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|
/* $Id$ */
/** @file gamelog.cpp Definition of functions used for logging of important changes in the game */
#include "stdafx.h"
#include "openttd.h"
#include "saveload/saveload.h"
#include "core/alloc_func.hpp"
#include "core/bitmath_func.hpp"
#include "core/math_func.hpp"
#include "network/core/config.h"
#include "variables.h"
#include "string_func.h"
#include "settings_type.h"
#include "newgrf_config.h"
#include "gamelog.h"
#include "gamelog_internal.h"
#include "console_func.h"
#include "debug.h"
#include "rev.h"
#include <string.h>
#include <stdarg.h>
extern const uint16 SAVEGAME_VERSION; ///< current savegame version
extern SavegameType _savegame_type; ///< type of savegame we are loading
extern uint32 _ttdp_version; ///< version of TTDP savegame (if applicable)
extern uint16 _sl_version; ///< the major savegame version identifier
extern byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
static GamelogActionType _gamelog_action_type = GLAT_NONE; ///< action to record if anything changes
LoggedAction *_gamelog_action = NULL; ///< first logged action
uint _gamelog_actions = 0; ///< number of actions
static LoggedAction *_current_action = NULL; ///< current action we are logging, NULL when there is no action active
/** Stores information about new action, but doesn't allocate it
* Action is allocated only when there is at least one change
* @param at type of action
*/
void GamelogStartAction(GamelogActionType at)
{
assert(_gamelog_action_type == GLAT_NONE); // do not allow starting new action without stopping the previous first
_gamelog_action_type = at;
}
/** Stops logging of any changes
*/
void GamelogStopAction()
{
assert(_gamelog_action_type != GLAT_NONE); // nobody should try to stop if there is no action in progress
bool print = _current_action != NULL;
_current_action = NULL;
_gamelog_action_type = GLAT_NONE;
if (print) GamelogPrintDebug(5);
}
/** Resets and frees all memory allocated - used before loading or starting a new game
*/
void GamelogReset()
{
assert(_gamelog_action_type == GLAT_NONE);
for (uint i = 0; i < _gamelog_actions; i++) {
const LoggedAction *la = &_gamelog_action[i];
for (uint j = 0; j < la->changes; j++) {
const LoggedChange *lc = &la->change[j];
if (lc->ct == GLCT_PATCH) free(lc->patch.name);
}
free(la->change);
}
free(_gamelog_action);
_gamelog_action = NULL;
_gamelog_actions = 0;
_current_action = NULL;
}
enum {
GAMELOG_BUF_LEN = 1024 ///< length of buffer for one line of text
};
static int _dbgofs = 0; ///< offset in current output buffer
static void AddDebugText(char *buf, const char *s, ...)
{
if (GAMELOG_BUF_LEN <= _dbgofs) return;
va_list va;
va_start(va, s);
_dbgofs += vsnprintf(buf + _dbgofs, GAMELOG_BUF_LEN - _dbgofs, s, va);
va_end(va);
}
/** Prints GRF filename if found
* @param grfid GRF which filename to print
*/
static void PrintGrfFilename(char *buf, uint grfid)
{
const GRFConfig *gc = FindGRFConfig(grfid);
if (gc == NULL) return;
AddDebugText(buf, ", filename: %s", gc->filename);
}
/** Prints GRF ID, checksum and filename if found
* @param grfid GRF ID
* @param md5sum array of md5sum to print
*/
static void PrintGrfInfo(char *buf, uint grfid, const uint8 *md5sum)
{
char txt[40];
md5sumToString(txt, lastof(txt), md5sum);
AddDebugText(buf, "GRF ID %08X, checksum %s", BSWAP32(grfid), txt);
PrintGrfFilename(buf, grfid);
return;
}
/** Text messages for various logged actions */
static const char *la_text[] = {
"new game started",
"game loaded",
"GRF config changed",
"cheat was used",
"patch settings changed",
"GRF bug triggered",
};
