/* * 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 . */ /** * @file settings.cpp * All actions handling saving and loading of the settings/configuration goes on in this file. * The file consists of three parts: *
    *
  1. Parsing the configuration file (openttd.cfg). This is achieved with the ini_ functions which * handle various types, such as normal 'key = value' pairs, lists and value combinations of * lists, strings, integers, 'bit'-masks and element selections. *
  2. Handle reading and writing to the setting-structures from inside the game either from * the console for example or through the gui with CMD_ functions. *
  3. Handle saving/loading of the PATS chunk inside the savegame. *
* @see SettingDesc * @see SaveLoad */ #include "stdafx.h" #include #include "settings_table.h" #include "debug.h" #include "currency.h" #include "network/network.h" #include "network/network_func.h" #include "network/core/config.h" #include "command_func.h" #include "console_func.h" #include "genworld.h" #include "window_func.h" #include "company_func.h" #include "rev.h" #include "error.h" #include "gamelog.h" #include "settings_func.h" #include "ini_type.h" #include "ai/ai_config.hpp" #include "game/game_config.hpp" #include "newgrf_config.h" #include "fios.h" #include "fileio_func.h" #include "settings_cmd.h" #include "date_type.h" #include "table/strings.h" #include "safeguards.h" ClientSettings _settings_client; GameSettings _settings_game; ///< Game settings of a running game or the scenario editor. GameSettings _settings_newgame; ///< Game settings for new games (updated from the intro screen). VehicleDefaultSettings _old_vds; ///< Used for loading default vehicles settings from old savegames. std::string _config_file; ///< Configuration file of OpenTTD. std::string _private_file; ///< Private configuration file of OpenTTD. std::string _secrets_file; ///< Secrets configuration file of OpenTTD. static ErrorList _settings_error_list; ///< Errors while loading minimal settings. /** * List of all the generic setting tables. * * There are a few tables that are special and not processed like the rest: * - _currency_settings * - _misc_settings * - _company_settings * - _win32_settings * As such, they are not part of this list. */ static auto &GenericSettingTables() { static const SettingTable _generic_setting_tables[] = { _difficulty_settings, _economy_settings, _game_settings, _gui_settings, _linkgraph_settings, _locale_settings, _multimedia_settings, _network_settings, _news_display_settings, _pathfinding_settings, _script_settings, _world_settings, }; return _generic_setting_tables; } /** * List of all the private setting tables. */ static auto &PrivateSettingTables() { static const SettingTable _private_setting_tables[] = { _network_private_settings, }; return _private_setting_tables; } /** * List of all the secrets setting tables. */ static auto &SecretSettingTables() { static const SettingTable _secrets_setting_tables[] = { _network_secrets_settings, }; return _secrets_setting_tables; } typedef void SettingDescProc(IniFile &ini, const SettingTable &desc, const char *grpname, void *object, bool only_startup); typedef void SettingDescProcList(IniFile &ini, const char *grpname, StringList &list); static bool IsSignedVarMemType(VarType vt) { switch (GetVarMemType(vt)) { case SLE_VAR_I8: case SLE_VAR_I16: case SLE_VAR_I32: case SLE_VAR_I64: return true; } return false; } /** * IniFile to store a configuration. */ class ConfigIniFile : public IniFile { private: inline static const char * const list_group_names[] = { "bans", "newgrf", "servers", "server_bind_addresses", nullptr, }; public: ConfigIniFile(const std::string &filename) : IniFile(list_group_names) { this->LoadFromDisk(filename, NO_DIRECTORY); } }; /** * Ini-file versions. * * Sometimes we move settings between different ini-files, as we need to know * when we have to load/remove it from the old versus reading it from the new * location. These versions assist with situations like that. */ enum IniFileVersion : uint32 { IFV_0, ///< 0 All versions prior to introduction. IFV_PRIVATE_SECRETS, ///< 1 PR#9298 Moving of settings from openttd.cfg to private.cfg / secrets.cfg. IFV_GAME_TYPE, ///< 2 PR#9515 Convert server_advertise to server_game_type. IFV_LINKGRAPH_SECONDS, ///< 3 PR#10610 Store linkgraph update intervals in seconds instead of days. IFV_NETWORK_PRIVATE_SETTINGS, ///< 4 PR#10762 Move no_http_content_downloads / use_relay_service to private settings. IFV_MAX_VERSION, ///< Highest possible ini-file version. }; const uint16 INIFILE_VERSION = (IniFileVersion)(IFV_MAX_VERSION - 1); ///< Current ini-file version of OpenTTD. /** * Find the index value of a ONEofMANY type in a string separated by | * @param str the current value of the setting for which a value needs found * @param len length of the string * @param many full domain of values the ONEofMANY setting can have * @return the integer index of the full-list, or -1 if not found */ size_t OneOfManySettingDesc::ParseSingleValue(const char *str, size_t len, const std::vector &many) { /* check if it's an integer */ if (isdigit(*str)) return std::strtoul(str, nullptr, 0); size_t idx = 0; for (auto one : many) { if (one.size() == len && strncmp(one.c_str(), str, len) == 0) return idx; idx++; } return (size_t)-1; } /** * Find the set-integer value MANYofMANY type in a string * @param many full domain of values the MANYofMANY setting can have * @param str the current string value of the setting, each individual * of separated by a whitespace,tab or | character * @return the 'fully' set integer, or -1 if a set is not found */ static size_t LookupManyOfMany(const std::vector &many, const char *str) { const char *s; size_t r; size_t res = 0; for (;;) { /* skip "whitespace" */ while (*str == ' ' || *str == '\t' || *str == '|') str++; if (*str == 0) break; s = str; while (*s != 0 && *s != ' ' && *s != '\t' && *s != '|') s++; r = OneOfManySettingDesc::ParseSingleValue(str, s - str, many); if (r == (size_t)-1) return r; SetBit(res, (uint8)r); // value found, set it if (*s == 0) break; str = s + 1; } return res; } /** * Parse an integerlist string and set each found value * @param p the string to be parsed. Each element in the list is separated by a * comma or a space character * @param items pointer to the integerlist-array that will be filled with values * @param maxitems the maximum number of elements the integerlist-array has * @return returns the number of items found, or -1 on an error */ template static int ParseIntList(const char *p, T *items, size_t maxitems) { size_t n = 0; // number of items read so far bool comma = false; // do we accept comma? while (*p != '\0') { switch (*p) { case ',': /* Do not accept multiple commas between numbers */ if (!comma) return -1; comma = false; FALLTHROUGH; case ' ': p++; break; default: { if (n == maxitems) return -1; // we don't accept that many numbers char *end; unsigned long v = std::strtoul(p, &end, 0); if (p == end) return -1; // invalid character (not a number) if (sizeof(T) < sizeof(v)) v = Clamp(v, std::numeric_limits::min(), std::numeric_limits::max()); items[n++] = v; p = end; // first non-number comma = true; // we accept comma now break; } } } /* If we have read comma but no number after it, fail. * We have read comma when (n != 0) and comma is not allowed */ if (n != 0 && !comma) return -1; return ClampTo(n); } /** * Load parsed string-values into an integer-array (intlist) * @param str the string that contains the values (and will be parsed) * @param array pointer to the integer-arrays that will be filled * @param nelems the number of elements the array holds. Maximum is 64 elements * @param type the type of elements the array holds (eg INT8, UINT16, etc.) * @return return true on success and false on error */ static bool LoadIntList(const char *str, void *array, int nelems, VarType type) { unsigned long items[64]; int i, nitems; if (str == nullptr) { memset(items, 0, sizeof(items)); nitems = nelems; } else { nitems = ParseIntList(str, items, lengthof(items)); if (nitems != nelems) return false; } switch (type) { case SLE_VAR_BL: case SLE_VAR_I8: case SLE_VAR_U8: for (i = 0; i != nitems; i++) ((byte*)array)[i] = items[i]; break; case SLE_VAR_I16: case SLE_VAR_U16: for (i = 0; i != nitems; i++) ((uint16*)array)[i] = items[i]; break; case SLE_VAR_I32: case SLE_VAR_U32: for (i = 0; i != nitems; i++) ((uint32*)array)[i] = items[i]; break; default: NOT_REACHED(); } return true; } /** * Convert an integer-array (intlist) to a string representation. Each value * is separated by a comma or a space character * @param buf output buffer where the string-representation will be stored * @param last last item to write to in the output buffer * @param array pointer to the integer-arrays that is read from * @param nelems the number of elements the array holds. * @param type the type of elements the array holds (eg INT8, UINT16, etc.) */ std::string ListSettingDesc::FormatValue(const void *object) const { const byte *p = static_cast(GetVariableAddress(object, this->save)); std::string result; for (size_t i = 0; i != this->save.length; i++) { int64_t v; switch (GetVarMemType(this->save.conv)) { case SLE_VAR_BL: case SLE_VAR_I8: v = *(const int8 *)p; p += 1; break; case SLE_VAR_U8: v = *(const uint8 *)p; p += 1; break; case SLE_VAR_I16: v = *(const int16 *)p; p += 2; break; case SLE_VAR_U16: v = *(const uint16 *)p; p += 2; break; case SLE_VAR_I32: v = *(const int32 *)p; p += 4; break; case SLE_VAR_U32: v = *(const uint32 *)p; p += 4; break; default: NOT_REACHED(); } if (i != 0) result += ','; result += std::to_string(v); } return result; } std::string OneOfManySettingDesc::FormatSingleValue(uint id) const { if (id >= this->many.size()) { return std::to_string(id); } return this->many[id]; } std::string OneOfManySettingDesc::FormatValue(const void *object) const { uint id = (uint)this->Read(object); return this->FormatSingleValue(id); } std::string ManyOfManySettingDesc::FormatValue(const void *object) const { uint bitmask = (uint)this->Read(object); if (bitmask == 0) { return {}; } std::string result; for (uint id : SetBitIterator(bitmask)) { if (!result.empty()) result += '|'; result += this->FormatSingleValue(id); } return result; } /** * Convert a string representation (external) of an integer-like setting to an integer. * @param str Input string that will be parsed based on the type of desc. * @return The value from the parse string, or the default value of the setting. */ size_t IntSettingDesc::ParseValue(const char *str) const { char *end; size_t val = std::strtoul(str, &end, 0); if (end == str) { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE); msg.SetDParamStr(0, str); msg.SetDParamStr(1, this->GetName()); _settings_error_list.push_back(msg); return this->def; } if (*end != '\0') { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_TRAILING_CHARACTERS); msg.SetDParamStr(0, this->GetName()); _settings_error_list.push_back(msg); } return val; } size_t OneOfManySettingDesc::ParseValue(const char *str) const { size_t r = OneOfManySettingDesc::ParseSingleValue(str, strlen(str), this->many); /* if the first attempt of conversion from string to the appropriate value fails, * look if we have defined a converter from old value to new value. */ if (r == (size_t)-1 && this->many_cnvt != nullptr) r = this->many_cnvt(str); if (r != (size_t)-1) return r; // and here goes converted value ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE); msg.SetDParamStr(0, str); msg.SetDParamStr(1, this->GetName()); _settings_error_list.push_back(msg); return this->def; } size_t ManyOfManySettingDesc::ParseValue(const char *str) const { size_t r = LookupManyOfMany(this->many, str); if (r != (size_t)-1) return r; ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE); msg.SetDParamStr(0, str); msg.SetDParamStr(1, this->GetName()); _settings_error_list.push_back(msg); return this->def; } size_t BoolSettingDesc::ParseValue(const char *str) const { if (strcmp(str, "true") == 0 || strcmp(str, "on") == 0 || strcmp(str, "1") == 0) return true; if (strcmp(str, "false") == 0 || strcmp(str, "off") == 0 || strcmp(str, "0") == 0) return false; ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE); msg.SetDParamStr(0, str); msg.SetDParamStr(1, this->GetName()); _settings_error_list.push_back(msg); return this->def; } /** * Make the value valid and then write it to the setting. * See #MakeValidValid and #Write for more details. * @param object The object the setting is to be saved in. * @param val Signed version of the new value. */ void IntSettingDesc::MakeValueValidAndWrite(const void *object, int32 val) const { this->MakeValueValid(val); this->Write(object, val); } /** * Make the value valid given the limitations of this setting. * * In the case of int settings this is ensuring the value is between the minimum and * maximum value, with a special case for 0 if SF_GUI_0_IS_SPECIAL is set. * This is generally done by clamping the value so it is within the allowed value range. * However, for SF_GUI_DROPDOWN the default is used when the value is not valid. * @param val The value to make valid. */ void IntSettingDesc::MakeValueValid(int32 &val) const { /* We need to take special care of the uint32 type as we receive from the function * a signed integer. While here also bail out on 64-bit settings as those are not * supported. Unsigned 8 and 16-bit variables are safe since they fit into a signed * 32-bit variable * TODO: Support 64-bit settings/variables; requires 64 bit over command protocol! */ switch (GetVarMemType(this->save.conv)) { case SLE_VAR_NULL: return; case SLE_VAR_BL: case SLE_VAR_I8: case SLE_VAR_U8: case SLE_VAR_I16: case SLE_VAR_U16: case SLE_VAR_I32: { /* Override the minimum value. No value below this->min, except special value 0 */ if (!