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authorYexo <yexo@openttd.org>2009-02-03 20:49:08 +0000
committerYexo <yexo@openttd.org>2009-02-03 20:49:08 +0000
commit1892c34ac6b97de271e762e4464c02e8cb97416e (patch)
tree190d79c7b3f35a3425b19dd635814463ba1844df /src/ai
parent9c4c0ff3a190869c1a217427584d5d6034373c07 (diff)
downloadopenttd-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.cpp104
-rw-r--r--src/ai/ai_instance.hpp9
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();