OpenTTD/src/settings.cpp

1861 lines
62 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file settings.cpp
* All actions handling saving and loading of the settings/configuration goes on in this file.
* The file consists of three parts:
* <ol>
* <li>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.
* <li>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.
* <li>Handle saving/loading of the PATS chunk inside the savegame.
* </ol>
* @see SettingDesc
* @see SaveLoad
*/
#include "stdafx.h"
#include <charconv>
#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 "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_t {
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_AUTOSAVE_RENAME, ///< 5 PR#11143 Renamed values of autosave to be in minutes.
IFV_RIGHT_CLICK_CLOSE, ///< 6 PR#10204 Add alternative right click to close windows setting.
IFV_MAX_VERSION, ///< Highest possible ini-file version.
};
const uint16_t 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<std::string> &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 whether a string was a boolean true or a boolean false.
*
* @param str the current value of the setting for which a value needs found.
* @return Either true/false, or nullopt if no boolean value found.
*/
std::optional<bool> BoolSettingDesc::ParseSingleValue(const char *str)
{
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;
return std::nullopt;
}
/**
* 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<std::string> &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_t)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<typename T>
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<unsigned long>(v, std::numeric_limits<T>::min(), std::numeric_limits<T>::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<int>(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_t*)array)[i] = items[i];
break;
case SLE_VAR_I32:
case SLE_VAR_U32:
for (i = 0; i != nitems; i++) ((uint32_t*)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<const byte *>(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_t *)p; p += 1; break;
case SLE_VAR_U8: v = *(const uint8_t *)p; p += 1; break;
case SLE_VAR_I16: v = *(const int16_t *)p; p += 2; break;
case SLE_VAR_U16: v = *(const uint16_t *)p; p += 2; break;
case SLE_VAR_I32: v = *(const int32_t *)p; p += 4; break;
case SLE_VAR_U32: v = *(const uint32_t *)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
{
auto r = BoolSettingDesc::ParseSingleValue(str);
if (r.has_value()) 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;
}
/**
* 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_t 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_t &val) const
{
/* We need to take special care of the uint32_t 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_t)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_t uval = (uint32_t)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_t)this->def;
}
}
val = (int32_t)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_t val) const
{
void *ptr = GetVariableAddress(object, this->save);
WriteValue(ptr, this->save.conv, (int64_t)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_t IntSettingDesc::Read(const void *object) const
{
void *ptr = GetVariableAddress(object, this->save);
return (int32_t)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<std::string *>(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<std::string *>(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_t)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_t item_value = (int32_t)this->ParseValue(item->value->c_str());
int32_t object_value = this->Read(object);
return item_value == object_value;
}
bool IntSettingDesc::IsDefaultValue(void *object) const
{
int32_t object_value = this->Read(object);
return this->def == 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 StringSettingDesc::IsDefaultValue(void *object) const
{
const std::string &str = this->Read(object);
return this->def == str;
}
bool ListSettingDesc::IsSameValue(const IniItem *item, void *object) const
{
/* Checking for equality is way more expensive than just writing the value. */
return false;
}
bool ListSettingDesc::IsDefaultValue(void *object) const
{
/* Defaults of lists are often complicated, and hard to compare. */
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 (do_command && (this->flags & SF_NO_NETWORK_SYNC)) 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<const IntSettingDesc *>(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<const StringSettingDesc *>(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_t *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_t grfid_buf[4];
MD5Hash md5sum;
const char *filename = item->name.c_str();
bool has_grfid = false;
bool has_md5sum = false;
/* Try reading "<grfid>|" and on success, "<md5sum>|". */
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_t 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_t version = 0;
std::from_chars(version_number->value->data(), version_number->value->data() + version_number->value->size(), version);
return static_cast<IniFileVersion>(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);
}
}
/**
* Check whether a conversion should be done, and based on what old setting information.
*
* To prevent errors when switching back and forth between older and newer
* version of OpenTTD, the type of a setting is never changed. Instead, the
* setting is renamed, and this function is used to check whether a conversion
* between the old and new setting is required.
*
* This checks if the new setting doesn't exist, and if the old does.
