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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 order_backup.cpp Handling of order backups. */
#include "stdafx.h"
#include "command_func.h"
#include "core/pool_func.hpp"
#include "network/network.h"
#include "network/network_func.h"
#include "order_backup.h"
#include "vehicle_base.h"
#include "window_func.h"
OrderBackupPool _order_backup_pool("BackupOrder");
INSTANTIATE_POOL_METHODS(OrderBackup)
/** Free everything that is allocated. */
OrderBackup::~OrderBackup()
{
free(this->name);
if (CleaningPool()) return;
Order *o = this->orders;
while (o != NULL) {
Order *next = o->next;
delete o;
o = next;
}
}
/**
* Create an order backup for the given vehicle.
* @param v The vehicle to make a backup of.
* @param user The user that is requesting the backup.
*/
OrderBackup::OrderBackup(const Vehicle *v, uint32 user)
{
this->user = user;
this->tile = v->tile;
this->orderindex = v->cur_implicit_order_index;
this->group = v->group_id;
this->service_interval = v->service_interval;
if (v->name != NULL) this->name = strdup(v->name);
/* If we have shared orders, store the vehicle we share the order with. */
if (v->IsOrderListShared()) {
this->clone = (v->FirstShared() == v) ? v->NextShared() : v->FirstShared();
} else {
/* Else copy the orders */
Order **tail = &this->orders;
/* Count the number of orders */
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
Order *copy = new Order();
copy->AssignOrder(*order);
*tail = copy;
tail = ©->next;
}
}
}
/**
* Restore the data of this order to the given vehicle.
* @param v The vehicle to restore to.
*/
void OrderBackup::DoRestore(Vehicle *v)
{
/* If we have a custom name, process that */
v->name = this->name;
this->name = NULL;
/* If we had shared orders, recover that */
if (this->clone != NULL) {
DoCommand(0, v->index | CO_SHARE << 30, this->clone->index, DC_EXEC, CMD_CLONE_ORDER);
} else if (this->orders != NULL && OrderList::CanAllocateItem()) {
v->orders.list = new OrderList(this->orders, v);
this->orders = NULL;
/* Make sure buoys/oil rigs are updated in the station list. */
InvalidateWindowClassesData(WC_STATION_LIST, 0);
}
uint num_orders = v->GetNumOrders();
if (num_orders != 0) {
v->cur_real_order_index = v->cur_implicit_order_index = this->orderindex % num_orders;
v->UpdateRealOrderIndex();
}
v->service_interval = this->service_interval;
/* Restore vehicle group */
DoCommand(0, this->group, v->index, DC_EXEC, CMD_ADD_VEHICLE_GROUP);
}
/**
* Create an order backup for the given vehicle.
* @param v The vehicle to make a backup of.
* @param user The user that is requesting the backup.
* @note Will automatically remove any previous backups of this user.
*/
/* static */ void OrderBackup::Backup(const Vehicle *v, uint32 user)
{
/* Don't use reset as that broadcasts over the network to reset the variable,
* which is what we are doing at the moment. */
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
if (ob->user == user) delete ob;
}
if (OrderBackup::CanAllocateItem()) {
new OrderBackup(v, user);
}
}
/**
* Restore the data of this order to the given vehicle.
* @param v The vehicle to restore to.
* @param user The user that built the vehicle, thus wants to restore.
* @note After restoration the backup will automatically be removed.
*/
/* static */ void OrderBackup::Restore(Vehicle *v, uint32 user)
{
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
if (v->tile != ob->tile || ob->user != user) continue;
ob->DoRestore(v);
delete ob;
}
}
/**
* Reset an OrderBackup given a tile and user.
* @param tile The tile associated with the OrderBackup.
* @param user The user associated with the OrderBackup.
* @note Must not be used from the GUI!
*/
/* static */ void OrderBackup::ResetOfUser(TileIndex tile, uint32 user)
{
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
if (ob->user == user && (ob->tile == tile || tile == INVALID_TILE)) delete ob;
}
}
/**
* Clear an OrderBackup
* @param tile Tile related to the to-be-cleared OrderBackup.
* @param flags For command.
* @param p1 Unused.
* @param p2 User that had the OrderBackup.
* @param text Unused.
* @return The cost of this operation or an error.
*/
CommandCost CmdClearOrderBackup(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
/* No need to check anything. If the tile or user don't exist we just ignore it. */
if (flags & DC_EXEC) OrderBackup::ResetOfUser(tile == 0 ? INVALID_TILE : tile, p2);
return CommandCost();
}
/**
* Reset an user's OrderBackup if needed.
* @param user The user associated with the OrderBackup.
* @pre _network_server.
* @note Must not be used from a command.
*/
/* static */ void OrderBackup::ResetUser(uint32 user)
{
assert(_network_server);
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
/* If it's not an backup of us, so ignore it. */
if (ob->user != user) continue;
DoCommandP(0, 0, user, CMD_CLEAR_ORDER_BACKUP);
return;
}
}
/**
* Reset the OrderBackups from GUI/game logic.
* @param t The tile of the order backup.
* @param from_gui Whether the call came from the GUI, i.e. whether
* it must be synced over the network.
*/
/* static */ void OrderBackup::Reset(TileIndex t, bool from_gui)
{
/* The user has CLIENT_ID_SERVER as default when network play is not active,
* but compiled it. A network client has its own variable for the unique
* client/user identifier. Finally if networking isn't compiled in the
* default is just plain and simple: 0. */
#ifdef ENABLE_NETWORK
uint32 user = _networking && !_network_server ? _network_own_client_id : CLIENT_ID_SERVER;
#else
uint32 user = 0;
#endif
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
/* If it's not an backup of us, so ignore it. */
if (ob->user != user) continue;
/* If it's not for our chosen tile either, ignore it. */
if (t != INVALID_TILE && t != ob->tile) continue;
if (from_gui) {
/* We need to circumvent the "prevention" from this command being executed
* while the game is paused, so use the internal method. Nor do we want
* this command to get its cost estimated when shift is pressed. */
DoCommandPInternal(ob->tile, 0, user, CMD_CLEAR_ORDER_BACKUP, NULL, NULL, true, false);
} else {
/* The command came from the game logic, i.e. the clearing of a tile.
* In that case we have no need to actually sync this, just do it. */
delete ob;
}
}
}
/**
* Clear the group of all backups having this group ID.
* @param group The group to clear.
*/
/* static */ void OrderBackup::ClearGroup(GroupID group)
{
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
if (ob->group == group) ob->group = DEFAULT_GROUP;
}
}
/**
* Clear/update the (clone) vehicle from an order backup.
* @param v The vehicle to clear.
* @pre v != NULL
* @note If it is not possible to set another vehicle as clone
* "example", then this backed up order will be removed.
*/
/* static */ void OrderBackup::ClearVehicle(const Vehicle *v)
{
assert(v != NULL);
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
if (ob->clone == v) {
/* Get another item in the shared list. */
ob->clone = (v->FirstShared() == v) ? v->NextShared() : v->FirstShared();
/* But if that isn't there, remove it. */
if (ob->clone == NULL) delete ob;
}
}
}
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