Commit Graph

1391 Commits

Author SHA1 Message Date
Loïc Guilloux
460991ecf4 Feature: Persistant rotation of numbered auto/netsave after restart (#9397)
It was always starting from 0 on openttd restart.
Now the most recent auto/netsave number will be used as a base to generate the next filename.
2021-07-17 12:48:35 +02:00
glx22
afea5e85ae Fix 433f74e: GetString() requires a language pack 2021-07-16 23:01:08 +02:00
Jonathan G Rennison
f9f83df92d Change dedicated debug level to net=3 2021-07-12 18:32:08 +01:00
Stephan
a70aa5df49 Add #9188: netsave now keeps multiple version around, similar to autosave (#9395) 2021-07-09 21:44:02 +02:00
Jonathan G Rennison
f90d7662d8 Increase verbosity of station docking mismatch check in CheckCaches 2021-07-03 23:16:57 +01:00
Jonathan G Rennison
1819a4218b Clear signal speed restriction at game shutdown 2021-06-27 04:41:46 +01:00
rubidium42
55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
rubidium42
e588923bff Codechange: add std::string accepting SetDParamStr to ErrorMessageData 2021-06-13 10:26:58 +02:00
Jonathan G Rennison
e5696e6b5a Fix owner legend colours when gui.starting_colour setting used 2021-06-12 02:26:34 +01:00
Patric Stout
ed3946e295 Add: '-X' option to ignore global folders in the search path (#9341)
This is extreme useful for automated testing. Without this, OpenTTD
will always look in your personal-dir (like ~/.local/share/openttd
or %USER%\Documents\OpenTTD). For most users this is exactly what
we want, that there is a shared place for all their files.

However, for automated testing this is rather annoying, as your
local development files influence the automated test. As such,
'-X' counters this, and only gives the local folders. This is
especially useful in combination with '-x' and '-c'.
2021-06-10 23:13:34 +02:00
Rubidium
e227bbaff0 Cleanup: remove the old FIO slot functions
(cherry picked from commit fa6abe1646)
2021-05-30 22:02:14 +01:00
glx22
5799402f7a Codechange: Rename window related DeleteXXX to match new behaviour 2021-05-29 21:08:25 +02:00
rubidium42
44ca7d9377 Change: Use gender-neutral pronouns 2021-05-15 10:16:48 +02:00
rubidium42
297d6e20bf Codechange: [Network] Pass passwords as std::string to the network code 2021-05-14 23:22:04 +02:00
William Davis
879de9781b Change: Use gender-neutral pronouns in console command messages (and comments) (#9203)
(cherry picked from commit 881e1da51d)
2021-05-14 18:15:00 +01:00
rubidium42
c73d64adf9 Codechange: move passwords in settings to std::string 2021-05-13 23:13:17 +02:00
glx22
38c97e1492 Codechange: Replace TILE_AREA_LOOP with range-based for loops 2021-05-13 00:13:54 +02:00
Patric Stout
b136e65cf9 Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
Rubidium
fa6abe1646 Cleanup: remove the old FIO slot functions 2021-05-08 12:39:34 +02:00
William Davis
881e1da51d Change: Use gender-neutral pronouns in console command messages (and comments) (#9203) 2021-05-08 11:02:30 +01:00
rubidium42
3d91eee919 Codechange: [Network] Move connection string parsing away from C-strings 2021-05-06 20:33:26 +02:00
glx22
dfe616bef4 Codechange: Replace window related FOR_ALL with range-based for loops
(cherry picked from commit 14e92bd8e2)
2021-05-06 19:32:36 +01:00
rubidium42
e7581fd42d Change: [Network] Update server's NetworkServerGameInfo only when needed
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
2021-05-05 21:01:23 +02:00
Jonathan G Rennison
a9515456cb Merge branch 'master' into jgrpp
# Conflicts:
#	src/network/core/os_abstraction.h
#	src/network/core/tcp_content.h
#	src/network/core/udp.cpp
#	src/table/currency_settings.ini
#	src/table/settings.h.preamble
2021-05-03 21:59:49 +01:00
rubidium42
05394d5216 Fix #6598: Prevent invalid memory accesses when abandoning a join from within a network game
One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list.
Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server.
2021-05-01 18:30:08 +02:00
rubidium42
a61696d6c5 Change: [Network] Encapsulate logic about the connection string to the network code (#23) 2021-04-29 20:12:11 +02:00
Patric Stout
be37a2cab8 Codechange: use NetworkAddress instead of two host/port variables where possible
This also means we no longer need last_host/last_port, but can
just use a single last_joined setting.
2021-04-29 20:12:11 +02:00
rubidium42
cbad518bf3 Codechange: [Network] Do not leak os_abstraction.h via network_func 2021-04-27 18:17:34 +01:00
Jonathan G Rennison
ba418f9d0d Merge branch 'master' into jgrpp
# Conflicts:
#	src/lang/simplified_chinese.txt
#	src/network/core/tcp_content.cpp
#	src/network/core/udp.cpp
#	src/network/network_server.cpp
#	src/saveload/linkgraph_sl.cpp
#	src/table/gameopt_settings.ini
2021-04-25 01:23:52 +01:00
Patric Stout
31897eaa7d Codechange: split ParseConnectionString into two functions
One also looks for a company, the other doesn't. There were more
uses of the latter than the first, leaving very weird code all
over the place.
2021-04-20 17:34:04 +02:00
Patric Stout
f4bd3fff5e Remove: "map_name" from server announcements / listing
The idea back in the days was nice, but it never resulted in
anything useful. Most servers either read "(loaded game)" or
"Random Map", neither being useful. It was meant for heightmaps,
so you could find a server that was using a specific one .. but
there are many things wrong with that idea. Mostly, servers tend
to save and load savegames from time to time, after which the
original heightmap used was lost.