*
* Doing it this way means that if you switch to an older client, the old
* setting is used, and only on the first time starting a new client, the
* old setting is converted to the new. After that, they are independent
* of each other. And you can safely, without errors on either, switch
* between old and new client.
*
* @param ini The ini-file to use.
* @param group The group the setting is in.
* @param old_var The old name of the setting.
* @param new_var The new name of the setting.
* @param[out] old_item The old item to base upgrading on.
* @return Whether upgrading should happen; if false, old_item is a nullptr.
*/
bool IsConversionNeeded(ConfigIniFile &ini, std::string group, std::string old_var, std::string new_var, IniItem **old_item)
{
*old_item = nullptr;
IniGroup *igroup = ini.GetGroup(group, false);
/* If the group doesn't exist, there is nothing to convert. */
if (igroup == nullptr) return false;
IniItem *tmp_old_item = igroup->GetItem(old_var);
IniItem *new_item = igroup->GetItem(new_var);
/* If the old item doesn't exist, there is nothing to convert. */
if (tmp_old_item == nullptr) return false;
/* If the new item exists, it means conversion was already done. We only
* do the conversion the first time, and after that these settings are
* independent. This allows users to freely change between older and
* newer clients without breaking anything. */
if (new_item != nullptr) return false;
*old_item = tmp_old_item;
return true;
}
/**
* 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) {
if (generic_version < IFV_LINKGRAPH_SECONDS) {
_settings_newgame.linkgraph.recalc_interval *= CalendarTime::SECONDS_PER_DAY;
_settings_newgame.linkgraph.recalc_time *= CalendarTime::SECONDS_PER_DAY;
}
/* Move no_http_content_downloads and use_relay_service from generic_ini to private_ini. */
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;
}
}
}
}
IniItem *old_item;
if (generic_version < IFV_GAME_TYPE && IsConversionNeeded(generic_ini, "network", "server_advertise", "server_game_type", &old_item)) {
auto old_value = BoolSettingDesc::ParseSingleValue(old_item->value->c_str());
_settings_client.network.server_game_type = old_value.value_or(false) ? SERVER_GAME_TYPE_PUBLIC : SERVER_GAME_TYPE_LOCAL;
}
if (generic_version < IFV_AUTOSAVE_RENAME && IsConversionNeeded(generic_ini, "gui", "autosave", "autosave_interval", &old_item)) {
static std::vector<std::string> _old_autosave_interval{"off", "monthly", "quarterly", "half year", "yearly"};
auto old_value = OneOfManySettingDesc::ParseSingleValue(old_item->value->c_str(), old_item->value->size(), _old_autosave_interval);
switch (old_value) {
case 0: _settings_client.gui.autosave_interval = std::chrono::minutes::zero(); break;
case 1: _settings_client.gui.autosave_interval = std::chrono::minutes(10); break;
case 2: _settings_client.gui.autosave_interval = std::chrono::minutes(30); break;
case 3: _settings_client.gui.autosave_interval = std::chrono::minutes(60); break;
case 4: _settings_client.gui.autosave_interval = std::chrono::minutes(120); break;
default: break;
}
}
/* Persist the right click close option from older versions. */
if (generic_version < IFV_RIGHT_CLICK_CLOSE && IsConversionNeeded(generic_ini, "gui", "right_mouse_wnd_close", "right_click_wnd_close", &old_item)) {
auto old_value = BoolSettingDesc::ParseSingleValue(old_item->value->c_str());
_settings_client.gui.right_click_wnd_close = old_value.value_or(false) ? RCC_YES : RCC_NO;
}
_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);
}
}
/* These variables are migrated from generic ini to private ini now. */
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_t newval) const
{
int32_t 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<SaveLoad> &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_t 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_t 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_t 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<CMD_CHANGE_COMPANY_SETTING>::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<CMD_CHANGE_SETTING>::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_t old_value = (uint32_t)sd->AsIntSetting()->Read(old_object);
uint32_t new_value = (uint32_t)sd->AsIntSetting()->Read(new_object);
if (old_value != new_value) Command<CMD_CHANGE_COMPANY_SETTING>::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_t)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.");
}