(svn r20547) -Change: the way order backups are performed. Now restoring an order doesn't require up to 765 commands.

This commit is contained in:
rubidium
2010-08-18 20:48:38 +00:00
parent 04d6648c5e
commit 926594b599
13 changed files with 237 additions and 130 deletions

View File

@@ -12,6 +12,8 @@
#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 "order_base.h"
#include "vehicle_base.h"
@@ -23,11 +25,20 @@ INSTANTIATE_POOL_METHODS(OrderBackup)
OrderBackup::~OrderBackup()
{
free(this->name);
free(this->orders);
if (CleaningPool()) return;
Order *o = this->orders;
while (o != NULL) {
Order *next = o->next;
delete o;
o = next;
}
}
OrderBackup::OrderBackup(const Vehicle *v)
OrderBackup::OrderBackup(const Vehicle *v, uint32 user)
{
this->user = user;
this->tile = v->tile;
this->orderindex = v->cur_order_index;
this->group = v->group_id;
@@ -40,99 +51,128 @@ OrderBackup::OrderBackup(const Vehicle *v)
this->clone = (v->FirstShared() == v) ? v->NextShared() : v->FirstShared();
} else {
/* Else copy the orders */
Order **tail = &this->orders;
/* Count the number of orders */
uint cnt = 0;
const Order *order;
FOR_VEHICLE_ORDERS(v, order) cnt++;
/* Allocate memory for the orders plus an end-of-orders marker */
this->orders = MallocT<Order>(cnt + 1);
Order *dest = this->orders;
/* Copy the orders */
FOR_VEHICLE_ORDERS(v, order) {
memcpy(dest, order, sizeof(Order));
dest++;
Order *copy = new Order();
copy->AssignOrder(*order);
*tail = copy;
tail = &copy->next;
}
/* End the list with an empty order */
dest->Free();
}
}
void OrderBackup::DoRestore(const Vehicle *v)
void OrderBackup::DoRestore(Vehicle *v)
{
/* If we have a custom name, process that */
if (this->name != NULL) DoCommandP(0, v->index, 0, CMD_RENAME_VEHICLE, NULL, this->name);
v->name = this->name;
this->name = NULL;
/* If we had shared orders, recover that */
if (this->clone != NULL) {
DoCommandP(0, v->index | (this->clone->index << 16), CO_SHARE, CMD_CLONE_ORDER);
} else if (this->orders != NULL) {
/* CMD_NO_TEST_IF_IN_NETWORK is used here, because CMD_INSERT_ORDER checks if the
* order number is one more than the current amount of orders, and because
* in network the commands are queued before send, the second insert always
* fails in test mode. By bypassing the test-mode, that no longer is a problem. */
for (uint i = 0; !this->orders[i].IsType(OT_NOTHING); i++) {
Order o = this->orders[i];
/* Conditional orders need to have their destination to be valid on insertion. */
if (o.IsType(OT_CONDITIONAL)) o.SetConditionSkipToOrder(0);
if (!DoCommandP(0, v->index + (i << 16), o.Pack(),
CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK)) {
break;
}
/* Copy timetable if enabled */
if (_settings_game.order.timetabling && !DoCommandP(0, v->index | (i << 16) | (1 << 25),
o.wait_time << 16 | o.travel_time,
CMD_CHANGE_TIMETABLE | CMD_NO_TEST_IF_IN_NETWORK)) {
break;
}
}
/* Fix the conditional orders' destination. */
for (uint i = 0; !this->orders[i].IsType(OT_NOTHING); i++) {
if (!this->orders[i].IsType(OT_CONDITIONAL)) continue;
if (!DoCommandP(0, v->index + (i << 16), MOF_LOAD | (this->orders[i].GetConditionSkipToOrder() << 4),
CMD_MODIFY_ORDER | CMD_NO_TEST_IF_IN_NETWORK)) {
break;
}
}
DoCommand(0, v->index | (this->clone->index << 16), CO_SHARE, DC_EXEC, CMD_CLONE_ORDER);
} else if (this->orders != NULL && OrderList::CanAllocateItem()) {
v->orders.list = new OrderList(this->orders, v);
this->orders = NULL;
}
/* Restore vehicle order-index and service interval */
DoCommandP(0, v->index, this->orderindex | (this->service_interval << 16), CMD_RESTORE_ORDER_INDEX);
uint num_orders = v->GetNumOrders();
if (num_orders != 0) v->cur_order_index = this->orderindex % num_orders;
v->service_interval = this->service_interval;
/* Restore vehicle group */
DoCommandP(0, this->group, v->index, CMD_ADD_VEHICLE_GROUP);
DoCommand(0, this->group, v->index, DC_EXEC, CMD_ADD_VEHICLE_GROUP);
}
/* static */ void OrderBackup::Backup(const Vehicle *v)
/* static */ void OrderBackup::Backup(const Vehicle *v, uint32 user)
{
OrderBackup::Reset();
new OrderBackup(v);
/* 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;
}
new OrderBackup(v, user);
}
/* static */ void OrderBackup::Restore(const Vehicle *v)
/* static */ void OrderBackup::Restore(Vehicle *v, uint32 user)
{
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
if (v->tile != ob->tile) continue;
if (v->tile != ob->tile || ob->user != user) continue;
ob->DoRestore(v);
delete ob;
}
}
/* static */ void OrderBackup::Reset(TileIndex t)
/* static */ void OrderBackup::ResetOfUser(TileIndex tile, uint32 user)
{
OrderBackup *ob;
FOR_ALL_ORDER_BACKUPS(ob) {
if (t == INVALID_TILE || t == ob->tile) delete 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();
}
/* 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;
}
}
/* 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) {
DoCommandP(ob->tile, 0, 0, CMD_CLEAR_ORDER_BACKUP);
} 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;
}
}
}