assert_compile(lengthof(la_text) == GLAT_END);
/** Prints active gamelog */
void GamelogPrint(GamelogPrintProc *proc)
{
char buf[GAMELOG_BUF_LEN];
proc("---- gamelog start ----");
const LoggedAction *laend = &_gamelog_action[_gamelog_actions];
for (const LoggedAction *la = _gamelog_action; la != laend; la++) {
assert((uint)la->at < GLAT_END);
snprintf(buf, GAMELOG_BUF_LEN, "Tick %u: %s", (uint)la->tick, la_text[(uint)la->at]);
proc(buf);
const LoggedChange *lcend = &la->change[la->changes];
for (const LoggedChange *lc = la->change; lc != lcend; lc++) {
_dbgofs = 0;
AddDebugText(buf, " ");
switch (lc->ct) {
default: NOT_REACHED();
case GLCT_MODE:
AddDebugText(buf, "New game mode: %u landscape: %u",
(uint)lc->mode.mode, (uint)lc->mode.landscape);
break;
case GLCT_REVISION:
AddDebugText(buf, "Revision text changed to %s, savegame version %u, ",
lc->revision.text, lc->revision.slver);
switch (lc->revision.modified) {
case 0: AddDebugText(buf, "not "); break;
case 1: AddDebugText(buf, "maybe "); break;
default: break;
}
AddDebugText(buf, "modified, _openttd_newgrf_version = 0x%08x", lc->revision.newgrf);
break;
case GLCT_OLDVER:
AddDebugText(buf, "Conversion from ");
switch (lc->oldver.type) {
default: NOT_REACHED();
case SGT_OTTD:
AddDebugText(buf, "OTTD savegame without gamelog: version %u, %u",
GB(lc->oldver.version, 8, 16), GB(lc->oldver.version, 0, 8));
break;
case SGT_TTO:
AddDebugText(buf, "TTO savegame");
break;
case SGT_TTD:
AddDebugText(buf, "TTD savegame");
break;
case SGT_TTDP1:
case SGT_TTDP2:
AddDebugText(buf, "TTDP savegame, %s format",
lc->oldver.type == SGT_TTDP1 ? "old" : "new");
if (lc->oldver.version != 0) {
AddDebugText(buf, ", TTDP version %u.%u.%u.%u",
GB(lc->oldver.version, 24, 8), GB(lc->oldver.version, 20, 4),
GB(lc->oldver.version, 16, 4), GB(lc->oldver.version, 0, 16));
}
break;
}
break;
case GLCT_PATCH:
AddDebugText(buf, "Patch setting changed: %s : %d -> %d", lc->patch.name, lc->patch.oldval, lc->patch.newval);
break;
case GLCT_GRFADD:
AddDebugText(buf, "Added NewGRF: ");
PrintGrfInfo(buf, lc->grfadd.grfid, lc->grfadd.md5sum);
break;
case GLCT_GRFREM:
AddDebugText(buf, "Removed NewGRF: %08X", BSWAP32(lc->grfrem.grfid));
PrintGrfFilename(buf, lc->grfrem.grfid);
break;
case GLCT_GRFCOMPAT:
AddDebugText(buf, "Compatible NewGRF loaded: ");
PrintGrfInfo(buf, lc->grfcompat.grfid, lc->grfcompat.md5sum);
break;
case GLCT_GRFPARAM:
AddDebugText(buf, "GRF parameter changed: %08X", BSWAP32(lc->grfparam.grfid));
PrintGrfFilename(buf, lc->grfparam.grfid);
break;
case GLCT_GRFMOVE:
AddDebugText(buf, "GRF order changed: %08X moved %d places %s",
BSWAP32(lc->grfmove.grfid), abs(lc->grfmove.offset), lc->grfmove.offset >= 0 ? "down" : "up" );
PrintGrfFilename(buf, lc->grfmove.grfid);
break;
case GLCT_GRFBUG:
switch (lc->grfbug.bug) {
default: NOT_REACHED();
case GBUG_VEH_LENGTH:
AddDebugText(buf, "Rail vehicle changes length outside a depot: GRF ID %08X, internal ID 0x%X", BSWAP32(lc->grfbug.grfid), (uint)lc->grfbug.data);
PrintGrfFilename(buf, lc->grfbug.grfid);
break;
}
}
proc(buf);
}
}
proc("---- gamelog end ----");
}
static void GamelogPrintConsoleProc(const char *s)
{
IConsolePrint(CC_WARNING, s);
}
void GamelogPrintConsole()
{
GamelogPrint(&GamelogPrintConsoleProc);
}
static int _gamelog_print_level = 0; ///< gamelog debug level we need to print stuff
static void GamelogPrintDebugProc(const char *s)
{
DEBUG(gamelog, _gamelog_print_level, s);
}
/** Prints gamelog to debug output. Code is executed even when
* there will be no output. It is called very seldom, so it
* doesn't matter that much. At least it gives more uniform code...