(this->flags & SF_GUI_0_IS_SPECIAL) || val != 0) { if (!(this->flags & SF_GUI_DROPDOWN)) { /* Clamp value-type setting to its valid range */ val = Clamp(val, this->min, this->max); } else if (val < this->min || val > (int32)this->max) { /* Reset invalid discrete setting (where different values change gameplay) to its default value */ val = this->def; } } break; } case SLE_VAR_U32: { /* Override the minimum value. No value below this->min, except special value 0 */ uint32 uval = (uint32)val; if (!(this->flags & SF_GUI_0_IS_SPECIAL) || uval != 0) { if (!(this->flags & SF_GUI_DROPDOWN)) { /* Clamp value-type setting to its valid range */ uval = ClampU(uval, this->min, this->max); } else if (uval < (uint)this->min || uval > this->max) { /* Reset invalid discrete setting to its default value */ uval = (uint32)this->def; } } val = (int32)uval; return; } case SLE_VAR_I64: case SLE_VAR_U64: default: NOT_REACHED(); } } /** * Set the value of a setting. * @param object The object the setting is to be saved in. * @param val Signed version of the new value. */ void IntSettingDesc::Write(const void *object, int32 val) const { void *ptr = GetVariableAddress(object, this->save); WriteValue(ptr, this->save.conv, (int64)val); } /** * Read the integer from the the actual setting. * @param object The object the setting is to be saved in. * @return The value of the saved integer. */ int32 IntSettingDesc::Read(const void *object) const { void *ptr = GetVariableAddress(object, this->save); return (int32)ReadValue(ptr, this->save.conv); } /** * Make the value valid given the limitations of this setting. * * In the case of string settings this is ensuring the string contains only accepted * Utf8 characters and is at most the maximum length defined in this setting. * @param str The string to make valid. */ void StringSettingDesc::MakeValueValid(std::string &str) const { if (this->max_length == 0 || str.size() < this->max_length) return; /* In case a maximum length is imposed by the setting, the length * includes the '\0' termination for network transfer purposes. * Also ensure the string is valid after chopping of some bytes. */ std::string stdstr(str, this->max_length - 1); str.assign(StrMakeValid(stdstr, SVS_NONE)); } /** * Write a string to the actual setting. * @param object The object the setting is to be saved in. * @param str The string to save. */ void StringSettingDesc::Write(const void *object, const std::string &str) const { reinterpret_cast(GetVariableAddress(object, this->save))->assign(str); } /** * Read the string from the the actual setting. * @param object The object the setting is to be saved in. * @return The value of the saved string. */ const std::string &StringSettingDesc::Read(const void *object) const { return *reinterpret_cast(GetVariableAddress(object, this->save)); } /** * Load values from a group of an IniFile structure into the internal representation * @param ini pointer to IniFile structure that holds administrative information * @param settings_table table with SettingDesc structures whose internally pointed variables will * be given values * @param grpname the group of the IniFile to search in for the new values * @param object pointer to the object been loaded * @param only_startup load only the startup settings set */ static void IniLoadSettings(IniFile &ini, const SettingTable &settings_table, const char *grpname, void *object, bool only_startup) { IniGroup *group; IniGroup *group_def = ini.GetGroup(grpname); for (auto &desc : settings_table) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (sd->startup != only_startup) continue; /* For settings.xx.yy load the settings from [xx] yy = ? */ std::string s{ sd->GetName() }; auto sc = s.find('.'); if (sc != std::string::npos) { group = ini.GetGroup(s.substr(0, sc)); s = s.substr(sc + 1); } else { group = group_def; } IniItem *item = group->GetItem(s); if (item == nullptr && group != group_def) { /* For settings.xx.yy load the settings from [settings] yy = ? in case the previous * did not exist (e.g. loading old config files with a [settings] section */ item = group_def->GetItem(s); } if (item == nullptr) { /* For settings.xx.zz.yy load the settings from [zz] yy = ? in case the previous * did not exist (e.g. loading old config files with a [yapf] section */ sc = s.find('.'); if (sc != std::string::npos) item = ini.GetGroup(s.substr(0, sc))->GetItem(s.substr(sc + 1)); } sd->ParseValue(item, object); } } void IntSettingDesc::ParseValue(const IniItem *item, void *object) const { size_t val = (item == nullptr) ? this->def : this->ParseValue(item->value.has_value() ? item->value->c_str() : ""); this->MakeValueValidAndWrite(object, (int32)val); } void StringSettingDesc::ParseValue(const IniItem *item, void *object) const { std::string str = (item == nullptr) ? this->def : item->value.value_or(""); this->MakeValueValid(str); this->Write(object, str); } void ListSettingDesc::ParseValue(const IniItem *item, void *object) const { const char *str = (item == nullptr) ? this->def : item->value.has_value() ? item->value->c_str() : nullptr; void *ptr = GetVariableAddress(object, this->save); if (!LoadIntList(str, ptr, this->save.length, GetVarMemType(this->save.conv))) { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY); msg.SetDParamStr(0, this->GetName()); _settings_error_list.push_back(msg); /* Use default */ LoadIntList(this->def, ptr, this->save.length, GetVarMemType(this->save.conv)); } } /** * Save the values of settings to the inifile. * @param ini pointer to IniFile structure * @param sd read-only SettingDesc structure which contains the unmodified, * loaded values of the configuration file and various information about it * @param grpname holds the name of the group (eg. [network]) where these will be saved * @param object pointer to the object been saved * The function works as follows: for each item in the SettingDesc structure we * have a look if the value has changed since we started the game (the original * values are reloaded when saving). If settings indeed have changed, we get * these and save them. */ static void IniSaveSettings(IniFile &ini, const SettingTable &settings_table, const char *grpname, void *object, bool) { IniGroup *group_def = nullptr, *group; for (auto &desc : settings_table) { const SettingDesc *sd = GetSettingDesc(desc); /* If the setting is not saved to the configuration * file, just continue with the next setting */ if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (sd->flags & SF_NOT_IN_CONFIG) continue; /* XXX - wtf is this?? (group override?) */ std::string s{ sd->GetName() }; auto sc = s.find('.'); if (sc != std::string::npos) { group = ini.GetGroup(s.substr(0, sc)); s = s.substr(sc + 1); } else { if (group_def == nullptr) group_def = ini.GetGroup(grpname); group = group_def; } IniItem &item = group->GetOrCreateItem(s); if (!item.value.has_value() || !sd->IsSameValue(&item, object)) { /* The value is different, that means we have to write it to the ini */ item.value.emplace(sd->FormatValue(object)); } } } std::string IntSettingDesc::FormatValue(const void *object) const { int64_t i; if (IsSignedVarMemType(this->save.conv)) { i = this->Read(object); } else { i = (uint32_t)this->Read(object); } return std::to_string(i); } std::string BoolSettingDesc::FormatValue(const void *object) const { bool val = this->Read(object) != 0; return val ? "true" : "false"; } bool IntSettingDesc::IsSameValue(const IniItem *item, void *object) const { int32 item_value = (int32)this->ParseValue(item->value->c_str()); int32 object_value = this->Read(object); return item_value == object_value; } std::string StringSettingDesc::FormatValue(const void *object) const { const std::string &str = this->Read(object); switch (GetVarMemType(this->save.conv)) { case SLE_VAR_STR: return str; case SLE_VAR_STRQ: if (str.empty()) { return str; } return fmt::format("\"{}\"", str); default: NOT_REACHED(); } } bool StringSettingDesc::IsSameValue(const IniItem *item, void *object) const { /* The ini parsing removes the quotes, which are needed to retain the spaces in STRQs, * so those values are always different in the parsed ini item than they should be. */ if (GetVarMemType(this->save.conv) == SLE_VAR_STRQ) return false; const std::string &str = this->Read(object); return item->value->compare(str) == 0; } bool ListSettingDesc::IsSameValue(const IniItem *item, void *object) const { /* Checking for equality is way more expensive than just writing the value. */ return false; } /** * Loads all items from a 'grpname' section into a list * The list parameter can be a nullptr pointer, in this case nothing will be * saved and a callback function should be defined that will take over the * list-handling and store the data itself somewhere. * @param ini IniFile handle to the ini file with the source data * @param grpname character string identifying the section-header of the ini file that will be parsed * @param list new list with entries of the given section */ static void IniLoadSettingList(IniFile &ini, const char *grpname, StringList &list) { IniGroup *group = ini.GetGroup(grpname); if (group == nullptr) return; list.clear(); for (const IniItem *item = group->item; item != nullptr; item = item->next) { if (!item->name.empty()) list.push_back(item->name); } } /** * Saves all items from a list into the 'grpname' section * The list parameter can be a nullptr pointer, in this case a callback function * should be defined that will provide the source data to be saved. * @param ini IniFile handle to the ini file where the destination data is saved * @param grpname character string identifying the section-header of the ini file * @param list pointer to an string(pointer) array that will be used as the * source to be saved into the relevant ini section */ static void IniSaveSettingList(IniFile &ini, const char *grpname, StringList &list) { IniGroup *group = ini.GetGroup(grpname); if (group == nullptr) return; group->Clear(); for (const auto &iter : list) { group->GetOrCreateItem(iter).SetValue(""); } } /** * Load a WindowDesc from config. * @param ini IniFile handle to the ini file with the source data * @param grpname character string identifying the section-header of the ini file that will be parsed * @param desc Destination WindowDesc */ void IniLoadWindowSettings(IniFile &ini, const char *grpname, void *desc) { IniLoadSettings(ini, _window_settings, grpname, desc, false); } /** * Save a WindowDesc to config. * @param ini IniFile handle to the ini file where the destination data is saved * @param grpname character string identifying the section-header of the ini file * @param desc Source WindowDesc */ void IniSaveWindowSettings(IniFile &ini, const char *grpname, void *desc) { IniSaveSettings(ini, _window_settings, grpname, desc, false); } /** * Check whether the setting is editable in the current gamemode. * @param do_command true if this is about checking a command from the server. * @return true if editable. */ bool SettingDesc::IsEditable(bool do_command) const { if (!do_command && !(this->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server && !(this->flags & SF_PER_COMPANY)) return false; if ((this->flags & SF_NETWORK_ONLY) && !_networking && _game_mode != GM_MENU) return false; if ((this->flags & SF_NO_NETWORK) && _networking) return false; if ((this->flags & SF_NEWGAME_ONLY) && (_game_mode == GM_NORMAL || (_game_mode == GM_EDITOR && !(this->flags & SF_SCENEDIT_TOO)))) return false; if ((this->flags & SF_SCENEDIT_ONLY) && _game_mode != GM_EDITOR) return false; return true; } /** * Return the type of the setting. * @return type of setting */ SettingType SettingDesc::GetType() const { if (this->flags & SF_PER_COMPANY) return ST_COMPANY; return (this->flags & SF_NOT_IN_SAVE) ? ST_CLIENT : ST_GAME; } /** * Get the setting description of this setting as an integer setting. * @return The integer setting description. */ const IntSettingDesc *SettingDesc::AsIntSetting() const { assert(this->IsIntSetting()); return static_cast(this); } /** * Get the setting description of this setting as a string setting. * @return The string setting description. */ const StringSettingDesc *SettingDesc::AsStringSetting() const { assert(this->IsStringSetting()); return static_cast(this); } void PrepareOldDiffCustom(); void HandleOldDiffCustom(bool savegame); /** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */ static void ValidateSettings() { /* Do not allow a custom sea level with the original land generator. */ if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL && _settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) { _settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE; } } static void AILoadConfig(IniFile &ini, const char *grpname) { IniGroup *group = ini.GetGroup(grpname); IniItem *item; /* Clean any configured AI */ for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME)->Change(std::nullopt); } /* If no group exists, return */ if (group == nullptr) return; CompanyID c = COMPANY_FIRST; for (item = group->item; c < MAX_COMPANIES && item != nullptr; c++, item = item->next) { AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME); config->Change(item->name); if (!config->HasScript()) { if (item->name != "none") { Debug(script, 0, "The AI by the name '{}' was no longer found, and removed from the list.", item->name); continue; } } if (item->value.has_value()) config->StringToSettings(*item->value); } } static void GameLoadConfig(IniFile &ini, const char *grpname) { IniGroup *group = ini.GetGroup(grpname); IniItem *item; /* Clean any configured GameScript */ GameConfig::GetConfig(GameConfig::SSS_FORCE_NEWGAME)->Change(std::nullopt); /* If no group exists, return */ if (group == nullptr) return; item = group->item; if (item == nullptr) return; GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME); config->Change(item->name); if (!config->HasScript()) { if (item->name != "none") { Debug(script, 0, "The GameScript by the name '{}' was no longer found, and removed from the list.", item->name); return; } } if (item->value.has_value()) config->StringToSettings(*item->value); } /** * Convert a character to a hex nibble value, or \c -1 otherwise. * @param c Character to convert. * @return Hex value of the character, or \c -1 if not a hex digit. */ static int DecodeHexNibble(char c) { if (c >= '0' && c <= '9') return c - '0'; if (c >= 'A' && c <= 'F') return c + 10 - 'A'; if (c >= 'a' && c <= 'f') return c + 10 - 'a'; return -1; } /** * Parse a sequence of characters (supposedly hex digits) into a sequence of bytes. * After the hex number should be a \c '|' character. * @param pos First character to convert. * @param[out] dest Output byte array to write the bytes. * @param dest_size Number of bytes in \a dest. * @return Whether reading was successful. */ static bool DecodeHexText(const char *pos, uint8 *dest, size_t dest_size) { while (dest_size > 0) { int hi = DecodeHexNibble(pos[0]); int lo = (hi >= 0) ? DecodeHexNibble(pos[1]) : -1; if (lo < 0) return false; *dest++ = (hi << 4) | lo; pos += 2; dest_size--; } return *pos == '|'; } /** * Load a GRF configuration * @param ini The configuration to read from. * @param grpname Group name containing the configuration of the GRF. * @param is_static GRF is static. */ static GRFConfig *GRFLoadConfig(IniFile &ini, const char *grpname, bool is_static) { IniGroup *group = ini.GetGroup(grpname); IniItem *item; GRFConfig *first = nullptr; GRFConfig **curr = &first; if (group == nullptr) return nullptr; uint num_grfs = 0; for (item = group->item; item != nullptr; item = item->next) { GRFConfig *c = nullptr; uint8 grfid_buf[4]; MD5Hash md5sum; const char *filename = item->name.c_str(); bool has_grfid = false; bool has_md5sum = false; /* Try reading "|" and on success, "|". */ has_grfid = DecodeHexText(filename, grfid_buf, lengthof(grfid_buf)); if (has_grfid) { filename += 1 + 2 * lengthof(grfid_buf); has_md5sum = DecodeHexText(filename, md5sum.data(), md5sum.size()); if (has_md5sum) filename += 1 + 2 * md5sum.size(); uint32 grfid = grfid_buf[0] | (grfid_buf[1] << 8) | (grfid_buf[2] << 16) | (grfid_buf[3] << 24); if (has_md5sum) { const GRFConfig *s = FindGRFConfig(grfid, FGCM_EXACT, &md5sum); if (s != nullptr) c = new GRFConfig(*s); } if (c == nullptr && !FioCheckFileExists(filename, NEWGRF_DIR)) { const GRFConfig *s = FindGRFConfig(grfid, FGCM_NEWEST_VALID); if (s != nullptr) c = new GRFConfig(*s); } } if (c == nullptr) c = new GRFConfig(filename); /* Parse parameters */ if (item->value.has_value() && !item->value->empty()) { int count = ParseIntList(item->value->c_str(), c->param.data(), c->param.size()); if (count < 0) { SetDParamStr(0, filename); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY, WL_CRITICAL); count = 0; } c->num_params = count; } /* Check if item is valid */ if (!FillGRFDetails(c, is_static) || HasBit(c->flags, GCF_INVALID)) { if (c->status == GCS_NOT_FOUND) { SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND); } else if (HasBit(c->flags, GCF_UNSAFE)) { SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNSAFE); } else if (HasBit(c->flags, GCF_SYSTEM)) { SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_SYSTEM); } else if (HasBit(c->flags, GCF_INVALID)) { SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE); } else { SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN); } SetDParamStr(0, StrEmpty(filename) ? item->name.c_str() : filename); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_GRF, WL_CRITICAL); delete c; continue; } /* Check for duplicate GRFID (will also check for duplicate filenames) */ bool duplicate = false; for (const GRFConfig *gc = first; gc != nullptr; gc = gc->next) { if (gc->ident.grfid == c->ident.grfid) { SetDParamStr(0, c->filename); SetDParamStr(1, gc->filename); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_DUPLICATE_GRFID, WL_CRITICAL); duplicate = true; break; } } if (duplicate) { delete c; continue; } if (is_static) { /* Mark file as static to avoid saving in savegame. */ SetBit(c->flags, GCF_STATIC); } else if (++num_grfs > NETWORK_MAX_GRF_COUNT) { /* Check we will not load more non-static NewGRFs than allowed. This could trigger issues for game servers. */ ShowErrorMessage(STR_CONFIG_ERROR, STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED, WL_CRITICAL); break; } /* Add item to list */ *curr = c; curr = &c->next; } return first; } static IniFileVersion LoadVersionFromConfig(IniFile &ini) { IniGroup *group = ini.GetGroup("version"); auto version_number = group->GetItem("ini_version"); /* Older ini-file versions don't have this key yet. */ if (version_number == nullptr || !version_number->value.has_value()) return IFV_0; uint32 version = 0; std::from_chars(version_number->value->data(), version_number->value->data() + version_number->value->size(), version); return static_cast(version); } static void AISaveConfig(IniFile &ini, const char *grpname) { IniGroup *group = ini.GetGroup(grpname); if (group == nullptr) return; group->Clear(); for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME); std::string name; std::string value = config->SettingsToString(); if (config->HasScript()) { name = config->GetName(); } else { name = "none"; } IniItem *item = new IniItem(group, name); item->SetValue(value); } } static void GameSaveConfig(IniFile &ini, const char *grpname) { IniGroup *group = ini.GetGroup(grpname); if (group == nullptr) return; group->Clear(); GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME); std::string name; std::string value = config->SettingsToString(); if (config->HasScript()) { name = config->GetName(); } else { name = "none"; } IniItem *item = new IniItem(group, name); item->SetValue(value); } /** * Save the version of OpenTTD to the ini file. * @param ini the ini to write to */ static void SaveVersionInConfig(IniFile &ini) { IniGroup *group = ini.GetGroup("version"); group->GetOrCreateItem("version_string").SetValue(_openttd_revision); group->GetOrCreateItem("version_number").SetValue(fmt::format("{:08X}", _openttd_newgrf_version)); group->GetOrCreateItem("ini_version").SetValue(std::to_string(INIFILE_VERSION)); } /* Save a GRF configuration to the given group name */ static void GRFSaveConfig(IniFile &ini, const char *grpname, const GRFConfig *list) { ini.RemoveGroup(grpname); IniGroup *group = ini.GetGroup(grpname); const GRFConfig *c; for (c = list; c != nullptr; c = c->next) { std::string key = fmt::format("{:08X}|{}|{}", BSWAP32(c->ident.grfid), FormatArrayAsHex(c->ident.md5sum), c->filename); group->GetOrCreateItem(key).SetValue(GRFBuildParamList(c)); } } /* Common handler for saving/loading