mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r26371) -Fix [FS#5831]: Calling DoCommandP during the gameloop cleared pending persistent storage changes.
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c6ce57e8a7
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a32d18cbb9
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@ -601,7 +601,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallbac
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* @param cmd the command cost to return.
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* @param clear whether to keep the storage changes or not.
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*/
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#define return_dcpi(cmd, clear) { _docommand_recursive = 0; ClearPersistentStorageChanges(clear); return cmd; }
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#define return_dcpi(cmd) { _docommand_recursive = 0; return cmd; }
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/*!
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* Helper function for the toplevel network safe docommand function for the current company.
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@ -645,7 +645,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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#endif
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/* Do not even think about executing out-of-bounds tile-commands */
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if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR, false);
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if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR);
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/* Always execute server and spectator commands as spectator */
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bool exec_as_spectator = (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0;
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@ -654,7 +654,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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* The server will ditch any server commands a client sends to it, so effectively
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* this guards the server from executing functions for an invalid company. */
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if (_game_mode == GM_NORMAL && !exec_as_spectator && !Company::IsValidID(_current_company) && !(_current_company == OWNER_DEITY && (cmd_flags & CMD_DEITY) != 0)) {
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return_dcpi(CMD_ERROR, false);
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return_dcpi(CMD_ERROR);
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}
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Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
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@ -665,8 +665,9 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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/* Test the command. */
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_cleared_object_areas.Clear();
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SetTownRatingTestMode(true);
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ClearPersistentStorageChanges(false);
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_TESTMODE);
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CommandCost res = proc(tile, flags, p1, p2, text);
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_TESTMODE);
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SetTownRatingTestMode(false);
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/* Make sure we're not messing things up here. */
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@ -685,7 +686,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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DEBUG(desync, 1, "cmdf: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text, GetCommandName(cmd));
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}
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cur_company.Restore();
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return_dcpi(res, false);
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return_dcpi(res);
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}
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#ifdef ENABLE_NETWORK
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@ -701,7 +702,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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* This way it's not handled by DoCommand and only the
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* actual execution of the command causes messages. Also
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* reset the storages as we've not executed the command. */
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return_dcpi(CommandCost(), false);
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return_dcpi(CommandCost());
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}
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#endif /* ENABLE_NETWORK */
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DEBUG(desync, 1, "cmd: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text, GetCommandName(cmd));
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@ -709,8 +710,9 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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/* Actually try and execute the command. If no cost-type is given
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* use the construction one */
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_cleared_object_areas.Clear();
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ClearPersistentStorageChanges(false);
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_COMMAND);
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CommandCost res2 = proc(tile, flags | DC_EXEC, p1, p2, text);
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_COMMAND);
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if (cmd_id == CMD_COMPANY_CTRL) {
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cur_company.Trash();
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@ -731,7 +733,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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if (!test_and_exec_can_differ) {
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assert(res.GetCost() == res2.GetCost() && res.Failed() == res2.Failed()); // sanity check
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} else if (res2.Failed()) {
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return_dcpi(res2, false);
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return_dcpi(res2);
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}
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/* If we're needing more money and we haven't done
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@ -741,7 +743,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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* So make sure the signal buffer is empty even in this case */
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UpdateSignalsInBuffer();
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SetDParam(0, _additional_cash_required);
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return_dcpi(CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY), false);
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return_dcpi(CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY));
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}
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/* update last build coordinate of company. */
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@ -755,7 +757,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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/* update signals if needed */
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UpdateSignalsInBuffer();
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return_dcpi(res2, true);
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return_dcpi(res2);
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}
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#undef return_dcpi
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@ -105,6 +105,8 @@ static void _GenerateWorld(void *)
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SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
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SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
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IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
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/* Must start economy early because of the costs. */
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StartupEconomy();
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@ -141,8 +143,6 @@ static void _GenerateWorld(void *)
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}
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}
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ClearPersistentStorageChanges(true);
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/* These are probably pointless when inside the scenario editor. */
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SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
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StartupCompanies();
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@ -179,6 +179,8 @@ static void _GenerateWorld(void *)
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}
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}
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
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ResetObjectToPlace();
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_cur_company.Trash();
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_current_company = _local_company = _gw.lc;
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@ -202,6 +204,7 @@ static void _GenerateWorld(void *)
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
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}
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} catch (...) {
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
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if (_cur_company.IsValid()) _cur_company.Restore();
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_generating_world = false;
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_modal_progress_work_mutex->EndCritical();
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@ -22,6 +22,10 @@ INSTANTIATE_POOL_METHODS(PersistentStorage)
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/** The changed storage arrays */
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static std::set<BasePersistentStorageArray*> *_changed_storage_arrays = new std::set<BasePersistentStorageArray*>;
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bool BasePersistentStorageArray::gameloop;
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bool BasePersistentStorageArray::command;
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bool BasePersistentStorageArray::testmode;
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/**
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* Remove references to use.
