/* $Id$ */ /* * 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 . */ /** @file linkgraph_sl.cpp Code handling saving and loading of link graphs */ #include "../stdafx.h" #include "../linkgraph/linkgraph.h" #include "../linkgraph/linkgraphjob.h" #include "../linkgraph/linkgraphschedule.h" #include "../settings_internal.h" #include "saveload.h" #include "../safeguards.h" typedef LinkGraph::BaseNode Node; typedef LinkGraph::BaseEdge Edge; const SettingDesc *GetSettingDescription(uint index); static uint16 _num_nodes; /** * Get a SaveLoad array for a link graph. * @return SaveLoad array for link graph. */ const SaveLoad *GetLinkGraphDesc() { static const SaveLoad link_graph_desc[] = { SLE_VAR(LinkGraph, last_compression, SLE_INT32), SLEG_VAR(_num_nodes, SLE_UINT16), SLE_VAR(LinkGraph, cargo, SLE_UINT8), SLE_END() }; return link_graph_desc; } /** * Get a SaveLoad array for a link graph job. The settings struct is derived from * the global settings saveload array. The exact entries are calculated when the function * is called the first time. * It's necessary to keep a copy of the settings for each link graph job so that you can * change the settings while in-game and still not mess with current link graph runs. * Of course the settings have to be saved and loaded, too, to avoid desyncs. * @return Array of SaveLoad structs. */ const SaveLoad *GetLinkGraphJobDesc() { static SmallVector saveloads; static const char *prefix = "linkgraph."; /* Build the SaveLoad array on first call and don't touch it later on */ if (saveloads.Length() == 0) { size_t offset_gamesettings = cpp_offsetof(GameSettings, linkgraph); size_t offset_component = cpp_offsetof(LinkGraphJob, settings); size_t prefixlen = strlen(prefix); int setting = 0; const SettingDesc *desc = GetSettingDescription(setting); while (desc->save.cmd != SL_END) { if (desc->desc.name != NULL && strncmp(desc->desc.name, prefix, prefixlen) == 0) { SaveLoad sl = desc->save; char *&address = reinterpret_cast(sl.address); address -= offset_gamesettings; address += offset_component; *(saveloads.Append()) = sl; } desc = GetSettingDescription(++setting); } const SaveLoad job_desc[] = { SLE_VAR(LinkGraphJob, join_date, SLE_INT32), SLE_VAR(LinkGraphJob, link_graph.index, SLE_UINT16), SLE_END() }; int i = 0; do { *(saveloads.Append()) = job_desc[i++]; } while (saveloads[saveloads.Length() - 1].cmd != SL_END); } return &saveloads[0]; } /** * Get a SaveLoad array for the link graph schedule. * @return SaveLoad array for the link graph schedule. */ const SaveLoad *GetLinkGraphScheduleDesc() { static const SaveLoad schedule_desc[] = { SLE_LST(LinkGraphSchedule, schedule, REF_LINK_GRAPH), SLE_LST(LinkGraphSchedule, running, REF_LINK_GRAPH_JOB), SLE_END() }; return schedule_desc; } /* Edges and nodes are saved in the correct order, so we don't need to save their IDs. */ /** * SaveLoad desc for a link graph node. */ static const SaveLoad _node_desc[] = { SLE_CONDVAR(Node, xy, SLE_UINT32, 191, SL_MAX_VERSION), SLE_VAR(Node, supply, SLE_UINT32), SLE_VAR(Node, demand, SLE_UINT32), SLE_VAR(Node, station, SLE_UINT16), SLE_VAR(Node, last_update, SLE_INT32), SLE_END() }; /** * SaveLoad desc for a link graph edge. */ static const SaveLoad _edge_desc[] = { SLE_CONDNULL(4, 0, 190), // distance SLE_VAR(Edge, capacity, SLE_UINT32), SLE_VAR(Edge, usage, SLE_UINT32), SLE_VAR(Edge, last_unrestricted_update, SLE_INT32), SLE_CONDVAR(Edge, last_restricted_update, SLE_INT32, 187, SL_MAX_VERSION), SLE_VAR(Edge, next_edge, SLE_UINT16), SLE_END() }; /** * Save/load