* @param level debug level we need to print stuff
*/
void GamelogPrintDebug(int level)
{
_gamelog_print_level = level;
GamelogPrint(&GamelogPrintDebugProc);
}
/** Allocates new LoggedChange and new LoggedAction if needed.
* If there is no action active, NULL is returned.
* @param ct type of change
* @return new LoggedChange, or NULL if there is no action active
*/
static LoggedChange *GamelogChange(GamelogChangeType ct)
{
if (_current_action == NULL) {
if (_gamelog_action_type == GLAT_NONE) return NULL;
_gamelog_action = ReallocT(_gamelog_action, _gamelog_actions + 1);
_current_action = &_gamelog_action[_gamelog_actions++];
_current_action->at = _gamelog_action_type;
_current_action->tick = _tick_counter;
_current_action->change = NULL;
_current_action->changes = 0;
}
_current_action->change = ReallocT(_current_action->change, _current_action->changes + 1);
LoggedChange *lc = &_current_action->change[_current_action->changes++];
lc->ct = ct;
return lc;
}
/** Logs a change in game revision
* @param revision new revision string
*/
void GamelogRevision()
{
assert(_gamelog_action_type == GLAT_START || _gamelog_action_type == GLAT_LOAD);
LoggedChange *lc = GamelogChange(GLCT_REVISION);
if (lc == NULL) return;
strecpy(lc->revision.text, _openttd_revision, lastof(lc->revision.text));
lc->revision.slver = SAVEGAME_VERSION;
lc->revision.modified = _openttd_revision_modified;
lc->revision.newgrf = _openttd_newgrf_version;
}
/** Logs a change in game mode (scenario editor or game)
*/
void GamelogMode()
{
assert(_gamelog_action_type == GLAT_START || _gamelog_action_type == GLAT_LOAD || _gamelog_action_type == GLAT_CHEAT);
LoggedChange *lc = GamelogChange(GLCT_MODE);
if (lc == NULL) return;
lc->mode.mode = _game_mode;
lc->mode.landscape = _settings_game.game_creation.landscape;
}
/** Logs loading from savegame without gamelog
*/
void GamelogOldver()
{
assert(_gamelog_action_type == GLAT_LOAD);
LoggedChange *lc = GamelogChange(GLCT_OLDVER);
if (lc == NULL) return;
lc->oldver.type = _savegame_type;
lc->oldver.version = (_savegame_type == SGT_OTTD ? ((uint32)_sl_version << 8 | _sl_minor_version) : _ttdp_version);
}
/** Logs change in game patches. Only non-networksafe patches are logged
* @param name patch name
* @param oldval old patch value
* @param newval new patch value
*/
void GamelogPatch(const char *name, int32 oldval, int32 newval)
{
assert(_gamelog_action_type == GLAT_PATCH);
LoggedChange *lc = GamelogChange(GLCT_PATCH);
if (lc == NULL) return;
lc->patch.name = strdup(name);
lc->patch.oldval = oldval;
lc->patch.newval = newval;
}
/** Finds out if current revision is different than last revision stored in the savegame.
* Appends GLCT_REVISION when the revision string changed
*/
void GamelogTestRevision()
{
const LoggedChange *rev = NULL;
const LoggedAction *laend = &_gamelog_action[_gamelog_actions];
for (const LoggedAction *la = _gamelog_action; la != laend; la++) {
const LoggedChange *lcend = &la->change[la->changes];
for (const LoggedChange *lc = la->change; lc != lcend; lc++) {
if (lc->ct == GLCT_REVISION) rev = lc;
}
}
if (rev == NULL || strcmp(rev->revision.text, _openttd_revision) != 0 ||
rev->revision.modified != _openttd_revision_modified ||
rev->revision.newgrf != _openttd_newgrf_version) {
GamelogRevision();
}
}
/** Finds last stored game mode or landscape.
* Any change is logged
*/
void GamelogTestMode()
{
const LoggedChange *mode = NULL;
const LoggedAction *laend = &_gamelog_action[_gamelog_actions];
for (const LoggedAction *la = _gamelog_action; la != laend; la++) {
const LoggedChange *lcend = &la->change[la->changes];
for (const LoggedChange *lc = la->change; lc != lcend; lc++) {
if (lc->ct == GLCT_MODE) mode = lc;
}
}
if (mode == NULL || mode->mode.mode != _game_mode || mode->mode.landscape != _settings_game.game_creation.landscape) GamelogMode();
}
/** Logs triggered GRF bug.
