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/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file ai_instance.cpp Implementation of AIInstance. */
#include "../stdafx.h"
#include "../debug.h"
#include "../saveload/saveload.h"
#include "../gui.h"
#include <squirrel.h>
#include "../script/squirrel.hpp"
#include "../script/squirrel_helper.hpp"
#include "../script/squirrel_class.hpp"
#include "ai_config.hpp"
#include "ai_storage.hpp"
#include "ai_instance.hpp"
#include "ai_gui.hpp"
/* Convert all AI related classes to Squirrel data.
* Note: this line a marker in squirrel_export.sh. Do not change! */
#include "api/ai_abstractlist.hpp.sq"
#include "api/ai_accounting.hpp.sq"
#include "api/ai_airport.hpp.sq"
#include "api/ai_base.hpp.sq"
#include "api/ai_basestation.hpp.sq"
#include "api/ai_bridge.hpp.sq"
#include "api/ai_bridgelist.hpp.sq"
#include "api/ai_cargo.hpp.sq"
#include "api/ai_cargolist.hpp.sq"
#include "api/ai_company.hpp.sq"
#include "api/ai_controller.hpp.sq"
#include "api/ai_date.hpp.sq"
#include "api/ai_depotlist.hpp.sq"
#include "api/ai_engine.hpp.sq"
#include "api/ai_enginelist.hpp.sq"
#include "api/ai_error.hpp.sq"
#include "api/ai_event.hpp.sq"
#include "api/ai_event_types.hpp.sq"
#include "api/ai_execmode.hpp.sq"
#include "api/ai_gamesettings.hpp.sq"
#include "api/ai_group.hpp.sq"
#include "api/ai_grouplist.hpp.sq"
#include "api/ai_industry.hpp.sq"
#include "api/ai_industrylist.hpp.sq"
#include "api/ai_industrytype.hpp.sq"
#include "api/ai_industrytypelist.hpp.sq"
#include "api/ai_list.hpp.sq"
#include "api/ai_log.hpp.sq"
#include "api/ai_map.hpp.sq"
#include "api/ai_marine.hpp.sq"
#include "api/ai_order.hpp.sq"
#include "api/ai_rail.hpp.sq"
#include "api/ai_railtypelist.hpp.sq"
#include "api/ai_road.hpp.sq"
#include "api/ai_sign.hpp.sq"
#include "api/ai_signlist.hpp.sq"
#include "api/ai_station.hpp.sq"
#include "api/ai_stationlist.hpp.sq"
#include "api/ai_subsidy.hpp.sq"
#include "api/ai_subsidylist.hpp.sq"
#include "api/ai_testmode.hpp.sq"
#include "api/ai_tile.hpp.sq"
#include "api/ai_tilelist.hpp.sq"
#include "api/ai_town.hpp.sq"
#include "api/ai_townlist.hpp.sq"
#include "api/ai_tunnel.hpp.sq"
#include "api/ai_vehicle.hpp.sq"
#include "api/ai_vehiclelist.hpp.sq"
#include "api/ai_waypoint.hpp.sq"
#include "api/ai_waypointlist.hpp.sq"
#include "../company_base.h"
#include "../fileio_func.h"
AIStorage::~AIStorage()
{
/* Free our pointers */
if (event_data != NULL) AIEventController::FreeEventPointer();
if (log_data != NULL) AILog::FreeLogPointer();
}
/**
* Callback called by squirrel when an AI uses "print" and for error messages.
* @param error_msg Is this an error message?
* @param message The actual message text.