variables to the configuration file */ static void HandleSettingDescs(IniFile &generic_ini, IniFile &private_ini, IniFile &secrets_ini, SettingDescProc *proc, SettingDescProcList *proc_list, bool only_startup = false) { proc(generic_ini, _misc_settings, "misc", nullptr, only_startup); #if defined(_WIN32) && !defined(DEDICATED) proc(generic_ini, _win32_settings, "win32", nullptr, only_startup); #endif /* _WIN32 */ /* The name "patches" is a fallback, as every setting should sets its own group. */ for (auto &table : GenericSettingTables()) { proc(generic_ini, table, "patches", &_settings_newgame, only_startup); } for (auto &table : PrivateSettingTables()) { proc(private_ini, table, "patches", &_settings_newgame, only_startup); } for (auto &table : SecretSettingTables()) { proc(secrets_ini, table, "patches", &_settings_newgame, only_startup); } proc(generic_ini, _currency_settings, "currency", &_custom_currency, only_startup); proc(generic_ini, _company_settings, "company", &_settings_client.company, only_startup); if (!only_startup) { proc_list(private_ini, "server_bind_addresses", _network_bind_list); proc_list(private_ini, "servers", _network_host_list); proc_list(private_ini, "bans", _network_ban_list); } } /** * Remove all entries from a settings table from an ini-file. * * This is only useful if those entries are moved to another file, and you * want to clean up what is left behind. * * @param ini The ini file to remove the entries from. * @param table The table to look for entries to remove. */ static void RemoveEntriesFromIni(IniFile &ini, const SettingTable &table) { for (auto &desc : table) { const SettingDesc *sd = GetSettingDesc(desc); /* For settings.xx.yy load the settings from [xx] yy = ? */ std::string s{ sd->GetName() }; auto sc = s.find('.'); if (sc == std::string::npos) continue; IniGroup *group = ini.GetGroup(s.substr(0, sc)); s = s.substr(sc + 1); group->RemoveItem(s); } } /** * Load the values from the configuration files * @param startup Load the minimal amount of the configuration to "bootstrap" the blitter and such. */ void LoadFromConfig(bool startup) { ConfigIniFile generic_ini(_config_file); ConfigIniFile private_ini(_private_file); ConfigIniFile secrets_ini(_secrets_file); if (!startup) ResetCurrencies(false); // Initialize the array of currencies, without preserving the custom one IniFileVersion generic_version = LoadVersionFromConfig(generic_ini); /* Before the split of private/secrets, we have to look in the generic for these settings. */ if (generic_version < IFV_PRIVATE_SECRETS) { HandleSettingDescs(generic_ini, generic_ini, generic_ini, IniLoadSettings, IniLoadSettingList, startup); } else { HandleSettingDescs(generic_ini, private_ini, secrets_ini, IniLoadSettings, IniLoadSettingList, startup); } /* Load basic settings only during bootstrap, load other settings not during bootstrap */ if (!startup) { /* Convert network.server_advertise to network.server_game_type, but only if network.server_game_type is set to default value. */ if (generic_version < IFV_GAME_TYPE) { if (_settings_client.network.server_game_type == SERVER_GAME_TYPE_LOCAL) { IniGroup *network = generic_ini.GetGroup("network", false); if (network != nullptr) { IniItem *server_advertise = network->GetItem("server_advertise"); if (server_advertise != nullptr && server_advertise->value == "true") { _settings_client.network.server_game_type = SERVER_GAME_TYPE_PUBLIC; } } } } if (generic_version < IFV_LINKGRAPH_SECONDS) { _settings_newgame.linkgraph.recalc_interval *= SECONDS_PER_DAY; _settings_newgame.linkgraph.recalc_time *= SECONDS_PER_DAY; } if (generic_version < IFV_NETWORK_PRIVATE_SETTINGS) { IniGroup *network = generic_ini.GetGroup("network", false); if (network != nullptr) { IniItem *no_http_content_downloads = network->GetItem("no_http_content_downloads"); if (no_http_content_downloads != nullptr) { if (no_http_content_downloads->value == "true") { _settings_client.network.no_http_content_downloads = true; } else if (no_http_content_downloads->value == "false") { _settings_client.network.no_http_content_downloads = false; } } IniItem *use_relay_service = network->GetItem("use_relay_service"); if (use_relay_service != nullptr) { if (use_relay_service->value == "never") { _settings_client.network.use_relay_service = UseRelayService::URS_NEVER; } else if (use_relay_service->value == "ask") { _settings_client.network.use_relay_service = UseRelayService::URS_ASK; } else if (use_relay_service->value == "allow") { _settings_client.network.use_relay_service = UseRelayService::URS_ALLOW; } } } } _grfconfig_newgame = GRFLoadConfig(generic_ini, "newgrf", false); _grfconfig_static = GRFLoadConfig(generic_ini, "newgrf-static", true); AILoadConfig(generic_ini, "ai_players"); GameLoadConfig(generic_ini, "game_scripts"); PrepareOldDiffCustom(); IniLoadSettings(generic_ini, _old_gameopt_settings, "gameopt", &_settings_newgame, false); HandleOldDiffCustom(false); ValidateSettings(); DebugReconsiderSendRemoteMessages(); /* Display scheduled errors */ ScheduleErrorMessage(_settings_error_list); if (FindWindowById(WC_ERRMSG, 0) == nullptr) ShowFirstError(); } } /** Save the values to the configuration file */ void SaveToConfig() { ConfigIniFile generic_ini(_config_file); ConfigIniFile private_ini(_private_file); ConfigIniFile secrets_ini(_secrets_file); IniFileVersion generic_version = LoadVersionFromConfig(generic_ini); /* If we newly create the private/secrets file, add a dummy group on top * just so we can add a comment before it (that is how IniFile works). * This to explain what the file is about. After doing it once, never touch * it again, as otherwise we might be reverting user changes. */ if (!private_ini.GetGroup("private", false)) private_ini.GetGroup("private")->comment = "; This file possibly contains private information which can identify you as person.\n"; if (!secrets_ini.GetGroup("secrets", false)) secrets_ini.GetGroup("secrets")->comment = "; Do not share this file with others, not even if they claim to be technical support.\n; This file contains saved passwords and other secrets that should remain private to you!