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author | Yexo <yexo@openttd.org> | 2009-02-03 20:49:08 +0000 |
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committer | Yexo <yexo@openttd.org> | 2009-02-03 20:49:08 +0000 |
commit | 1892c34ac6b97de271e762e4464c02e8cb97416e (patch) | |
tree | 190d79c7b3f35a3425b19dd635814463ba1844df /src/ai | |
parent | 9c4c0ff3a190869c1a217427584d5d6034373c07 (diff) | |
download | openttd-1892c34ac6b97de271e762e4464c02e8cb97416e.tar.xz |
(svn r15327) -Fix (r15027): AIs could access the map and other data in their constructor and Load() function while the savegame was not completely loaded.
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/ai_instance.cpp | 104 | ||||
-rw-r--r-- | src/ai/ai_instance.hpp | 9 |
2 files changed, 76 insertions, 37 deletions
diff --git a/src/ai/ai_instance.cpp b/src/ai/ai_instance.cpp index 14413d0bd..cb1a04171 100644 --- a/src/ai/ai_instance.cpp +++ b/src/ai/ai_instance.cpp @@ -132,12 +132,9 @@ AIInstance::AIInstance(AIInfo *info) : /* Register the API functions and classes */ this->RegisterAPI(); - /* Run the constructor if it exists. Don't allow any DoCommands in it. */ - if (this->engine->MethodExists(*this->instance, "constructor")) { - AIObject::SetAllowDoCommand(false); - this->engine->CallMethod(*this->instance, "constructor"); - AIObject::SetAllowDoCommand(true); - } + /* The topmost stack item is true if there is data from a savegame + * and false otherwise. */ + sq_pushbool(this->engine->vm, false); } AIInstance::~AIInstance() @@ -271,8 +268,15 @@ void AIInstance::GameLoop() this->callback = NULL; if (!this->is_started) { - /* Start the AI by calling Start() */ try { + /* Run the constructor if it exists. Don't allow any DoCommands in it. */ + if (this->engine->MethodExists(*this->instance, "constructor")) { + AIObject::SetAllowDoCommand(false); + this->engine->CallMethod(*this->instance, "constructor"); + AIObject::SetAllowDoCommand(true); + } + this->CallLoad(); + /* Start the AI by calling Start() */ if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend)) this->Died(); } catch (AI_VMSuspend e) { this->suspend = e.GetSuspendTime(); @@ -494,20 +498,33 @@ void AIInstance::Save() return; } - /* We don't want to be interrupted during the save function. */ - AIObject::SetAllowDoCommand(false); - - HSQOBJECT savedata; - if (this->engine->MethodExists(*this->instance, "Save")) { + HSQUIRRELVM vm = this->engine->GetVM(); + if (!this->is_started) { + SQBool res; + sq_getbool(vm, -1, &res); + if (!res) { + SaveEmpty(); + return; + } + /* Push the loaded savegame data to the top of the stack. */ + sq_push(vm, -3); + _ai_sl_byte = 1; + SlObject(NULL, _ai_byte); + /* Save the data that was just loaded. */ + SaveObject(vm, -1, AISAVE_MAX_DEPTH, false); + sq_poptop(vm); + } else if (this->engine->MethodExists(*this->instance, "Save")) { + HSQOBJECT savedata; + /* We don't want to be interrupted during the save function. */ + AIObject::SetAllowDoCommand(false); this->engine->CallMethod(*this->instance, "Save", &savedata); + AIObject::SetAllowDoCommand(true); + if (!sq_istable(savedata)) { AILog::Error("Save function should return a table."); - _ai_sl_byte = 0; - SlObject(NULL, _ai_byte); - AIObject::SetAllowDoCommand(true); + SaveEmpty(); return; } - HSQUIRRELVM vm = this->engine->GetVM(); sq_pushobject(vm, savedata); if (SaveObject(vm, -1, AISAVE_MAX_DEPTH, true)) { _ai_sl_byte = 1; @@ -524,7 +541,6 @@ void AIInstance::Save() SlObject(NULL, _ai_byte); } - AIObject::SetAllowDoCommand(true); } /* static */ bool AIInstance::LoadObjects(HSQUIRRELVM vm) @@ -600,37 +616,55 @@ void AIInstance::Load(int version) return; } HSQUIRRELVM vm = this->engine->GetVM(); - SQInteger old_top = sq_gettop(vm); SlObject(NULL, _ai_byte); /* Check if there was anything saved at all. */ if (_ai_sl_byte == 0) return; + + /* First remove the value "false" since we have data to load. */ + sq_poptop(vm); + LoadObjects(vm); + sq_pushinteger(vm, version); + sq_pushbool(vm, true); +} + +void AIInstance::CallLoad() +{ + HSQUIRRELVM vm = this->engine->GetVM(); + /* Is there save data that we should load? */ + SQBool res; + sq_getbool(vm, -1, &res); + sq_poptop(vm); + if (!res) return; + + if (!this->engine->MethodExists(*this->instance, "Load")) { + AILog::Warning("Loading failed: there was data for the AI to load, but the AI does not have a Load() function."); + + /* Pop the savegame data and version. */ + sq_pop(vm, 2); + return; + } + AIObject::SetAllowDoCommand(false); /* Go to the instance-root */ sq_pushobject(vm, *this->instance); /* Find the function-name inside the script */ sq_pushstring(vm, OTTD2FS("Load"), -1); - if (SQ_FAILED(sq_get(vm, -2))) sq_pushnull(vm); + /* Change the "Load" string in a function pointer */ + sq_get(vm, -2); + /* Push the main instance as "this" object */ sq_pushobject(vm, *this->instance); - sq_pushinteger(vm, version); - - LoadObjects(vm); - - if (this->engine->MethodExists(*this->instance, "Load")) { - sq_call(vm, 3, SQFalse, SQFalse); + /* Push the savegame data and version as arguments */ + sq_push(vm, -5); + sq_push(vm, -5); - /* Pop 1) the object instance, 2) the (null) result. */ - sq_pop(vm, 2); - } else { - AILog::Warning("Loading failed: there was data for the AI to load, but the AI does not have a Load() function."); - - /* Pop 1) the object instance, 2) the function name, 3) the instance again, 4) the version */ - sq_pop(vm, 4); - } + /* Call the AI load function. sq_call removes the arguments (but not the + * function pointer) from the stack. */ + sq_call(vm, 3, SQFalse, SQFalse); - assert(sq_gettop(vm) == old_top); + /* Pop 1) The savegame data, 2) the version, 3) the object instance, 4) the function pointer. */ + sq_pop(vm, 4); AIObject::SetAllowDoCommand(true); - return; } diff --git a/src/ai/ai_instance.hpp b/src/ai/ai_instance.hpp index 5bd3b58b5..688b3c133 100644 --- a/src/ai/ai_instance.hpp +++ b/src/ai/ai_instance.hpp @@ -85,14 +85,19 @@ public: static void SaveEmpty(); /** - * Load data from a savegame and call the AI Load function if it - * exists. + * Load data from a savegame and store it on the stack. * @param version The version of the AI when saving, or -1 if this was * not the original AI saving the game. */ void Load(int version); /** + * Call the AI Load function if it exists and data was loaded + * from a savegame. + */ + void CallLoad(); + + /** * Load and discard data from a savegame. */ static void LoadEmpty(); |