a link graph. * @param lg Link graph to be saved or loaded. */ void SaveLoad_LinkGraph(LinkGraph &lg) { uint size = lg.Size(); for (NodeID from = 0; from < size; ++from) { Node *node = &lg.nodes[from]; SlObject(node, _node_desc); if (IsSavegameVersionBefore(191)) { /* We used to save the full matrix ... */ for (NodeID to = 0; to < size; ++to) { SlObject(&lg.edges[from][to], _edge_desc); } } else { /* ... but as that wasted a lot of space we save a sparse matrix now. */ for (NodeID to = from; to != INVALID_NODE; to = lg.edges[from][to].next_edge) { SlObject(&lg.edges[from][to], _edge_desc); } } } } /** * Save a link graph job. * @param lgj LinkGraphJob to be saved. */ static void DoSave_LGRJ(LinkGraphJob *lgj) { SlObject(lgj, GetLinkGraphJobDesc()); _num_nodes = lgj->Size(); SlObject(const_cast(&lgj->Graph()), GetLinkGraphDesc()); SaveLoad_LinkGraph(const_cast(lgj->Graph())); } /** * Save a link graph. * @param lg LinkGraph to be saved. */ static void DoSave_LGRP(LinkGraph *lg) { _num_nodes = lg->Size(); SlObject(lg, GetLinkGraphDesc()); SaveLoad_LinkGraph(*lg); } /** * Load all link graphs. */ static void Load_LGRP() { int index; while ((index = SlIterateArray()) != -1) { if (!LinkGraph::CanAllocateItem()) { /* Impossible as they have been present in previous game. */ NOT_REACHED(); } LinkGraph *lg = new (index) LinkGraph(); SlObject(lg, GetLinkGraphDesc()); lg->Init(_num_nodes); SaveLoad_LinkGraph(*lg); } } /** * Load all link graph jobs. */ static void Load_LGRJ() { int index; while ((index = SlIterateArray()) != -1) { if (!LinkGraphJob::CanAllocateItem()) { /* Impossible as they have been present in previous game. */ NOT_REACHED(); } LinkGraphJob *lgj = new (index) LinkGraphJob(); SlObject(lgj, GetLinkGraphJobDesc()); LinkGraph &lg = const_cast(lgj->Graph()); SlObject(&lg, GetLinkGraphDesc()); lg.Init(_num_nodes); SaveLoad_LinkGraph(lg); } } /** * Load the link graph schedule. */ static void Load_LGRS() { SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc()); } /** * Spawn the threads for running link graph calculations. * Has to be done after loading as the cargo classes might have changed. */ void AfterLoadLinkGraphs() { if (IsSavegameVersionBefore(191)) { LinkGraph *lg; FOR_ALL_LINK_GRAPHS(lg) { for (NodeID node_id = 0; node_id < lg->Size(); ++node_id) { (*lg)[node_id].UpdateLocation(Station::Get((*lg)[node_id].Station())->xy); } } LinkGraphJob *lgj; FOR_ALL_LINK_GRAPH_JOBS(lgj) { lg = &(const_cast(lgj->Graph())); for (NodeID node_id = 0; node_id < lg->Size(); ++node_id) { (*lg)[node_id].UpdateLocation(Station::Get((*lg)[node_id].Station())->xy); } } } LinkGraphSchedule::instance.SpawnAll(); } /** * Save all link graphs. */ static void Save_LGRP() { LinkGraph *lg; FOR_ALL_LINK_GRAPHS(lg) { SlSetArrayIndex(lg->index); SlAutolength((AutolengthProc*)DoSave_LGRP, lg); } } /** * Save all link graph jobs. */ static void Save_LGRJ() { LinkGraphJob *lgj; FOR_ALL_LINK_GRAPH_JOBS(lgj) { SlSetArrayIndex(lgj->index); SlAutolength((AutolengthProc*)DoSave_LGRJ, lgj); } } /** * Save the link graph schedule. */ static void Save_LGRS() { SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc()); } /** * Substitute pointers in link graph schedule. */ static void Ptrs_LGRS() { SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc()); } extern const ChunkHandler _linkgraph_chunk_handlers[] = { { 'LGRP', Save_LGRP, Load_LGRP, NULL, NULL, CH_ARRAY }, { 'LGRJ', Save_LGRJ, Load_LGRJ, NULL, NULL, CH_ARRAY }, { 'LGRS', Save_LGRS, Load_LGRS, Ptrs_LGRS, NULL, CH_LAST } };