mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r24537) -Feature: Scripts can be suspended even if the game is still progressing, thus break-on-log now works also for Game Scripts.
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2e1936b11c
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f3f4c562ff
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@ -68,13 +68,30 @@ public:
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static void Stop(CompanyID company);
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/**
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* Suspend an AI for the reminder of the current tick. If the AI is
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* in a state when it cannot be suspended, it will continue to run
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* until it can be suspended.
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* @param company The company for which the AI should be suspended.
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* Suspend the AI and then pause execution of the script. The script
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* will not be resumed from its suspended state until the script has
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* been unpaused.
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* @param company The company for which the AI should be paused.
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* @pre Company::IsValidAiID(company)
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*/
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static void Suspend(CompanyID company);
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static void Pause(CompanyID company);
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/**
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* Resume execution of the AI. This function will not actually execute
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* the script, but set a flag so that the script is executed my the usual
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* mechanism that executes the script.
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* @param company The company for which the AI should be unpaused.
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* @pre Company::IsValidAiID(company)
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*/
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static void Unpause(CompanyID company);
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/**
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* Checks if the AI is paused.
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* @param company The company for which to check if the AI is paused.
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* @pre Company::IsValidAiID(company)
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* @return true if the AI is paused, otherwise false.
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*/
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static bool IsPaused(CompanyID company);
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/**
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* Kill any and all AIs we manage.
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@ -112,16 +112,37 @@
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DeleteWindowById(WC_AI_SETTINGS, company);
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}
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/* static */ void AI::Suspend(CompanyID company)
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/* static */ void AI::Pause(CompanyID company)
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{
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if (_networking && !_network_server) return;
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/* The reason why dedicated servers are forbidden to execute this
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* command is not because it is unsafe, but because there is no way
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* for the server owner to unpause the script again. */
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if (_network_dedicated) return;
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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Company::Get(company)->ai_instance->Suspend();
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Company::Get(company)->ai_instance->Pause();
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cur_company.Restore();
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}
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/* static */ void AI::Unpause(CompanyID company)
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{
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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Company::Get(company)->ai_instance->Unpause();
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cur_company.Restore();
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}
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/* static */ bool AI::IsPaused(CompanyID company)
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{
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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bool paused = Company::Get(company)->ai_instance->IsPaused();
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cur_company.Restore();
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return paused;
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}
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/* static */ void AI::KillAll()
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{
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/* It might happen there are no companies .. than we have nothing to loop */
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@ -961,11 +961,15 @@ void ShowAIConfigWindow()
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* state of the script. (dead or alive)
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* @param button the button to update.
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* @param dead true if the script is dead, otherwise false.
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* @param paused true if the script is paused, otherwise false.
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* @return true if the colour was changed and the window need to be marked as dirty.
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*/
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static bool SetScriptButtonColour(NWidgetCore &button, bool dead)
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static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused)
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{
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Colours colour = dead ? COLOUR_RED : COLOUR_GREY;
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/* Dead scripts are indicated with red background and
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* paused scripts are indicated with yellow background. */
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Colours colour = dead ? COLOUR_RED :
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(paused ? COLOUR_YELLOW : COLOUR_GREY);
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if (button.colour != colour) {
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button.colour = colour;
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return true;
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@ -1035,8 +1039,10 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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/* Restore button state from static class variables */
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if (ai_debug_company == OWNER_DEITY) {
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this->LowerWidget(WID_AID_SCRIPT_GAME);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused());
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} else if (ai_debug_company != INVALID_COMPANY) {
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this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company));
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}
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this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
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this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
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@ -1107,11 +1113,12 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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dirty = true;
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}
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/* Mark dead AIs by red background. */
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/* Mark dead/paused AIs by setting the background colour. */
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bool dead = valid && Company::Get(i)->ai_instance->IsDead();
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bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
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/* Re-paint if the button was updated.
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* (note that it is intentional that SetScriptButtonColour is always called) */
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dirty = SetScriptButtonColour(*button, dead) || dirty;
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dirty = SetScriptButtonColour(*button, dead, paused) || dirty;
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/* Do we need a repaint? */
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if (dirty) this->SetDirty();
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@ -1125,8 +1132,9 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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/* Set button colour for Game Script. */
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GameInstance *game = Game::GetInstance();
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bool dead = game != NULL && game->IsDead();
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bool paused = game != NULL && game->IsPaused();
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NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME);
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if (SetScriptButtonColour(*button, dead)) {
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if (SetScriptButtonColour(*button, dead, paused)) {
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/* Re-paint if the button was updated. */
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this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
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}
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@ -1243,10 +1251,13 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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if (ai_debug_company == OWNER_DEITY) {
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this->LowerWidget(WID_AID_SCRIPT_GAME);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused());
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} else {
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this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company));
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}
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this->highlight_row = -1; // The highlight of one AI make little sense for another AI.