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*/
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@ -42,25 +46,54 @@ void AddChangedPersistentStorage(BasePersistentStorageArray *storage)
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}
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/**
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* Clear the changes made since the last #ClearStorageChanges.
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* This is done for *all* storages that have been registered to with
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* #AddChangedStorage since the previous #ClearStorageChanges.
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* Clear temporary changes made since the last call to SwitchMode, and
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* set whether subsequent changes shall be persistent or temporary.
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*
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* This can be done in two ways:
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* - saving the changes permanently
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* - reverting to the previous version
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* @param keep_changes do we save or revert the changes since the last #ClearChanges?
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* @param mode Mode switch affecting temporary/persistent changes.
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* @param ignore_prev_mode Disable some sanity checks for exceptional call circumstances.
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*/
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void ClearPersistentStorageChanges(bool keep_changes)
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/* static */ void BasePersistentStorageArray::SwitchMode(PersistentStorageMode mode, bool ignore_prev_mode)
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{
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/* Loop over all changes arrays */
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for (std::set<BasePersistentStorageArray*>::iterator it = _changed_storage_arrays->begin(); it != _changed_storage_arrays->end(); it++) {
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if (!keep_changes) {
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DEBUG(desync, 1, "Discarding persistent storage changes: Feature %d, GrfID %08X, Tile %d", (*it)->feature, BSWAP32((*it)->grfid), (*it)->tile);
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}
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(*it)->ClearChanges(keep_changes);
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switch (mode) {
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case PSM_ENTER_GAMELOOP:
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assert(ignore_prev_mode || !gameloop);
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assert(!command && !testmode);
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gameloop = true;
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break;
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case PSM_LEAVE_GAMELOOP:
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assert(ignore_prev_mode || gameloop);
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assert(!command && !testmode);
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gameloop = false;
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break;
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case PSM_ENTER_COMMAND:
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assert((ignore_prev_mode || !command) && !testmode);
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command = true;
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break;
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case PSM_LEAVE_COMMAND:
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assert(ignore_prev_mode || command);
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command = false;
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break;
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case PSM_ENTER_TESTMODE:
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assert(!command && (ignore_prev_mode || !testmode));
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testmode = true;
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break;
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case PSM_LEAVE_TESTMODE:
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assert(ignore_prev_mode || testmode);
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testmode = false;
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break;
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default: NOT_REACHED();
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}
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/* And then clear that array */
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/* Discard all temporary changes */
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for (std::set<BasePersistentStorageArray*>::iterator it = _changed_storage_arrays->begin(); it != _changed_storage_arrays->end(); it++) {
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DEBUG(desync, 1, "Discarding persistent storage changes: Feature %d, GrfID %08X, Tile %d", (*it)->feature, BSWAP32((*it)->grfid), (*it)->tile);
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(*it)->ClearChanges();
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}
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_changed_storage_arrays->clear();
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}
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@ -15,6 +15,18 @@
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#include "core/pool_type.hpp"
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#include "tile_type.h"
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/**
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* Mode switches to the behaviour of persistent storage array.
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*/
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enum PersistentStorageMode {
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PSM_ENTER_GAMELOOP, ///< Enter the gameloop, changes will be permanent.
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PSM_LEAVE_GAMELOOP, ///< Leave the gameloop, changes will be temporary.