\n"; if (generic_version == IFV_0) { /* Remove some obsolete groups. These have all been loaded into other groups. */ generic_ini.RemoveGroup("patches"); generic_ini.RemoveGroup("yapf"); generic_ini.RemoveGroup("gameopt"); /* Remove all settings from the generic ini that are now in the private ini. */ generic_ini.RemoveGroup("server_bind_addresses"); generic_ini.RemoveGroup("servers"); generic_ini.RemoveGroup("bans"); for (auto &table : PrivateSettingTables()) { RemoveEntriesFromIni(generic_ini, table); } /* Remove all settings from the generic ini that are now in the secrets ini. */ for (auto &table : SecretSettingTables()) { RemoveEntriesFromIni(generic_ini, table); } } /* Remove network.server_advertise. */ if (generic_version < IFV_GAME_TYPE) { IniGroup *network = generic_ini.GetGroup("network", false); if (network != nullptr) { network->RemoveItem("server_advertise"); } } if (generic_version < IFV_NETWORK_PRIVATE_SETTINGS) { IniGroup *network = generic_ini.GetGroup("network", false); if (network != nullptr) { network->RemoveItem("no_http_content_downloads"); network->RemoveItem("use_relay_service"); } } HandleSettingDescs(generic_ini, private_ini, secrets_ini, IniSaveSettings, IniSaveSettingList); GRFSaveConfig(generic_ini, "newgrf", _grfconfig_newgame); GRFSaveConfig(generic_ini, "newgrf-static", _grfconfig_static); AISaveConfig(generic_ini, "ai_players"); GameSaveConfig(generic_ini, "game_scripts"); SaveVersionInConfig(generic_ini); SaveVersionInConfig(private_ini); SaveVersionInConfig(secrets_ini); generic_ini.SaveToDisk(_config_file); private_ini.SaveToDisk(_private_file); secrets_ini.SaveToDisk(_secrets_file); } /** * Get the list of known NewGrf presets. * @returns List of preset names. */ StringList GetGRFPresetList() { StringList list; ConfigIniFile ini(_config_file); for (IniGroup *group = ini.group; group != nullptr; group = group->next) { if (group->name.compare(0, 7, "preset-") == 0) { list.push_back(group->name.substr(7)); } } return list; } /** * Load a NewGRF configuration by preset-name. * @param config_name Name of the preset. * @return NewGRF configuration. * @see GetGRFPresetList */ GRFConfig *LoadGRFPresetFromConfig(const char *config_name) { std::string section("preset-"); section += config_name; ConfigIniFile ini(_config_file); GRFConfig *config = GRFLoadConfig(ini, section.c_str(), false); return config; } /** * Save a NewGRF configuration with a preset name. * @param config_name Name of the preset. * @param config NewGRF configuration to save. * @see GetGRFPresetList */ void SaveGRFPresetToConfig(const char *config_name, GRFConfig *config) { std::string section("preset-"); section += config_name; ConfigIniFile ini(_config_file); GRFSaveConfig(ini, section.c_str(), config); ini.SaveToDisk(_config_file); } /** * Delete a NewGRF configuration by preset name. * @param config_name Name of the preset. */ void DeleteGRFPresetFromConfig(const char *config_name) { std::string section("preset-"); section += config_name; ConfigIniFile ini(_config_file); ini.RemoveGroup(section.c_str()); ini.SaveToDisk(_config_file); } /** * Handle changing a value. This performs validation of the input value and * calls the appropriate callbacks, and saves it when the value is changed. * @param object The object the setting is in. * @param newval The new value for the setting. */ void IntSettingDesc::ChangeValue(const void *object, int32 newval) const { int32 oldval = this->Read(object); this->MakeValueValid(newval); if (this->pre_check != nullptr && !this->pre_check(newval)) return; if (oldval == newval) return; this->Write(object, newval); if (this->post_callback != nullptr) this->post_callback(newval); if (this->flags & SF_NO_NETWORK) { _gamelog.StartAction(GLAT_SETTING); _gamelog.Setting(this->GetName(), oldval, newval); _gamelog.StopAction(); } SetWindowClassesDirty(WC_GAME_OPTIONS); if (_save_config) SaveToConfig(); } /** * Given a name of setting, return a setting description from the table. * @param name Name of the setting to return a setting description of. * @param settings Table to look in for the setting. * @return Pointer to the setting description of setting \a name if it can be found, * \c nullptr indicates failure to obtain the description. */ static const SettingDesc *GetSettingFromName(const std::string_view name, const SettingTable &settings) { /* First check all full names */ for (auto &desc : settings) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (sd->GetName() == name) return sd; } /* Then check the shortcut variant of the name. */ std::string short_name_suffix = std::string{ "." }.append(name); for (auto &desc : settings) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (StrEndsWith(sd->GetName(), short_name_suffix)) return sd; } return nullptr; } /** * Get the SaveLoad for all settings in the settings table. * @param settings The settings table to get the SaveLoad objects from. * @param saveloads A vector to store the result in. */ void GetSaveLoadFromSettingTable(SettingTable settings, std::vector &saveloads) { for (auto &desc : settings) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; saveloads.push_back(sd->save); } } /** * Given a name of setting, return a company setting description of it. * @param name Name of the company setting to return a setting description of. * @return Pointer to the setting description of setting \a name if it can be found, * \c nullptr indicates failure to obtain the description. */ static const SettingDesc *GetCompanySettingFromName(std::string_view name) { static const std::string_view company_prefix = "company."; if (StrStartsWith(name, company_prefix)) name.remove_prefix(company_prefix.size()); return GetSettingFromName(name, _company_settings); } /** * Given a name of any setting, return any setting description of it. * @param name Name of the setting to return a setting description of. * @return Pointer to the setting description of setting \a name if it can be found, * \c nullptr indicates failure to obtain the description. */ const SettingDesc *GetSettingFromName(const std::string_view name) { for (auto &table : GenericSettingTables()) { auto sd = GetSettingFromName(name, table); if (sd != nullptr) return sd; } for (auto &table : PrivateSettingTables()) { auto sd = GetSettingFromName(name, table); if (sd != nullptr) return sd; } for (auto &table : SecretSettingTables()) { auto sd = GetSettingFromName(name, table); if (sd != nullptr) return sd; } return GetCompanySettingFromName(name); } /** * Network-safe changing of settings (server-only). * @param flags operation to perform * @param name the name of the setting to change * @param value the new value for the setting * The new value is properly clamped to its minimum/maximum when setting * @return the cost of this operation or an error * @see _settings */ CommandCost CmdChangeSetting(DoCommandFlag flags, const std::string &name, int32 value) { if (name.empty()) return CMD_ERROR; const SettingDesc *sd = GetSettingFromName(name); if (sd == nullptr) return CMD_ERROR; if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) return CMD_ERROR; if (!sd->IsIntSetting()) return CMD_ERROR; if (!sd->IsEditable(true)) return CMD_ERROR; if (flags & DC_EXEC) { sd->AsIntSetting()->ChangeValue(&GetGameSettings(), value); } return CommandCost(); } /** * Change one of the per-company settings. * @param flags operation to perform * @param name the name of the company setting to change * @param value the new value for the setting * The new value is properly clamped to its minimum/maximum when setting * @return the cost of this operation or an error */ CommandCost CmdChangeCompanySetting(DoCommandFlag