Merge branch 'master' into jgrpp
# Conflicts: # cmake/SourceList.cmake # src/build_vehicle_gui.cpp # src/company_gui.cpp # src/console_cmds.cpp # src/depot_base.h # src/elrail.cpp # src/network/core/udp.cpp # src/network/network_admin.cpp # src/network/network_chat_gui.cpp # src/network/network_gui.cpp # src/network/network_server.cpp # src/newgrf.cpp # src/newgrf_engine.cpp # src/newgrf_railtype.cpp # src/newgrf_railtype.h # src/newgrf_storage.h # src/os/unix/crashlog_unix.cpp # src/rail.h # src/rail_cmd.cpp # src/rail_gui.cpp # src/road_cmd.cpp # src/road_map.h # src/saveload/labelmaps_sl.cpp # src/settings_gui.cpp # src/settings_type.h # src/sl/oldloader_sl.cpp # src/station_cmd.cpp # src/station_gui.cpp # src/table/settings/world_settings.ini # src/tests/test_script_admin.cpp # src/textfile_gui.cpp # src/toolbar_gui.cpp # src/train_cmd.cpp # src/tunnelbridge_cmd.cpp # src/vehicle_gui.cpp # src/widget.cpp # src/window.cpp # src/window_gui.h # src/window_type.h
This commit is contained in:
@@ -53,4 +53,7 @@ Do NOT remove the dmp_cmds savegames of a desync you have reported until the
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desync has been fixed; if you, by accident, send us the wrong savegames we
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will not be able to reproduce the desync and thus will be unable to fix it.
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## More information
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You can find more theory on the causes and debugging of desyncs in the
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[desync documentation](./desync.md).
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@@ -193,6 +193,9 @@ If it is, and your server still isn't showing up, start OpenTTD with
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`-d net=4` as extra argument. This will show debug message related to the
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network, including communication to/from the Game Coordinator.
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See the [Game Coordinator documentation](./game_coordinator.md) for more
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technical information about the Game Coordinator service.
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### My server warns a lot about getaddrinfo taking N seconds
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This could be a transient issue with your (local) DNS server, but if the
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214
docs/savegame_format.md
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214
docs/savegame_format.md
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# OpenTTD's Savegame Format
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Last updated: 2021-06-15
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## Outer container
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Savegames for OpenTTD start with an outer container, to contain the compressed data for the rest of the savegame.
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`[0..3]` - The first four bytes indicate what compression is used.
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In ASCII, these values are possible:
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- `OTTD` - Compressed with LZO (deprecated, only really old savegames would use this).
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- `OTTN` - No compression.
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- `OTTZ` - Compressed with zlib.
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- `OTTX` - Compressed with LZMA.
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`[4..5]` - The next two bytes indicate which savegame version used.
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`[6..7]` - The next two bytes can be ignored, and were only used in really old savegames.
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`[8..N]` - Next follows a binary blob which is compressed with the indicated compression algorithm.
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The rest of this document talks about this decompressed blob of data.
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## Data types
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The savegame is written in Big Endian, so when we talk about a 16-bit unsigned integer (`uint16`), we mean it is stored in Big Endian.
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The following types are valid:
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- `1` - `int8` / `SLE_FILE_I8` -8-bit signed integer
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- `2` - `uint8` / `SLE_FILE_U8` - 8-bit unsigned integer
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- `3` - `int16` / `SLE_FILE_I16` - 16-bit signed integer
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- `4` - `uint16` / `SLE_FILE_U16` - 16-bit unsigned integer
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- `5` - `int32` / `SLE_FILE_I32` - 32-bit signed integer
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- `6` - `uint32` / `SLE_FILE_U32` - 32-bit unsigned integer
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- `7` - `int64` / `SLE_FILE_I64` - 64-bit signed integer
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- `8` - `uint64` / `SLE_FILE_U64` - 64-bit unsigned integer
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- `9` - `StringID` / `SLE_FILE_STRINGID` - a StringID inside the OpenTTD's string table
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- `10` - `str` / `SLE_FILE_STRING` - a string (prefixed with a length-field)
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- `11` - `struct` / `SLE_FILE_STRUCT` - a struct
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### Gamma value
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There is also a field-type called `gamma`.
