From 51ddbbb13d3c6277dcd04289623efe6e00e4f1b3 Mon Sep 17 00:00:00 2001 From: frosch Date: Sun, 13 Mar 2011 21:32:13 +0000 Subject: (svn r22242) -Codechange: Let OnInvalidateData() decide itself what to do immediately in command scope, and what to do asynchronously in GUI-scope. --- src/window.cpp | 43 ++++++++++++++++++++++++++----------------- 1 file changed, 26 insertions(+), 17 deletions(-) (limited to 'src/window.cpp') diff --git a/src/window.cpp b/src/window.cpp index aa02aad11..fdf881117 100644 --- a/src/window.cpp +++ b/src/window.cpp @@ -2481,46 +2481,55 @@ void SetWindowClassesDirty(WindowClass cls) /** * Mark window data of the window of a given class and specific window number as invalid (in need of re-computing) - * Note that by default the invalidation is not executed immediately but is scheduled till the next redraw. + * + * Note that by default the invalidation is not considered to be called from GUI scope. + * That means only a part of invalidation is executed immediately. The rest is scheduled for the next redraw. * The asynchronous execution is important to prevent GUI code being executed from command scope. + * When not in GUI-scope: + * - OnInvalidateData() may not do test-runs on commands, as they might affect the execution of + * the command which triggered the invalidation. (town rating and such) + * - OnInvalidateData() may not rely on _current_company == _local_company. + * This implies that no NewGRF callbacks may be run. + * + * However, when invalidations are scheduled, then multiple calls may be scheduled before execution starts. Earlier scheduled + * invalidations may be called with invalidation-data, which is already invalid at the point of execution. + * That means some stuff requires to be executed immediately in command scope, while not everything may be executed in command + * scope. While GUI-scope calls have no restrictions on what they may do, they cannot assume the game to still be in the state + * when the invalidation was scheduled; passed IDs may have got invalid in the mean time. + * + * Finally, note that invalidations triggered from commands or the game loop result in OnInvalidateData() being called twice. + * Once in command-scope, once in GUI-scope. So make sure to not process differential-changes twice. + * * @param cls Window class * @param number Window number within the class * @param data The data to invalidate with - * @param immediately If true then do not schedule the event, but execute immediately. + * @param gui_scope Whether the call is done from GUI scope */ -void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool immediately) +void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls && w->window_number == number) { - if (immediately) { - w->InvalidateData(data); - } else { - w->ScheduleInvalidateData(data); - } + w->InvalidateData(data, gui_scope); } } } /** * Mark window data of all windows of a given class as invalid (in need of re-computing) - * Note that by default the invalidation is not executed immediately but is scheduled till the next redraw. - * The asynchronous execution is important to prevent GUI code being executed from command scope. + * Note that by default the invalidation is not considered to be called from GUI scope. + * See InvalidateWindowData() for details on GUI-scope vs. command-scope. * @param cls Window class * @param data The data to invalidate with - * @param immediately If true then do not schedule the event, but execute immediately. + * @param gui_scope Whether the call is done from GUI scope */ -void InvalidateWindowClassesData(WindowClass cls, int data, bool immediately) +void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls) { - if (immediately) { - w->InvalidateData(data); - } else { - w->ScheduleInvalidateData(data); - } + w->InvalidateData(data, gui_scope); } } } -- cgit v1.2.3-54-g00ecf