*/
static void PrintFunc(bool error_msg, const SQChar *message)
{
/* Convert to OpenTTD internal capable string */
AIController::Print(error_msg, SQ2OTTD(message));
}
AIInstance::AIInstance(AIInfo *info) :
controller(NULL),
storage(NULL),
engine(NULL),
instance(NULL),
is_started(false),
is_dead(false),
is_save_data_on_stack(false),
suspend(0),
callback(NULL)
{
/* Set the instance already, so we can use AIObject::Set commands */
Company::Get(_current_company)->ai_instance = this;
this->controller = new AIController();
this->storage = new AIStorage();
this->engine = new Squirrel();
this->engine->SetPrintFunction(&PrintFunc);
/* The import method is available at a very early stage */
this->engine->AddMethod("import", &AILibrary::Import, 4, ".ssi");
/* Register the AIController */
SQAIController_Register(this->engine);
/* Register the API functions and classes */
this->RegisterAPI();
if (!this->LoadCompatibilityScripts(info->GetAPIVersion())) {
this->Died();
return;
}
try {
AIObject::SetAllowDoCommand(false);
/* Load and execute the script for this AI */
const char *main_script = info->GetMainScript();
if (strcmp(main_script, "%_dummy") == 0) {
extern void AI_CreateAIDummy(HSQUIRRELVM vm);
AI_CreateAIDummy(this->engine->GetVM());
} else if (!this->engine->LoadScript(main_script) || this->engine->IsSuspended()) {
if (this->engine->IsSuspended()) AILog::Error("This AI took too long to load script. AI is not started.");
this->Died();
return;
}
/* Create the main-class */
this->instance = MallocT<SQObject>(1);
if (!this->engine->CreateClassInstance(info->GetInstanceName(), this->controller, this->instance)) {
this->Died();
return;
}
AIObject::SetAllowDoCommand(true);
} catch (AI_FatalError e) {
this->is_dead = true;
this->engine->ThrowError(e.GetErrorMessage());
this->engine->ResumeError();
this->Died();
}
}
AIInstance::~AIInstance()
{
if (instance != NULL) this->engine->ReleaseObject(this->instance);
if (engine != NULL) delete this->engine;
delete this->storage;
delete this->controller;
free(this->instance);
}
void AIInstance::RegisterAPI()
{
/* Register all classes */
squirrel_register_std(this->engine);
SQAIAbstractList_Register(this->engine);
SQAIAccounting_Register(this->engine);
SQAIAirport_Register(this->engine);
SQAIBase_Register(this->engine);
SQAIBaseStation_Register(this->engine);
SQAIBridge_Register(this->engine);
SQAIBridgeList_Register(this->engine);
SQAIBridgeList_Length_Register(this->engine);
SQAICargo_Register(this->engine);
SQAICargoList_Register(this->engine);
SQAICargoList_IndustryAccepting_Register(this->engine);
SQAICargoList_IndustryProducing_Register(this->engine);
SQAICompany_Register(this->engine);
SQAIDate_Register(this->engine);
SQAIDepotList_Register(this->engine);
SQAIEngine_Register(this->engine);
SQAIEngineList_Register(this->engine);
SQAIError_Register(this->engine);
SQAIEvent_Register(this->engine);
SQAIEventCompanyAskMerger_Register(this->engine);
SQAIEventCompanyBankrupt_Register(this->engine);
SQAIEventCompanyInTrouble_Register(this->engine);
SQAIEventCompanyMerger_Register(this->engine);
SQAIEventCompanyNew_Register(this->engine);
SQAIEventController_Register(this->engine);
SQAIEventDisasterZeppelinerCleared_Register(this->engine);
SQAIEventDisasterZeppelinerCrashed_Register(this->engine);
SQAIEventEngineAvailable_Register(this->engine);
SQAIEventEnginePreview_Register(this->engine);
SQAIEventIndustryClose_Register(this->engine);
SQAIEventIndustryOpen_Register(this->engine);
SQAIEventStationFirstVehicle_Register(this->engine);
SQAIEventSubsidyAwarded_Register(this->engine);
SQAIEventSubsidyExpired_Register(this->engine);
SQAIEventSubsidyOffer_Register(this->engine);
SQAIEventSubsidyOfferExpired_Register(this->engine);