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This is most often used for length-fields, and uses as few bytes as possible to store an integer.
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For values <= 127, it uses a single byte.
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For values > 127, it uses two bytes and sets the highest bit to high.
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For values > 32767, it uses three bytes and sets the two highest bits to high.
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And this continues till the value fits.
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In a more visual approach:
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```
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0xxxxxxx
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10xxxxxx xxxxxxxx
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110xxxxx xxxxxxxx xxxxxxxx
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1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
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11110--- xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx
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```
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## Chunks
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Savegames for OpenTTD store their data in chunks.
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Each chunk contains data for a certain part of the game, for example "Companies", "Vehicles", etc.
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`[0..3]` - Each chunk starts with four bytes to indicate the tag.
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If the tag is `\x00\x00\x00\x00` it means the end of the savegame is reached.
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An example of a valid tag is `PLYR` when looking at it via ASCII, which contains the information of all the companies.
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`[4..4]` - Next follows a byte where the lower 4 bits contain the type.
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The possible valid types are:
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- `0` - `CH_RIFF` - This chunk is a binary blob.
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- `1` - `CH_ARRAY` - This chunk is a list of items.
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- `2` - `CH_SPARSE_ARRAY` - This chunk is a list of items.
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- `3` - `CH_TABLE` - This chunk is self-describing list of items.
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- `4` - `CH_SPARSE_TABLE` - This chunk is self-describing list of items.
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Now per type the format is (slightly) different.
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### CH_RIFF
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(since savegame version 295, this chunk type is only used for MAP-chunks, containing bit-information about each tile on the map)
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A `CH_RIFF` starts with an `uint24` which together with the upper-bits of the type defines the length of the chunk.
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In pseudo-code:
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```
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type = read uint8
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if type == 0
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length = read uint24
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length |= ((type >> 4) << 24)
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```
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The next `length` bytes are part of the chunk.
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What those bytes mean depends on the tag of the chunk; further details per chunk can be found in the source-code.
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### CH_ARRAY / CH_SPARSE_ARRAY
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(this chunk type is deprecated since savegame version 295 and is no longer in use)
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`[0..G1]` - A `CH_ARRAY` / `CH_SPARSE_ARRAY` starts with a `gamma`, indicating the size of the next item plus one.
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If this size value is zero, it indicates the end of the list.
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This indicates the full length of the next item minus one.
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In psuedo-code:
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```
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loop
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size = read gamma - 1
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if size == -1
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break loop
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read <size> bytes
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```
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`[]` - For `CH_ARRAY` there is an implicit index.
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The loop starts at zero, and every iteration adds one to the index.
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For entries in the game that were not allocated, the `size` will be zero.
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`[G1+1..G2]` - For `CH_SPARSE_ARRAY` there is an explicit index.
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The `gamma` following the size indicates the index.
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The content of the item is a binary blob, and similar to `CH_RIFF`, it depends on the tag of the chunk what it means.
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Please check the source-code for further details.
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### CH_TABLE / CH_SPARSE_TABLE
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(this chunk type only exists since savegame version 295)
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Both `CH_TABLE` and `CH_SPARSE_TABLE` are very similar to `CH_ARRAY` / `CH_SPARSE_ARRAY` respectively.
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The only change is that the chunk starts with a header.
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This header describes the chunk in details; with the header you know the meaning of each byte in the binary blob that follows.
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`[0..G]` - The header starts with a `gamma` to indicate the size of all the headers in this chunk plus one.
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If this size value is zero, it means there is no header, which should never be the case.
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Next follows a list of `(type, key)` pairs:
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- `[0..0]` - Type of the field.
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- `[1..G]` - `gamma` to indicate length of key.
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- `[G+1..N]` - Key (in UTF-8) of the field.
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If at any point `type` is zero, the list stops (and no `key` follows).
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The `type`'s lower 4 bits indicate the data-type (see chapter above).
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The `type`'s 5th bit (so `0x10`) indicates if the field is a list, and if this field in every record starts with a `gamma` to indicate how many times the `type` is repeated.
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If the `type` indicates either a `struct` or `str`, the `0x10` flag is also always set.
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As the savegame format allows (list of) structs in structs, if any `struct` type is found, this header will be followed by a header of that struct.
