Merge branch 'master' into jgrpp
# Conflicts: # .github/workflows/ci-build.yml # .github/workflows/release-linux.yml # .github/workflows/release-macos.yml # .github/workflows/release-source.yml # .github/workflows/release.yml # CMakeLists.txt # COMPILING.md # src/ai/ai_core.cpp # src/ai/ai_gui.cpp # src/bridge_gui.cpp # src/company_gui.cpp # src/console_cmds.cpp # src/core/CMakeLists.txt # src/core/smallmap_type.hpp # src/disaster_vehicle.h # src/effectvehicle_base.h # src/fontcache.cpp # src/game/game_core.cpp # src/game/game_gui.cpp # src/gamelog.cpp # src/gamelog_internal.h # src/group_gui.cpp # src/linkgraph/linkgraph.h # src/misc.cpp # src/network/core/config.h # src/network/core/udp.cpp # src/network/network_chat_gui.cpp # src/network/network_content_gui.cpp # src/network/network_gui.cpp # src/newgrf.cpp # src/newgrf_gui.cpp # src/newgrf_profiling.cpp # src/newgrf_profiling.h # src/object_gui.cpp # src/openttd.cpp # src/openttd.h # src/order_gui.cpp # src/os/windows/font_win32.cpp # src/rail_gui.cpp # src/road.cpp # src/road_gui.cpp # src/saveload/afterload.cpp # src/saveload/saveload.h # src/script/api/script_controller.cpp # src/script/api/script_roadtypelist.cpp # src/script/script_config.cpp # src/script/script_config.hpp # src/script/script_instance.cpp # src/script/script_scanner.cpp # src/script/squirrel.cpp # src/script/squirrel_helper.hpp # src/settings_gui.cpp # src/settings_internal.h # src/settings_type.h # src/table/settings/network_private_settings.ini # src/timetable_gui.cpp # src/vehicle.cpp # src/vehicle_base.h # src/window_gui.h
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@@ -81,7 +81,7 @@
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Backup<CompanyID> cur_company(_current_company, FILE_LINE);
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for (const Company *c : Company::Iterate()) {
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if (c->is_ai) {
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SCOPE_INFO_FMT([&], "AI::GameLoop: %i: %s (v%d)\n", (int)c->index, c->ai_info->GetName(), c->ai_info->GetVersion());
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SCOPE_INFO_FMT([&], "AI::GameLoop: %i: %s (v%d)\n", (int)c->index, c->ai_info->GetName().c_str(), c->ai_info->GetVersion());
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PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
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cur_company.Change(c->index);
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c->ai_instance->GameLoop();
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@@ -205,8 +205,8 @@
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (_settings_game.ai_config[c] != nullptr && _settings_game.ai_config[c]->HasScript()) {
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if (!_settings_game.ai_config[c]->ResetInfo(true)) {
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DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
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_settings_game.ai_config[c]->Change(nullptr);
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DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName().c_str());
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_settings_game.ai_config[c]->Change(std::nullopt);
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if (Company::IsValidAiID(c)) {
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/* The code belonging to an already running AI was deleted. We can only do
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* one thing here to keep everything sane and that is kill the AI. After
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@@ -222,8 +222,8 @@
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}
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if (_settings_newgame.ai_config[c] != nullptr && _settings_newgame.ai_config[c]->HasScript()) {
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if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
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DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
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_settings_newgame.ai_config[c]->Change(nullptr);
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DEBUG(script, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName().c_str());
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_settings_newgame.ai_config[c]->Change(std::nullopt);
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}
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}
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}
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@@ -307,12 +307,12 @@
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return AI::scanner_info->GetUniqueInfoList();
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}
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/* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
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/* static */ AIInfo *AI::FindInfo(const std::string &name, int version, bool force_exact_match)
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{
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return AI::scanner_info->FindInfo(name, version, force_exact_match);
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}
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/* static */ AILibrary *AI::FindLibrary(const char *library, int version)
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/* static */ AILibrary *AI::FindLibrary(const std::string &library, int version)
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{
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return AI::scanner_library->FindLibrary(library, version);
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}
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