(svn r23611) -Add: run the begin of the script already while generating, and don't sleep on DoCommand while doing so

This commit is contained in:
truebrain 2011-12-19 20:56:50 +00:00
parent cbe43abe5d
commit 83f2785f54
7 changed files with 30 additions and 4 deletions

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@ -658,7 +658,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
* If we are in network, and the command is not from the network
* send it to the command-queue and abort execution
*/
if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
if (_networking && !_generating_world && !(cmd & CMD_NETWORK_COMMAND)) {
NetworkSendCommand(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
cur_company.Restore();

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@ -34,6 +34,7 @@
#include "progress.h"
#include "error.h"
#include "game/game.hpp"
#include "game/game_instance.hpp"
#include "table/sprites.h"
@ -166,6 +167,17 @@ static void _GenerateWorld(void *)
if (_game_mode != GM_EDITOR) {
Game::StartNew();
if (Game::GetInstance() != NULL) {
SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
_generating_world = true;
for (i = 0; i < 2500; i++) {
Game::GameLoop();
IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
if (Game::GetInstance()->IsSleeping()) break;
}
_generating_world = false;
}
}
}

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@ -65,6 +65,7 @@ enum GenWorldProgress {
GWP_TREE, ///< Generate trees
GWP_GAME_INIT, ///< Initialize the game
GWP_RUNTILELOOP, ///< Runs the tile loop 1280 times to make snow etc
GWP_RUNSCRIPT, ///< Runs the game script at most 2500 times, or when ever the script sleeps
GWP_GAME_START, ///< Really prepare to start the game
GWP_CLASS_COUNT
};

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@ -1169,6 +1169,7 @@ static const StringID _generation_class_table[] = {
STR_GENERATION_TREE_GENERATION,
STR_GENERATION_SETTINGUP_GAME,
STR_GENERATION_PREPARING_TILELOOP,
STR_GENERATION_PREPARING_SCRIPT,
STR_GENERATION_PREPARING_GAME
};
assert_compile(lengthof(_generation_class_table) == GWP_CLASS_COUNT);
@ -1272,7 +1273,7 @@ void ShowGenerateWorldProgress()
static void _SetGeneratingWorldProgress(GenWorldProgress cls, uint progress, uint total)
{
static const int percent_table[] = {0, 5, 14, 17, 20, 40, 60, 65, 80, 85, 99, 100 };
static const int percent_table[] = {0, 5, 14, 17, 20, 40, 60, 65, 80, 85, 95, 99, 100 };
assert_compile(lengthof(percent_table) == GWP_CLASS_COUNT + 1);
assert(cls < GWP_CLASS_COUNT);

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@ -2413,6 +2413,7 @@ STR_GENERATION_OBJECT_GENERATION :{BLACK}Object g
STR_GENERATION_CLEARING_TILES :{BLACK}Rough and rocky area generation
STR_GENERATION_SETTINGUP_GAME :{BLACK}Setting up game
STR_GENERATION_PREPARING_TILELOOP :{BLACK}Running tile-loop
STR_GENERATION_PREPARING_SCRIPT :{BLACK}Running script
STR_GENERATION_PREPARING_GAME :{BLACK}Preparing game
# NewGRF settings

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@ -15,6 +15,7 @@
#include "../../company_func.h"
#include "../../network/network.h"
#include "../../tunnelbridge.h"
#include "../../genworld.h"
#include "../script_storage.hpp"
#include "../script_instance.hpp"
@ -233,7 +234,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
#endif
/* Try to perform the command. */
CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, _networking ? ScriptObject::GetActiveInstance()->GetDoCommandCallback() : NULL, text, false, estimate_only);
CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, (_networking && !_generating_world) ? ScriptObject::GetActiveInstance()->GetDoCommandCallback() : NULL, text, false, estimate_only);
/* We failed; set the error and bail out */
if (res.Failed()) {
@ -254,7 +255,11 @@ ScriptObject::ActiveInstance::~ActiveInstance()
SetLastCost(res.GetCost());
SetLastCommandRes(true);
if (_networking) {
if (_generating_world) {
IncreaseDoCommandCosts(res.GetCost());
if (callback != NULL) callback(GetActiveInstance());
return true;
} else if (_networking) {
/* Suspend the AI till the command is really executed. */
throw Script_Suspend(-(int)GetDoCommandDelay(), callback);
} else {

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@ -159,6 +159,12 @@ public:
*/
void InsertEvent(class ScriptEvent *event);
/**
* Check if the instance is sleeping, which either happened because the
* script executed a DoCommand, or executed this.Sleep().
*/
bool IsSleeping() { return this->suspend != 0; }
protected:
class Squirrel *engine; ///< A wrapper around the squirrel vm.