flags, const std::string &name, int32 value) { if (name.empty()) return CMD_ERROR; const SettingDesc *sd = GetCompanySettingFromName(name); if (sd == nullptr) return CMD_ERROR; if (!sd->IsIntSetting()) return CMD_ERROR; if (flags & DC_EXEC) { sd->AsIntSetting()->ChangeValue(&Company::Get(_current_company)->settings, value); } return CommandCost(); } /** * Top function to save the new value of an element of the Settings struct * @param index offset in the SettingDesc array of the Settings struct which * identifies the setting member we want to change * @param value new value of the setting * @param force_newgame force the newgame settings */ bool SetSettingValue(const IntSettingDesc *sd, int32 value, bool force_newgame) { const IntSettingDesc *setting = sd->AsIntSetting(); if ((setting->flags & SF_PER_COMPANY) != 0) { if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) { return Command::Post(setting->GetName(), value); } setting->ChangeValue(&_settings_client.company, value); return true; } /* If an item is company-based, we do not send it over the network * (if any) to change. Also *hack*hack* we update the _newgame version * of settings because changing a company-based setting in a game also * changes its defaults. At least that is the convention we have chosen */ if (setting->flags & SF_NO_NETWORK_SYNC) { if (_game_mode != GM_MENU) { setting->ChangeValue(&_settings_newgame, value); } setting->ChangeValue(&GetGameSettings(), value); return true; } if (force_newgame) { setting->ChangeValue(&_settings_newgame, value); return true; } /* send non-company-based settings over the network */ if (!_networking || (_networking && _network_server)) { return Command::Post(setting->GetName(), value); } return false; } /** * Set the company settings for a new company to their default values. */ void SetDefaultCompanySettings(CompanyID cid) { Company *c = Company::Get(cid); for (auto &desc : _company_settings) { const IntSettingDesc *int_setting = GetSettingDesc(desc)->AsIntSetting(); int_setting->MakeValueValidAndWrite(&c->settings, int_setting->def); } } /** * Sync all company settings in a multiplayer game. */ void SyncCompanySettings() { const void *old_object = &Company::Get(_current_company)->settings; const void *new_object = &_settings_client.company; for (auto &desc : _company_settings) { const SettingDesc *sd = GetSettingDesc(desc); uint32 old_value = (uint32)sd->AsIntSetting()->Read(old_object); uint32 new_value = (uint32)sd->AsIntSetting()->Read(new_object); if (old_value != new_value) Command::SendNet(STR_NULL, _local_company, sd->GetName(), new_value); } } /** * Set a setting value with a string. * @param sd the setting to change. * @param value the value to write * @param force_newgame force the newgame settings * @note Strings WILL NOT be synced over the network */ bool SetSettingValue(const StringSettingDesc *sd, std::string value, bool force_newgame) { assert(sd->flags & SF_NO_NETWORK_SYNC); if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && value.compare("(null)") == 0) { value.clear(); } const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game; sd->AsStringSetting()->ChangeValue(object, value); return true; } /** * Handle changing a string value. This performs validation of the input value * and calls the appropriate callbacks, and saves it when the value is changed. * @param object The object the setting is in. * @param newval The new value for the setting. */ void StringSettingDesc::ChangeValue(const void *object, std::string &newval) const { this->MakeValueValid(newval); if (this->pre_check != nullptr && !this->pre_check(newval)) return; this->Write(object, newval); if (this->post_callback != nullptr) this->post_callback(newval); if (_save_config) SaveToConfig(); } /* Those 2 functions need to be here, else we have to make some stuff non-static * and besides, it is also better to keep stuff like this at the same place */ void IConsoleSetSetting(const char *name, const char *value, bool force_newgame) { const SettingDesc *sd = GetSettingFromName(name); if (sd == nullptr) { IConsolePrint(CC_ERROR, "'{}' is an unknown setting.", name); return; } bool success = true; if (sd->IsStringSetting()) { success = SetSettingValue(sd->AsStringSetting(), value, force_newgame); } else if (sd->IsIntSetting()) { const IntSettingDesc *isd = sd->AsIntSetting(); size_t val = isd->ParseValue(value); if (!_settings_error_list.empty()) { IConsolePrint(CC_ERROR, "'{}' is not a valid value for this setting.", value); _settings_error_list.clear(); return; } success = SetSettingValue(isd, (int32)val, force_newgame); } if (!success) { if (_network_server) { IConsolePrint(CC_ERROR, "This command/variable is not available during network games."); } else { IConsolePrint(CC_ERROR, "This command/variable is only available to a network server."); } } } void IConsoleSetSetting(const char *name, int value) { const SettingDesc *sd = GetSettingFromName(name); assert(sd != nullptr); SetSettingValue(sd->AsIntSetting(), value); } /** * Output value of a specific setting to the console * @param name Name of the setting to output its value * @param force_newgame force the newgame settings */ void IConsoleGetSetting(const char *name, bool force_newgame) { const SettingDesc *sd = GetSettingFromName(name); if (sd == nullptr) { IConsolePrint(CC_ERROR, "'{}' is an unknown setting.", name); return; } const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game; if (sd->IsStringSetting()) { IConsolePrint(CC_INFO, "Current value for '{}' is '{}'.", sd->GetName(), sd->AsStringSetting()->Read(object)); } else if (sd->IsIntSetting()) { std::string value = sd->FormatValue(object); const IntSettingDesc *int_setting = sd->AsIntSetting(); IConsolePrint(CC_INFO, "Current value for '{}' is '{}' (min: {}{}, max: {}).", sd->GetName(), value, (sd->flags & SF_GUI_0_IS_SPECIAL) ? "(0) " : "", int_setting->min, int_setting->max); } } static void IConsoleListSettingsTable(const SettingTable &table, const char *prefilter) { for (auto &desc : table) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (prefilter != nullptr && sd->GetName().find(prefilter) == std::string::npos) continue; IConsolePrint(CC_DEFAULT, "{} = {}", sd->GetName(), sd->FormatValue(&GetGameSettings())); } } /** * List all settings and their value to the console * * @param prefilter If not \c nullptr, only list settings with names that begin with \a prefilter prefix */ void IConsoleListSettings(const char *prefilter) { IConsolePrint(CC_HELP, "All settings with their current value:"); for (auto &table : GenericSettingTables()) { IConsoleListSettingsTable(table, prefilter); } for (auto &table : PrivateSettingTables()) { IConsoleListSettingsTable(table, prefilter); } for (auto &table : SecretSettingTables()) { IConsoleListSettingsTable(table, prefilter); } IConsolePrint(CC_HELP, "Use 'setting' command to change a value."); }