
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.
(cherry picked from commit f5fad88723
)
70 lines
2.3 KiB
C++
70 lines
2.3 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file timer_game_realtime.cpp
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* This file implements the timer logic for the real time game-timer.
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*/
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "timer.h"
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#include "timer_game_realtime.h"
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#include "../safeguards.h"
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template<>
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void IntervalTimer<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
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{
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if (this->period.period == std::chrono::milliseconds::zero()) return;
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if (this->period.flag == TimerGameRealtime::PeriodFlags::AUTOSAVE && _pause_mode != PM_UNPAUSED && (_pause_mode & PM_COMMAND_DURING_PAUSE) == 0) return;
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if (this->period.flag == TimerGameRealtime::PeriodFlags::UNPAUSED && _pause_mode != PM_UNPAUSED) return;
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this->storage.elapsed += delta;
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uint count = 0;
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while (this->storage.elapsed >= this->period.period) {
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this->storage.elapsed -= this->period.period;
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count++;
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}
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if (count > 0) {
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this->callback(count);
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}
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}
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template<>
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void TimeoutTimer<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
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{
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if (this->fired) return;
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if (this->period.period == std::chrono::milliseconds::zero()) return;
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if (this->period.flag == TimerGameRealtime::PeriodFlags::AUTOSAVE && _pause_mode != PM_UNPAUSED && (_pause_mode & PM_COMMAND_DURING_PAUSE) == 0) return;
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if (this->period.flag == TimerGameRealtime::PeriodFlags::UNPAUSED && _pause_mode != PM_UNPAUSED) return;
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this->storage.elapsed += delta;
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if (this->storage.elapsed >= this->period.period) {
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this->callback();
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this->fired = true;
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}
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}
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template<>
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void TimerManager<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
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{
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for (auto timer : TimerManager<TimerGameRealtime>::GetTimers()) {
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timer->Elapsed(delta);
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}
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}
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#ifdef WITH_ASSERT
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template<>
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void TimerManager<TimerGameRealtime>::Validate(TimerGameRealtime::TPeriod)
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{
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}
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#endif /* WITH_ASSERT */
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