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this->autoscroll = true;
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this->last_vscroll_pos = this->vscroll->GetPosition();
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this->SetDirty();
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@ -1292,8 +1303,35 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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break;
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case WID_AID_CONTINUE_BTN:
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/* Unpause */
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DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE);
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/* Unpause current AI / game script and mark the corresponding script button dirty. */
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if (ai_debug_company == OWNER_DEITY) {
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Game::Unpause();
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this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
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} else {
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AI::Unpause(ai_debug_company);
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this->SetWidgetDirty(WID_AID_COMPANY_BUTTON_START + ai_debug_company);
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}
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/* If the last AI/Game Script is unpaused, unpause the game too. */
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if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) {
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bool all_unpaused = !Game::IsPaused();
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if (all_unpaused) {
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Company *c;
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FOR_ALL_COMPANIES(c) {
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if (c->is_ai && AI::IsPaused(c->index)) {
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all_unpaused = false;
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break;
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}
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}
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if (all_unpaused) {
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/* All scripts have been unpaused => unpause the game. */
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DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE);
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}
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}
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}
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this->highlight_row = -1;
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this->SetWidgetDirty(WID_AID_LOG_PANEL);
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this->DisableWidget(WID_AID_CONTINUE_BTN);
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this->RaiseWidget(WID_AID_CONTINUE_BTN); // Disabled widgets don't raise themself
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break;
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@ -1334,9 +1372,8 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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if (gui_scope && data == -2) {
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/* The continue button should be disabled when the game is unpaused and
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* it was previously paused by the break string ( = a line in the log
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* was highlighted )*/
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if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && this->highlight_row != -1) {
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* it was previously paused. */
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if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && !this->IsWidgetDisabled(WID_AID_CONTINUE_BTN)) {
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this->DisableWidget(WID_AID_CONTINUE_BTN);
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this->SetWidgetDirty(WID_AID_CONTINUE_BTN);
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this->SetWidgetDirty(WID_AID_LOG_PANEL);
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@ -1346,7 +1383,7 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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/* If the log message is related to the active company tab, check the break string.
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* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
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if (ai_debug_company != OWNER_DEITY && !gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
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if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
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/* Get the log instance of the active company */
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ScriptLog::LogData *log = this->GetLogPointer();
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@ -1354,7 +1391,14 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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this->break_string_filter.ResetState();
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this->break_string_filter.AddLine(log->lines[log->pos]);
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if (this->break_string_filter.GetState()) {
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AI::Suspend(ai_debug_company);
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/* Pause execution of script. */
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if (ai_debug_company == OWNER_DEITY) {
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Game::Pause();
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} else {
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AI::Pause(ai_debug_company);
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}
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/* Pause the game. */
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if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) {
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DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
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}
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@ -46,6 +46,26 @@ public:
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*/
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static void Uninitialize(bool keepConfig);
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/**
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* Suspends the Game Script and then pause the execution of the script. The
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* script will not be resumed from its suspended state until the script
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* has been unpaused.
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*/
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static void Pause();
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/**
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* Resume execution of the Game Script. This function will not actually execute
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* the script, but set a flag so that the script is executed my the usual
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* mechanism that executes the script.
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*/
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static void Unpause();
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/**
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* Checks if the Game Script is paused.
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* @return true if the Game Script is paused, otherwise false.
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*/
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static bool IsPaused();
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/**
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* Queue a new event for a Game Script.
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*/
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@ -117,6 +117,21 @@
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}
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}
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/* static */ void Game::Pause()
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{
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if (Game::instance != NULL) Game::instance->Pause();
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}
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/* static */ void Game::Unpause()
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{
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if (Game::instance != NULL) Game::instance->Unpause();
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}
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/* static */ bool Game::IsPaused()
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{
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return Game::instance != NULL? Game::instance->IsPaused() : false;
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}
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/* static */ void Game::NewEvent(ScriptEvent *event)
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{
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/* AddRef() and Release() need to be called at least once, so do it here */
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@ -54,6 +54,7 @@ ScriptInstance::ScriptInstance(const char *APIName) :
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instance(NULL),
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is_started(false),
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is_dead(false),
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is_paused(false),
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is_save_data_on_stack(false),
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suspend(0),
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callback(NULL)
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@ -165,6 +166,7 @@ void ScriptInstance::GameLoop()
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this->Died();
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return;
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}
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if (this->is_paused) return;
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this->controller->ticks++;
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if (this->suspend < -1) this->suspend++; // Multiplayer suspend, increase up to -1.
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@ -520,10 +522,23 @@ void ScriptInstance::Save()
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}
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}
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void ScriptInstance::Suspend()
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void ScriptInstance::Pause()
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{
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/* Suspend script. */
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HSQUIRRELVM vm = this->engine->GetVM();
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Squirrel::DecreaseOps(vm, _settings_game.script.script_max_opcode_till_suspend);
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this->is_paused = true;
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}
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void ScriptInstance::Unpause()
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{
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this->is_paused = false;
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}
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bool ScriptInstance::IsPaused()
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{
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return this->is_paused;
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}
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/* static */ bool ScriptInstance::LoadObjects(HSQUIRRELVM vm)
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@ -140,12 +140,24 @@ public:
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static void LoadEmpty();
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/**
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* Reduces the number of opcodes the script have left to zero. Unless
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* the script is in a state where it cannot suspend it will be suspended
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* for the reminder of the current tick. This function is safe to
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* call from within a function called by the script.
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* Suspends the script for the current tick and then pause the execution
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* of script. The script will not be resumed from its suspended state
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* until the script has been unpaused.
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*/
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void Suspend();
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void Pause();
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/**
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* Checks if the script is paused.
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* @return true if the script is paused, otherwise false
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*/
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bool IsPaused();
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/**
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* Resume execution of the script. This function will not actually execute
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* the script, but set a flag so that the script is executed my the usual
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* mechanism that executes the script.
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*/
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void Unpause();
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/**
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* Get the number of operations the script can execute before being suspended.
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@ -171,7 +183,8 @@ public:
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/**
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* Check if the instance is sleeping, which either happened because the
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* script executed a DoCommand, or executed this.Sleep().
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* script executed a DoCommand, executed this.Sleep() or it has been
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* paused.
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*/
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bool IsSleeping() { return this->suspend != 0; }
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@ -216,6 +229,7 @@ private:
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bool is_dead; ///< True if the script has been stopped.
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bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack?
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int suspend; ///< The amount of ticks to suspend this script before it's allowed to continue.
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bool is_paused; ///< Is the script paused? (a paused script will not be executed until unpaused)
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Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the script runs.
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/**
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