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PSM_ENTER_COMMAND, ///< Enter command scope, changes will be permanent.
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PSM_LEAVE_COMMAND, ///< Leave command scope, revert to previous mode.
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PSM_ENTER_TESTMODE, ///< Enter command test mode, changes will be tempoary.
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PSM_LEAVE_TESTMODE, ///< Leave command test mode, revert to previous mode.
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};
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/**
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* Base class for all persistent NewGRF storage arrays. Nothing fancy, only here
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* so we have a generalised access to the virtual methods.
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@ -26,14 +38,24 @@ struct BasePersistentStorageArray {
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virtual ~BasePersistentStorageArray();
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static void SwitchMode(PersistentStorageMode mode, bool ignore_prev_mode = false);
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protected:
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/**
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* Clear the changes made since the last #ClearChanges.
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* This can be done in two ways:
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* - saving the changes permanently
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* - reverting to the previous version
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* @param keep_changes do we save or revert the changes since the last #ClearChanges?
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* Discard temporary changes.
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*/
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virtual void ClearChanges(bool keep_changes) = 0;
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virtual void ClearChanges() = 0;
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/**
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* Check whether currently changes to the storage shall be persistent or
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* temporary till the next call to ClearChanges().
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*/
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static bool AreChangesPersistent() { return (gameloop || command) && !testmode; }
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private:
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static bool gameloop;
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static bool command;
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static bool testmode;
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};
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/**
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@ -82,7 +104,9 @@ struct PersistentStorageArray : BasePersistentStorageArray {
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if (this->storage[pos] == value) return;
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/* We do not have made a backup; lets do so */
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if (this->prev_storage == NULL) {
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if (AreChangesPersistent()) {
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assert(this->prev_storage == NULL);
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} else if (this->prev_storage == NULL) {
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this->prev_storage = MallocT<TYPE>(SIZE);
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memcpy(this->prev_storage, this->storage, sizeof(this->storage));
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@ -107,19 +131,13 @@ struct PersistentStorageArray : BasePersistentStorageArray {
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return this->storage[pos];
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}
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/**
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* Clear the changes, or assign them permanently to the storage.
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* @param keep_changes Whether to assign or ditch the changes.
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*/
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void ClearChanges(bool keep_changes)
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void ClearChanges()
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{
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assert(this->prev_storage != NULL);
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if (!keep_changes) {
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if (this->prev_storage != NULL) {
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memcpy(this->storage, this->prev_storage, sizeof(this->storage));
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free(this->prev_storage);
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this->prev_storage = NULL;
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}
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free(this->prev_storage);
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this->prev_storage = NULL;
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}
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};
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@ -189,8 +207,6 @@ struct TemporaryStorageArray {
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};
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void AddChangedPersistentStorage(BasePersistentStorageArray *storage);
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void ClearPersistentStorageChanges(bool keep_changes);
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typedef PersistentStorageArray<int32, 16> OldPersistentStorage;
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@ -1355,15 +1355,14 @@ void StateGameLoop()
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}
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if (HasModalProgress()) return;
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ClearPersistentStorageChanges(false);
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Layouter::ReduceLineCache();
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if (_game_mode == GM_EDITOR) {
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
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RunTileLoop();
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CallVehicleTicks();
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CallLandscapeTick();
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ClearPersistentStorageChanges(true);
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
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UpdateLandscapingLimits();
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CallWindowTickEvent();
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@ -1382,12 +1381,13 @@ void StateGameLoop()
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* for multiplayer compatibility */
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Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
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AnimateAnimatedTiles();
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IncreaseDate();
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RunTileLoop();
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CallVehicleTicks();
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CallLandscapeTick();
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ClearPersistentStorageChanges(true);
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
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#ifndef DEBUG_DUMP_COMMANDS
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AI::GameLoop();
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@ -39,6 +39,7 @@ static void Save_PSAC()
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/* Write the industries */
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FOR_ALL_STORAGES(ps) {
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ps->ClearChanges();
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SlSetArrayIndex(ps->index);
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SlObject(ps, _storage_desc);
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}
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