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This nesting of structs is stored depth-first, so given this table:
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```
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type | key
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-----------------
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uint8 | counter
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struct | substruct1
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struct | substruct2
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```
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With `substruct1` being like:
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```
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type | key
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-----------------
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uint8 | counter
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struct | substruct3
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```
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The headers will be, in order: `table`, `substruct1`, `substruct3`, `substruct2`, each ending with a `type` is zero field.
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After reading all the fields of all the headers, there is a list of records.
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To read this, see `CH_ARRAY` / `CH_SPARSE_ARRAY` for details.
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As each `type` has a well defined length, you can read the records even without knowing anything about the chunk-tag yourself.
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Do remember, that if the `type` had the `0x10` flag active, the field in the record first has a `gamma` to indicate how many times that `type` is repeated.
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#### Guidelines for network-compatible patch-packs
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For network-compatible patch-packs (client-side patches that can play together with unpatched clients) we advise to prefix the field-name with `__<shortname>` when introducing new fields to an existing chunk.
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Example: you have an extra setting called `auto_destroy_rivers` you want to store in the savegame for your patched client called `mypp`.
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We advise you to call this setting `__mypp_auto_destroy_rivers` in the settings chunk.
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Doing it this way ensures that a savegame created by these patch-packs can still safely be loaded by unpatched clients.
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They will simply ignore the field and continue loading the savegame as usual.
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The prefix is strongly advised to avoid conflicts with future-settings in an unpatched client or conflicts with other patch-packs.
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## Scripts custom data format
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Script chunks (`AIPL` and `GSDT`) use `CH_TABLE` chunk type.
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At the end of each record there's an `uint8` to indicate if there's custom data (1) or not (0).
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There are 6 data types for scripts, called `script-data-type`.
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When saving, each `script-data-type` starts with the type marker saved as `uint8` followed by the actual data.
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- `0` - `SQSL_INT`:
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- an `int64` with the actual value (`int32` before savegame version 296).
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- `1` - `SQSL_STRING`:
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- an `uint8` with the string length.
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- a list of `int8` for the string itself.
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- `2` - `SQSL_ARRAY`:
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- each element saved as `script-data-type`.
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- an `SQSL_ARRAY_TABLE_END` (0xFF) marker (`uint8`).
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- `3` - `SQSL_TABLE`:
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- for each element:
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- key saved as `script-data-type`.
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- value saved as `script-data-type`.
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- an `SQSL_ARRAY_TABLE_END` (0xFF) marker (`uint8`).
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- `4` - `SQSL_BOOL`:
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- an `uint8` with 0 (false) or 1 (true).
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- `5` - `SQSL_NULL`:
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- (no data follows)
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The first data type is always a `SQSL_TABLE`.
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34
docs/symbol_server.md
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34
docs/symbol_server.md
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@@ -0,0 +1,34 @@
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# OpenTTD's Symbol Server
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For all official releases, OpenTTD collects the Breakpad Symbols (SYM-files) and Microsoft's Symbols (PDB-files), and publishes them on our own Symbol Server (https://symbols.openttd.org).
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These symbol files are needed to analyze `crash.dmp` files as attached to issues by users.
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A `crash.dmp` is created on Windows, Linux, and MacOS when a crash happens.
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This combined with the `crash.log` should give a pretty good indication what was going on at the moment the game crashed.
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## Analyzing a crash.dmp
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### MSVC
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In MSVC you can add the above URL as Symbol Server (and please enable MSVC's for all other libraries), allowing you to analyze `crash.dmp`.
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Now simply open up the `crash.dmp`, and start debugging.
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### All other platforms
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The best tool to use is `minidump-stackwalk` as published in the Rust's cargo index:
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```bash
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cargo install minidump-stackwalk
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```
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For how to install Rust, please see [here](https://doc.rust-lang.org/cargo/getting-started/installation.html).
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Now run the tool like:
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```bash
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minidump-stackwalk <crash.dmp> --symbols-url https://symbols.openttd.org
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```
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For convenience, the above Symbol Server also check with Mozilla's Symbol Server in case any other library but OpenTTD is requested.
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This means files like `libc`, `kernel32.dll`, etc are all available on the above mentioned Symbol Server.
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Reference in New Issue
Block a user