All in all, removing map_name all together is just better.
2021-04-20 17:24:38 +02:00
Jonathan G Rennison
b514d29db1 Replace TrainCache::cached_tilt with a flags field 2021-04-15 20:56:45 +01:00
Jonathan G Rennison
e623560120 Fix 4c2e42fa: Wrong town caches when loading pre more-houses savegame 2021-04-14 19:49:35 +01:00
Jonathan G Rennison
253d54ce05 Merge branch 'master' into jgrpp
# Conflicts:
#	src/lang/french.txt
#	src/network/network_udp.cpp
2021-04-12 22:59:30 +01:00
rubidium42
c4bccd4f70 Fix #8874: show a warning when a NewGRF scan is requested multiple times from the console (#9022) 2021-04-12 20:53:04 +02:00
Jonathan G Rennison
272e583478 Merge branch 'master' into jgrpp
# Conflicts:
#	src/lang/korean.txt
#	src/settings.cpp
2021-04-12 00:22:13 +01:00
rubidium42
df045b92ea Fix #9008: Validate starting year given on the command line. (#9014)
An invalid starting year causes all sorts of weird behaviour and crashes in map generation.

Now just set the appropriate setting via IConsoleSetSetting so the validation
and, if needed, clamping is performed on the starting year value.
2021-04-11 13:52:55 +02:00
Jonathan G Rennison
d7b536ca78 Fix e094b7f1: Wrong include path 2021-04-06 18:46:12 +01:00
Jonathan G Rennison
63ddf7f587 Crashlog: Update thread/lock handling to match GameLoop changes 2021-04-06 18:43:50 +01:00
Jonathan G Rennison
e094b7f1d6 Partially fix thread safety issues around _cur_palette
Replaces: 4c59dfb6
See also: https://github.com/OpenTTD/OpenTTD/issues/8712
2021-04-05 23:34:01 +01:00
Jonathan G Rennison
2a13c8623c Revert: 4c59dfb6, move DoPaletteAnimations back into GameLoop
Race fix to follow
2021-04-05 19:55:53 +01:00
Jonathan G Rennison
5e14b54a0c Merge branch 'master' into jgrpp 2021-04-05 17:51:45 +01:00
Jonathan G Rennison
26a123b708 Realistic braking: Cache offset of centre of mass of train 2021-04-03 21:25:04 +01:00
Jonathan G Rennison
f53697ce76 Windows: Call SetThreadStackGuarantee for all threads, not just main thread 2021-03-12 17:30:40 +00:00
Jonathan G Rennison
4361a6dbf4 Avoid undefined behaviour const_casting std::string c_str()
Use non-const data() instead

See: #224
2021-03-11 01:33:06 +00:00
Patric Stout
5426cb3baf Fix: abort GRFFileScanner on exiting the game as soon as possible
This prevents the window from "freezing" when you close it during
the scanning of NewGRFs, as it first would continue the action.
2021-03-10 13:41:18 +01:00
Patric Stout
b349ef6e71 Fix: don't update framerates when a modal window is open
Otherwise the numbers are all over the place when a modal window
just closed.
2021-03-10 13:41:18 +01:00
Patric Stout
970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
Patric Stout
47e11fa3f2 Codechange: only run InteractiveRandom() from the draw-thread (#8831)
Otherwise both the draw-thread and game-thread can do it both
at the same time, which gives rather unwanted side-effects.

Calling it from the draw-thread alone is sufficient, as we just
want to create some unpredictable randomness for the player. The
draw-thread is a lot more active (normally) than the game-thread,
so it is the best place of the two to do this.
Additionally, InteractiveRandom() mostly has to do with visuals
that are client-side-only, so more related to drawing than to
game.
2021-03-09 20:30:37 +01:00
Jonathan G Rennison
edeced8fce Zstd: Enable zstd for autosaves
See also: https://github.com/OpenTTD/OpenTTD/pull/8773
2021-03-01 18:59:03 +00:00