Files @ r24860:fb2788d47d86
Branch filter:

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

Michael Lutz
Codechange: [OSX] Only keep a total dirty rect for drawing.

When drawing an 8bpp screen buffer, palette resolving was done for each
dirty rectangle. In areas with high activity, this would mean a pixel might
have been resolved multiple times. Also, if too many individual updates
were queued, the whole screen would be refreshed, even if unnecessary.

All other drivers only keep one overall dirty rect, so do it here as well.
/*
 * 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 = nullptr;
/* static */ GameInstance *Game::instance = nullptr;
/* static */ GameScannerInfo *Game::scanner_info = nullptr;
/* static */ GameScannerLibrary *Game::scanner_library = nullptr;

/* static */ void Game::GameLoop()
{
	if (_networking && !_network_server) {
		PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT);
		return;
	}
	if (Game::instance == nullptr) {
		PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT);
		return;
	}

	PerformanceMeasurer framerate(PFE_GAMESCRIPT);

	Game::frame_counter++;

	Backup<CompanyID> 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 != nullptr) Game::Uninitialize(true);

	Game::frame_counter = 0;

	if (Game::scanner_info == nullptr) {
		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 != nullptr) 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 == nullptr) return;

	config->AnchorUnchangeableSettings();

	Backup<CompanyID> 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<CompanyID> cur_company(_current_company, FILE_LINE);

	delete Game::instance;
	Game::instance = nullptr;
	Game::info = nullptr;

	cur_company.Restore();

	if (keepConfig) {
		Rescan();
	} else {
		delete Game::scanner_info;
		delete Game::scanner_library;
		Game::scanner_info = nullptr;
		Game::scanner_library = nullptr;

		if (_settings_game.game_config != nullptr) {
			delete _settings_game.game_config;
			_settings_game.game_config = nullptr;
		}
		if (_settings_newgame.game_config != nullptr) {
			delete _settings_newgame.game_config;
			_settings_newgame.game_config = nullptr;
		}
	}
}

/* static */ void Game::Pause()
{
	if (Game::instance != nullptr) Game::instance->Pause();
}

/* static */ void Game::Unpause()
{
	if (Game::instance != nullptr) Game::instance->Unpause();
}

/* static */ bool Game::IsPaused()
{
	return Game::instance != nullptr? 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 == nullptr) {
		event->Release();
		return;
	}

	/* Queue the event */
	Backup<CompanyID> 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 != nullptr && _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(nullptr);
			if (Game::instance != nullptr) {
				delete Game::instance;
				Game::instance = nullptr;
				Game::info = nullptr;
			}
		} else if (Game::instance != nullptr) {
			Game::info = _settings_game.game_config->GetInfo();
		}
	}
	if (_settings_newgame.game_config != nullptr && _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(nullptr);
		}
	}
}

/* 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 != nullptr && (!_networking || _network_server)) {
		Backup<CompanyID> 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 != nullptr && (!_networking || _network_server)) {
		Backup<CompanyID> 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);
}

/**
 * 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);
}

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