting);
				}
			}
		}

		return settings_table;
	}

	void Load() const override
	{
		/* Copy over default setting since some might not get loaded in
		 * a networking environment. This ensures for example that the local
		 * currency setting stays when joining a network-server */
		LoadSettings(this->GetSettingTable(), &_settings_game, _settings_sl_compat);
	}

	void LoadCheck(size_t) const override
	{
		LoadSettings(this->GetSettingTable(), &_load_check_data.settings, _settings_sl_compat);
	}

	void Save() const override
	{
		SaveSettings(this->GetSettingTable(), &_settings_game);
	}
};

static const OPTSChunkHandler OPTS;
static const PATSChunkHandler PATS;
static const ChunkHandlerRef setting_chunk_handlers[] = {
	OPTS,
	PATS,
};

extern const ChunkHandlerTable _setting_chunk_handlers(setting_chunk_handlers);