SQAIEventVehicleCrashed_Register(this->engine);
SQAIEventVehicleLost_Register(this->engine);
SQAIEventVehicleUnprofitable_Register(this->engine);
SQAIEventVehicleWaitingInDepot_Register(this->engine);
SQAIExecMode_Register(this->engine);
SQAIGameSettings_Register(this->engine);
SQAIGroup_Register(this->engine);
SQAIGroupList_Register(this->engine);
SQAIIndustry_Register(this->engine);
SQAIIndustryList_Register(this->engine);
SQAIIndustryList_CargoAccepting_Register(this->engine);
SQAIIndustryList_CargoProducing_Register(this->engine);
SQAIIndustryType_Register(this->engine);
SQAIIndustryTypeList_Register(this->engine);
SQAIList_Register(this->engine);
SQAILog_Register(this->engine);
SQAIMap_Register(this->engine);
SQAIMarine_Register(this->engine);
SQAIOrder_Register(this->engine);
SQAIRail_Register(this->engine);
SQAIRailTypeList_Register(this->engine);
SQAIRoad_Register(this->engine);
SQAISign_Register(this->engine);
SQAISignList_Register(this->engine);
SQAIStation_Register(this->engine);
SQAIStationList_Register(this->engine);
SQAIStationList_Vehicle_Register(this->engine);
SQAISubsidy_Register(this->engine);
SQAISubsidyList_Register(this->engine);
SQAITestMode_Register(this->engine);
SQAITile_Register(this->engine);
SQAITileList_Register(this->engine);
SQAITileList_IndustryAccepting_Register(this->engine);
SQAITileList_IndustryProducing_Register(this->engine);
SQAITileList_StationType_Register(this->engine);
SQAITown_Register(this->engine);
SQAITownList_Register(this->engine);
SQAITunnel_Register(this->engine);
SQAIVehicle_Register(this->engine);
SQAIVehicleList_Register(this->engine);
SQAIVehicleList_DefaultGroup_Register(this->engine);
SQAIVehicleList_Depot_Register(this->engine);
SQAIVehicleList_Group_Register(this->engine);
SQAIVehicleList_SharedOrders_Register(this->engine);
SQAIVehicleList_Station_Register(this->engine);
SQAIWaypoint_Register(this->engine);
SQAIWaypointList_Register(this->engine);
SQAIWaypointList_Vehicle_Register(this->engine);
this->engine->SetGlobalPointer(this->engine);
}
bool AIInstance::LoadCompatibilityScripts(const char *api_version)
{
char script_name[32];
seprintf(script_name, lastof(script_name), "compat_%s.nut", api_version);
char buf[MAX_PATH];
Searchpath sp;
FOR_ALL_SEARCHPATHS(sp) {
FioAppendDirectory(buf, MAX_PATH, sp, AI_DIR);
ttd_strlcat(buf, script_name, MAX_PATH);
if (!FileExists(buf)) continue;
if (this->engine->LoadScript(buf)) return true;
AILog::Error("Failed to load API compatibility script");
DEBUG(ai, 0, "Error compiling / running API compatibility script: %s", buf);
return false;
}
AILog::Warning("API compatibility script not found");
return true;
}
void AIInstance::Continue()
{
assert(this->suspend < 0);
this->suspend = -this->suspend - 1;
}
void AIInstance::Died()
{
DEBUG(ai, 0, "The AI died unexpectedly.");
this->is_dead = true;
if (this->instance != NULL) this->engine->ReleaseObject(this->instance);
delete this->engine;
this->instance = NULL;
this->engine = NULL;
ShowAIDebugWindow(_current_company);
const AIInfo *info = AIConfig::GetConfig(_current_company)->GetInfo();
if (info != NULL) {
ShowErrorMessage(STR_ERROR_AI_PLEASE_REPORT_CRASH, INVALID_STRING_ID, WL_WARNING);
if (info->GetURL() != NULL) {
AILog::Info("Please report the error to the following URL:");
AILog::Info(info->GetURL());
}
}
}
void AIInstance::GameLoop()
{
if (this->IsDead()) return;
if (this->engine->HasScriptCrashed()) {
/* The script crashed during saving, kill it here. */
this->Died();
return;
}
this->controller->ticks++;
if (this->suspend < -1) this->suspend++; // Multiplayer suspend, increase up to -1.
if (this->suspend < 0) return; // Multiplayer suspend, wait for Continue().
if (--this->suspend > 0) return; // Singleplayer suspend, decrease to 0.