* @param grfid ID of problematic GRF
* @param bug type of bug, @see enum GRFBugs
* @param data additional data
*/
static void GamelogGRFBug(uint32 grfid, byte bug, uint64 data)
{
assert(_gamelog_action_type == GLAT_GRFBUG);
LoggedChange *lc = GamelogChange(GLCT_GRFBUG);
if (lc == NULL) return;
lc->grfbug.data = data;
lc->grfbug.grfid = grfid;
lc->grfbug.bug = bug;
}
/** Logs GRF bug - rail vehicle has different length after reversing.
* Ensures this is logged only once for each GRF and engine type
* This check takes some time, but it is called pretty seldom, so it
* doesn't matter that much (ideally it shouldn't be called at all).
* @param engine engine to log
* @return true iff a unique record was done
*/
bool GamelogGRFBugReverse(uint32 grfid, uint16 internal_id)
{
const LoggedAction *laend = &_gamelog_action[_gamelog_actions];
for (const LoggedAction *la = _gamelog_action; la != laend; la++) {
const LoggedChange *lcend = &la->change[la->changes];
for (const LoggedChange *lc = la->change; lc != lcend; lc++) {
if (lc->ct == GLCT_GRFBUG && lc->grfbug.grfid == grfid &&
lc->grfbug.bug == GBUG_VEH_LENGTH && lc->grfbug.data == internal_id) {
return false;
}
}
}
GamelogStartAction(GLAT_GRFBUG);
GamelogGRFBug(grfid, GBUG_VEH_LENGTH, internal_id);
GamelogStopAction();
return true;
}
/** Decides if GRF should be logged
* @param g grf to determine
* @return true iff GRF is not static and is loaded
*/
static inline bool IsLoggableGrfConfig(const GRFConfig *g)
{
return !HasBit(g->flags, GCF_STATIC) && g->status != GCS_NOT_FOUND;
}
/** Logs removal of a GRF
* @param grfid ID of removed GRF
*/
void GamelogGRFRemove(uint32 grfid)
{
assert(_gamelog_action_type == GLAT_LOAD || _gamelog_action_type == GLAT_GRF);
LoggedChange *lc = GamelogChange(GLCT_GRFREM);
if (lc == NULL) return;
lc->grfrem.grfid = grfid;
}
/** Logs adding of a GRF
* @param newg added GRF
*/
void GamelogGRFAdd(const GRFConfig *newg)
{
assert(_gamelog_action_type == GLAT_LOAD || _gamelog_action_type == GLAT_START || _gamelog_action_type == GLAT_GRF);
if (!IsLoggableGrfConfig(newg)) return;
LoggedChange *lc = GamelogChange(GLCT_GRFADD);
if (lc == NULL) return;
memcpy(&lc->grfadd, newg, sizeof(GRFIdentifier));
}
/** Logs loading compatible GRF
* (the same ID, but different MD5 hash)
* @param newg new (updated) GRF
*/
void GamelogGRFCompatible(const GRFIdentifier *newg)
{
assert(_gamelog_action_type == GLAT_LOAD || _gamelog_action_type == GLAT_GRF);
LoggedChange *lc = GamelogChange(GLCT_GRFCOMPAT);
if (lc == NULL) return;
memcpy(&lc->grfcompat, newg, sizeof(GRFIdentifier));
}
/** Logs changing GRF order
* @param grfid GRF that is moved
* @param offset how far it is moved, positive = moved down
*/
static void GamelogGRFMove(uint32 grfid, int32 offset)
{
assert(_gamelog_action_type == GLAT_GRF);
LoggedChange *lc = GamelogChange(GLCT_GRFMOVE);
if (lc == NULL) return;
lc->grfmove.grfid = grfid;
lc->grfmove.offset = offset;
}
/** Logs change in GRF parameters.
* Details about parameters changed are not stored
* @param grfid ID of GRF to store
*/
static void GamelogGRFParameters(uint32 grfid)
{
assert(_gamelog_action_type == GLAT_GRF);
LoggedChange *lc = GamelogChange(GLCT_GRFPARAM);
if (lc == NULL) return;
lc->grfparam.grfid = grfid;
}
/** Logs adding of list of GRFs.
