Change: base autosaves intervals on real time (instead of game time) (#10655)
There are two fundamental issues with autosave: - When fast-forwarding, it saves way too often - When paused, it never saves Both makes no sense. Autosaves are meant to prevent you from accidentally losing your work. The emphasis on "your" work. To solve both issues, the autosave now works on real time. You can select every 10 / 30 / 60 / 120 minutes, which are similar to what the setting was in game-months. When you pause, autosaving will stop. Unless you make any change to the game; then it will continue to make autosaves, even so the game is paused. Unpausing / pausing resets this mechanism.
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@@ -70,6 +70,7 @@
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#include "misc_cmd.h"
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#include "timer/timer.h"
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#include "timer/timer_game_calendar.h"
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#include "timer/timer_game_realtime.h"
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#include "timer/timer_game_tick.h"
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#include "linkgraph/linkgraphschedule.h"
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@@ -103,12 +104,12 @@ bool _request_newgrf_scan = false;
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NewGRFScanCallback *_request_newgrf_scan_callback = nullptr;
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/** Available settings for autosave intervals. */
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static const TimerGameCalendar::Month _autosave_months[] = {
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0, ///< never
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1, ///< every month
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3, ///< every 3 months
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6, ///< every 6 months
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12, ///< every 12 months
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static const std::chrono::milliseconds _autosave_ticks[] = {
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std::chrono::minutes::zero(), ///< never
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std::chrono::minutes(10),
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std::chrono::minutes(30),
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std::chrono::minutes(60),
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std::chrono::minutes(120),
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};
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/**
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@@ -1033,6 +1034,9 @@ void SwitchToMode(SwitchMode new_mode)
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/* Make sure all AI controllers are gone at quitting game */
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if (new_mode != SM_SAVE_GAME) AI::KillAll();
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/* When we change mode, reset the autosave. */
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if (new_mode != SM_SAVE_GAME) ChangeAutosaveFrequency(true);
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switch (new_mode) {
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case SM_EDITOR: // Switch to scenario editor
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MakeNewEditorWorld();
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@@ -1415,23 +1419,35 @@ void StateGameLoop()
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assert(IsLocalCompany());
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}
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static IntervalTimer<TimerGameCalendar> _autosave_interval({TimerGameCalendar::MONTH, TimerGameCalendar::Priority::AUTOSAVE}, [](auto)
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/** Interval for regular autosaves. Initialized at zero to disable till settings are loaded. */
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static IntervalTimer<TimerGameRealtime> _autosave_interval({std::chrono::milliseconds::zero(), TimerGameRealtime::AUTOSAVE}, [](auto)
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{
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if (_settings_client.gui.autosave == 0) return;
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if ((TimerGameCalendar::month % _autosave_months[_settings_client.gui.autosave]) != 0) return;
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/* We reset the command-during-pause mode here, so we don't continue
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* to make auto-saves when nothing more is changing. */
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_pause_mode &= ~PM_COMMAND_DURING_PAUSE;
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_do_autosave = true;
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SetWindowDirty(WC_STATUS_BAR, 0);
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static FiosNumberedSaveName _autosave_ctr("autosave");
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DoAutoOrNetsave(_autosave_ctr);
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_do_autosave = false;
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SetWindowDirty(WC_STATUS_BAR, 0);
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});
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/**
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* Create an autosave. The default name is "autosave#.sav". However with
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* the setting 'keep_all_autosave' the name defaults to company-name + date
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* Reset the interval of the autosave.
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*
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* If reset is not set, this does not set the elapsed time on the timer,
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* so if the interval is smaller, it might result in an autosave being done
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* immediately.
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*
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* @param reset Whether to reset the timer back to zero, or to continue.
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*/
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static void DoAutosave()
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void ChangeAutosaveFrequency(bool reset)
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{
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static FiosNumberedSaveName _autosave_ctr("autosave");
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DoAutoOrNetsave(_autosave_ctr);
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_autosave_interval.SetInterval({_autosave_ticks[_settings_client.gui.autosave], TimerGameRealtime::AUTOSAVE}, reset);
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}
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/**
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@@ -1469,11 +1485,14 @@ void GameLoop()
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ProcessAsyncSaveFinish();
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/* autosave game? */
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if (_do_autosave) {
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DoAutosave();
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_do_autosave = false;
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SetWindowDirty(WC_STATUS_BAR, 0);
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if (_game_mode == GM_NORMAL) {
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static auto last_time = std::chrono::steady_clock::now();
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auto now = std::chrono::steady_clock::now();
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auto delta_ms = std::chrono::duration_cast<std::chrono::milliseconds>(now - last_time);
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if (delta_ms.count() != 0) {
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TimerManager<TimerGameRealtime>::Elapsed(delta_ms);
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last_time = now;
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}
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}
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/* switch game mode? */
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