/* If there is a callback to call, call that first */
if (this->callback != NULL) {
if (this->is_save_data_on_stack) {
sq_poptop(this->engine->GetVM());
this->is_save_data_on_stack = false;
}
try {
this->callback(this);
} catch (AI_VMSuspend e) {
this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback();
return;
}
}
this->suspend = 0;
this->callback = NULL;
if (!this->is_started) {
try {
AIObject::SetAllowDoCommand(false);
/* Run the constructor if it exists. Don't allow any DoCommands in it. */
if (this->engine->MethodExists(*this->instance, "constructor")) {
if (!this->engine->CallMethod(*this->instance, "constructor", 100000) || this->engine->IsSuspended()) {
if (this->engine->IsSuspended()) AILog::Error("This AI took too long to initialize. AI is not started.");
this->Died();
return;
}
}
if (!this->CallLoad() || this->engine->IsSuspended()) {
if (this->engine->IsSuspended()) AILog::Error("This AI took too long in the Load function. AI is not started.");
this->Died();
return;
}
AIObject::SetAllowDoCommand(true);
/* Start the AI by calling Start() */
if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend) || !this->engine->IsSuspended()) this->Died();
} catch (AI_VMSuspend e) {
this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback();
} catch (AI_FatalError e) {
this->is_dead = true;
this->engine->ThrowError(e.GetErrorMessage());
this->engine->ResumeError();
this->Died();
}
this->is_started = true;
return;
}
if (this->is_save_data_on_stack) {
sq_poptop(this->engine->GetVM());
this->is_save_data_on_stack = false;
}
/* Continue the VM */
try {
if (!this->engine->Resume(_settings_game.ai.ai_max_opcode_till_suspend)) this->Died();
} catch (AI_VMSuspend e) {
this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback();
} catch (AI_FatalError e) {
this->is_dead = true;
this->engine->ThrowError(e.GetErrorMessage());
this->engine->ResumeError();
this->Died();
}
}
void AIInstance::CollectGarbage() const
{
if (this->is_started && !this->IsDead()) this->engine->CollectGarbage();
}
/* static */ void AIInstance::DoCommandReturn(AIInstance *instance)
{
instance->engine->InsertResult(AIObject::GetLastCommandRes());
}
/* static */ void AIInstance::DoCommandReturnVehicleID(AIInstance *instance)
{
instance->engine->InsertResult(AIObject::GetNewVehicleID());
}
/* static */ void AIInstance::DoCommandReturnSignID(AIInstance *instance)
{
instance->engine->InsertResult(AIObject::GetNewSignID());
}
/* static */ void AIInstance::DoCommandReturnGroupID(AIInstance *instance)
{
instance->engine->InsertResult(AIObject::GetNewGroupID());
}
/* static */ AIStorage *AIInstance::GetStorage()
{
assert(Company::IsValidAiID(_current_company));
return Company::Get(_current_company)->ai_instance->storage;
}
/*
* All data is stored in the following format:
* First 1 byte indicating if there is a data blob at all.
* 1 byte indicating the type of data.
* The data itself, this differs per type:
* - integer: a binary representation of the integer (int32).
* - string: First one byte with the string length, then a 0-terminated char
* array. The string can't be longer than 255 bytes (including
* terminating '\0').
* - array: All data-elements of the array are saved recursive in this
* format, and ended with an element of the type
* SQSL_ARRAY_TABLE_END.
* - table: All key/value pairs are saved in this format (first key 1, then
* value 1, then key 2, etc.). All keys and values can have an
* arbitrary type (as long as it is supported by the save function
* of course). The table is ended with an element of the type
* SQSL_ARRAY_TABLE_END.
* - bool: A single byte with value 1 representing true and 0 false.
* - null: No data.
*/
/** The type of the data that follows in the savegame. */
enum SQSaveLoadType {
SQSL_INT = 0x00, ///< The following data is an integer.
SQSL_STRING = 0x01, ///< The following data is an string.
SQSL_ARRAY = 0x02, ///< The following data is an array.
SQSL_TABLE = 0x03, ///< The following data is an table.
SQSL_BOOL = 0x04, ///< The following data is a boolean.
SQSL_NULL = 0x05, ///< A null variable.
SQSL_ARRAY_TABLE_END = 0xFF, ///< Marks the end of an array or table, no data follows.
};
static byte _ai_sl_byte; //!< Used as source/target by the AI saveload code to store/load a single byte.
/** SaveLoad array that saves/loads exactly one byte. */
static const SaveLoad _ai_byte[] = {
SLEG_VAR(_ai_sl_byte, SLE_UINT8),
SLE_END()
};
static const uint AISAVE_MAX_DEPTH = 25; ///< The maximum recursive depth for items stored in the savegame.