* Useful when old savegame is loaded or when new game is started
* @param newg head of GRF linked list
*/
void GamelogGRFAddList(const GRFConfig *newg)
{
assert(_gamelog_action_type == GLAT_START || _gamelog_action_type == GLAT_LOAD);
for (; newg != NULL; newg = newg->next) {
GamelogGRFAdd(newg);
}
}
/** List of GRFs using array of pointers instead of linked list */
struct GRFList {
uint n;
const GRFConfig *grf[VARARRAY_SIZE];
};
/** Generates GRFList
* @param grfc head of GRF linked list
*/
static GRFList *GenerateGRFList(const GRFConfig *grfc)
{
uint n = 0;
for (const GRFConfig *g = grfc; g != NULL; g = g->next) {
if (IsLoggableGrfConfig(g)) n++;
}
GRFList *list = (GRFList*)MallocT<byte>(sizeof(GRFList) + n * sizeof(GRFConfig*));
list->n = 0;
for (const GRFConfig *g = grfc; g != NULL; g = g->next) {
if (IsLoggableGrfConfig(g)) list->grf[list->n++] = g;
}
return list;
}
/** Compares two NewGRF lists and logs any change
* @param oldc original GRF list
* @param newc new GRF list
*/
void GamelogGRFUpdate(const GRFConfig *oldc, const GRFConfig *newc)
{
GRFList *ol = GenerateGRFList(oldc);
GRFList *nl = GenerateGRFList(newc);
uint o = 0, n = 0;
while (o < ol->n && n < nl->n) {
const GRFConfig *og = ol->grf[o];
const GRFConfig *ng = nl->grf[n];
if (og->grfid != ng->grfid) {
uint oi, ni;
for (oi = 0; oi < ol->n; oi++) {
if (ol->grf[oi]->grfid == nl->grf[n]->grfid) break;
}
if (oi < o) {
/* GRF was moved, this change has been logged already */
n++;
continue;
}
if (oi == ol->n) {
/* GRF couldn't be found in the OLD list, GRF was ADDED */
GamelogGRFAdd(nl->grf[n++]);
continue;
}
for (ni = 0; ni < nl->n; ni++) {
if (nl->grf[ni]->grfid == ol->grf[o]->grfid) break;
}
if (ni < n) {
/* GRF was moved, this change has been logged already */
o++;
continue;
}
if (ni == nl->n) {
/* GRF couldn't be found in the NEW list, GRF was REMOVED */
GamelogGRFRemove(ol->grf[o++]->grfid);
continue;
}
/* o < oi < ol->n
* n < ni < nl->n */
assert(ni > n && ni < nl->n);
assert(oi > o && oi < ol->n);
ni -= n; // number of GRFs it was moved downwards
oi -= o; // number of GRFs it was moved upwards
if (ni >= oi) { // prefer the one that is moved further
/* GRF was moved down */
GamelogGRFMove(ol->grf[o++]->grfid, ni);
} else {
GamelogGRFMove(nl->grf[n++]->grfid, -(int)oi);
}
} else {
if (memcmp(og->md5sum, ng->md5sum, sizeof(og->md5sum)) != 0) {
/* md5sum changed, probably loading 'compatible' GRF */
GamelogGRFCompatible(nl->grf[n]);
}
if (og->num_params != ng->num_params || memcmp(og->param, ng->param, og->num_params * sizeof(og->param[0])) != 0) {
GamelogGRFParameters(ol->grf[o]->grfid);
}
o++;
n++;
}
}
while (o < ol->n) GamelogGRFRemove(ol->grf[o++]->grfid); // remaining GRFs were removed ...
while (n < nl->n) GamelogGRFAdd (nl->grf[n++]); // ... or added
free(ol);
free(nl);
}
/**
* Get the MD5 checksum of the original NewGRF that was loaded.
* @param grfid the GRF ID to search for
* @param md5sum the MD5 checksum to write to.
*/
void GamelogGetOriginalGRFMD5Checksum(uint32 grfid, byte *md5sum)
{
const LoggedAction *la = &_gamelog_action[_gamelog_actions - 1];
/* There should always be a "start game" action */
assert(_gamelog_actions > 0);
do {
const LoggedChange *lc = &la->change[la->changes - 1];
/* There should always be at least one change per action */
assert(la->changes > 0);
do {
if (lc->ct == GLCT_GRFADD && lc->grfadd.grfid == grfid) {
memcpy(md5sum, lc->grfadd.md5sum, sizeof(lc->grfadd.md5sum));
return;
}
} while (lc-- != la->change);
} while (la-- != _gamelog_action);
NOT_REACHED();
}
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