/* static */ bool AIInstance::SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test)
{
if (max_depth == 0) {
AILog::Error("Savedata can only be nested to 25 deep. No data saved.");
return false;
}
switch (sq_gettype(vm, index)) {
case OT_INTEGER: {
if (!test) {
_ai_sl_byte = SQSL_INT;
SlObject(NULL, _ai_byte);
}
SQInteger res;
sq_getinteger(vm, index, &res);
if (!test) {
int value = (int)res;
SlArray(&value, 1, SLE_INT32);
}
return true;
}
case OT_STRING: {
if (!test) {
_ai_sl_byte = SQSL_STRING;
SlObject(NULL, _ai_byte);
}
const SQChar *res;
sq_getstring(vm, index, &res);
/* @bug if a string longer than 512 characters is given to SQ2OTTD, the
* internal buffer overflows. */
const char *buf = SQ2OTTD(res);
size_t len = strlen(buf) + 1;
if (len >= 255) {
AILog::Error("Maximum string length is 254 chars. No data saved.");
return false;
}
if (!test) {
_ai_sl_byte = (byte)len;
SlObject(NULL, _ai_byte);
SlArray((void*)buf, len, SLE_CHAR);
}
return true;
}
case OT_ARRAY: {
if (!test) {
_ai_sl_byte = SQSL_ARRAY;
SlObject(NULL, _ai_byte);
}
sq_pushnull(vm);
while (SQ_SUCCEEDED(sq_next(vm, index - 1))) {
/* Store the value */
bool res = SaveObject(vm, -1, max_depth - 1, test);
sq_pop(vm, 2);
if (!res) {
sq_pop(vm, 1);
return false;
}
}
sq_pop(vm, 1);
if (!test) {
_ai_sl_byte = SQSL_ARRAY_TABLE_END;
SlObject(NULL, _ai_byte);
}
return true;
}
case OT_TABLE: {
if (!test) {
_ai_sl_byte = SQSL_TABLE;
SlObject(NULL, _ai_byte);
}
sq_pushnull(vm);
while (SQ_SUCCEEDED(sq_next(vm, index - 1))) {
/* Store the key + value */
bool res = SaveObject(vm, -2, max_depth - 1, test) && SaveObject(vm, -1, max_depth - 1, test);
sq_pop(vm, 2);
if (!res) {
sq_pop(vm, 1);
return false;
}
}
sq_pop(vm, 1);
if (!test) {
_ai_sl_byte = SQSL_ARRAY_TABLE_END;
SlObject(NULL, _ai_byte);
}
return true;
}
case OT_BOOL: {
if (!test) {
_ai_sl_byte = SQSL_BOOL;
SlObject(NULL, _ai_byte);
}
SQBool res;
sq_getbool(vm, index, &res);
if (!test) {
_ai_sl_byte = res ? 1 : 0;
SlObject(NULL, _ai_byte);
}
return true;
}
case OT_NULL: {
if (!test) {
_ai_sl_byte = SQSL_NULL;
SlObject(NULL, _ai_byte);
}
return true;
}
default:
AILog::Error("You tried to save an unsupported type. No data saved.");
return false;
}
}
/* static */ void AIInstance::SaveEmpty()
{
_ai_sl_byte = 0;
SlObject(NULL, _ai_byte);
}
void AIInstance::Save()
{
/* Don't save data if the AI didn't start yet or if it crashed. */
if (this->engine == NULL || this->engine->HasScriptCrashed()) {
SaveEmpty();
return;
}
HSQUIRRELVM vm = this->engine->GetVM();
if (this->is_save_data_on_stack) {
_ai_sl_byte = 1;
SlObject(NULL, _ai_byte);
/* Save the data that was just loaded. */
SaveObject(vm, -1, AISAVE_MAX_DEPTH, false);
} else if (!this->is_started) {
SaveEmpty();
return;
} else if (this->engine->MethodExists(*this->instance, "Save")) {
HSQOBJECT savedata;
/* We don't want to be interrupted during the save function. */
bool backup_allow = AIObject::GetAllowDoCommand();
AIObject::SetAllowDoCommand(false);
try {
if (!this->engine->CallMethod(*this->instance, "Save", &savedata)) {
/* The script crashed in the Save function. We can't kill
* it here, but do so in the next AI tick. */
SaveEmpty();
this->engine->CrashOccurred();
return;
}
} catch (AI_FatalError e) {
/* If we don't mark the AI as dead here cleaning up the squirrel
* stack could throw AI_FatalError again. */
this->is_dead = true;
this->engine->ThrowError(e.GetErrorMessage());
this->engine->ResumeError();
SaveEmpty();
/* We can't kill the AI here, so mark it as crashed (not dead) and
* kill it in the next AI tick. */
this->is_dead = false;
this->engine->CrashOccurred();
return;
}
AIObject::SetAllowDoCommand(backup_allow);
if (!sq_istable(savedata)) {
AILog::Error("Save function should return a table.");
SaveEmpty();
this->engine->CrashOccurred();
return;
}
sq_pushobject(vm, savedata);
if (SaveObject(vm, -1, AISAVE_MAX_DEPTH, true)) {
_ai_sl_byte = 1;
SlObject(NULL, _ai_byte);
SaveObject(vm, -1, AISAVE_MAX_DEPTH, false);
this->is_save_data_on_stack = true;
} else {
SaveEmpty();
this->engine->CrashOccurred();
}
} else {
AILog::Warning("Save function is not implemented");
_ai_sl_byte = 0;
SlObject(NULL, _ai_byte);
}
}
void AIInstance::Suspend()
{
HSQUIRRELVM vm = this->engine->GetVM();
Squirrel::DecreaseOps(vm, _settings_game.ai.ai_max_opcode_till_suspend);
}
/* static */ bool AIInstance::LoadObjects(HSQUIRRELVM vm)
{
SlObject(NULL, _ai_byte);
switch (_ai_sl_byte) {
case SQSL_INT: {
int value;
SlArray(&value, 1, SLE_INT32);
if (vm != NULL) sq_pushinteger(vm, (SQInteger)value);
return true;
}
case SQSL_STRING: {
SlObject(NULL, _ai_byte);
static char buf[256];
SlArray(buf, _ai_sl_byte, SLE_CHAR);
if (vm != NULL) sq_pushstring(vm, OTTD2SQ(buf), -1);
return true;
}
case SQSL_ARRAY: {
if (vm != NULL) sq_newarray(vm, 0);
while (LoadObjects(vm)) {
if (vm != NULL) sq_arrayappend(vm, -2);
/* The value is popped from the stack by squirrel. */
}
return true;
}
case SQSL_TABLE: {
if (vm != NULL) sq_newtable(vm);
while (LoadObjects(vm)) {
LoadObjects(vm);
if (vm != NULL) sq_rawset(vm, -3);
/* The key (-2) and value (-1) are popped from the stack by squirrel. */
}
return true;
}
case SQSL_BOOL: {
SlObject(NULL, _ai_byte);
if (vm != NULL) sq_pushinteger(vm, (SQBool)(_ai_sl_byte != 0));
return true;
}
case SQSL_NULL: {
if (vm != NULL) sq_pushnull(vm);
return true;
}
case SQSL_ARRAY_TABLE_END: {
return false;
}
default: NOT_REACHED();
}
}
/* static */ void AIInstance::LoadEmpty()
{
SlObject(NULL, _ai_byte);
/* Check if there was anything saved at all. */
if (_ai_sl_byte == 0) return;
LoadObjects(NULL);
}
void AIInstance::Load(int version)
{
if (this->engine == NULL || version == -1) {
LoadEmpty();
return;
}
HSQUIRRELVM vm = this->engine->GetVM();
SlObject(NULL, _ai_byte);
/* Check if there was anything saved at all. */
if (_ai_sl_byte == 0) return;
sq_pushinteger(vm, version);
LoadObjects(vm);
this->is_save_data_on_stack = true;
}
bool AIInstance::CallLoad()
{
HSQUIRRELVM vm = this->engine->GetVM();
/* Is there save data that we should load? */
if (!this->is_save_data_on_stack) return true;
/* Whatever happens, after CallLoad the savegame data is removed from the stack. */
this->is_save_data_on_stack = false;
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 true;
}
/* Go to the instance-root */
sq_pushobject(vm, *this->instance);
/* Find the function-name inside the script */
sq_pushstring(vm, OTTD2SQ("Load"), -1);
/* Change the "Load" string in a function pointer */
sq_get(vm, -2);
/* Push the main instance as "this" object */
sq_pushobject(vm, *this->instance);
/* Push the version data and savegame data as arguments */
sq_push(vm, -5);
sq_push(vm, -5);
/* Call the AI load function. sq_call removes the arguments (but not the
* function pointer) from the stack. */
if (SQ_FAILED(sq_call(vm, 3, SQFalse, SQFalse, 100000))) return false;
/* Pop 1) The version, 2) the savegame data, 3) the object instance, 4) the function pointer. */
sq_pop(vm, 4);
return true;
}
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