1747 lines
		
	
	
		
			57 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1747 lines
		
	
	
		
			57 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 settings.cpp
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 * All actions handling saving and loading of the settings/configuration goes on in this file.
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 * The file consists of three parts:
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 * <ol>
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 * <li>Parsing the configuration file (openttd.cfg). This is achieved with the ini_ functions which
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 *     handle various types, such as normal 'key = value' pairs, lists and value combinations of
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 *     lists, strings, integers, 'bit'-masks and element selections.
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 * <li>Handle reading and writing to the setting-structures from inside the game either from
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 *     the console for example or through the gui with CMD_ functions.
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 * <li>Handle saving/loading of the PATS chunk inside the savegame.
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 * </ol>
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 * @see SettingDesc
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 * @see SaveLoad
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 */
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#include "stdafx.h"
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#include <charconv>
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#include "settings_table.h"
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#include "debug.h"
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#include "currency.h"
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#include "network/network.h"
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#include "network/network_func.h"
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#include "network/core/config.h"
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#include "command_func.h"
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#include "console_func.h"
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#include "genworld.h"
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#include "window_func.h"
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#include "company_func.h"
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#include "rev.h"
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#include "error.h"
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#include "gamelog.h"
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#include "settings_func.h"
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#include "ini_type.h"
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#include "ai/ai_config.hpp"
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#include "game/game_config.hpp"
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#include "newgrf_config.h"
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#include "fios.h"
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#include "fileio_func.h"
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#include "settings_cmd.h"
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#include "table/strings.h"
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#include "safeguards.h"
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ClientSettings _settings_client;
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GameSettings _settings_game;     ///< Game settings of a running game or the scenario editor.
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GameSettings _settings_newgame;  ///< Game settings for new games (updated from the intro screen).
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VehicleDefaultSettings _old_vds; ///< Used for loading default vehicles settings from old savegames.
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std::string _config_file; ///< Configuration file of OpenTTD.
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std::string _private_file; ///< Private configuration file of OpenTTD.
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std::string _secrets_file; ///< Secrets configuration file of OpenTTD.
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typedef std::list<ErrorMessageData> ErrorList;
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static ErrorList _settings_error_list; ///< Errors while loading minimal settings.
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/**
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 * List of all the generic setting tables.
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 *
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 * There are a few tables that are special and not processed like the rest:
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 * - _currency_settings
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 * - _misc_settings
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 * - _company_settings
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 * - _win32_settings
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 * As such, they are not part of this list.
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 */
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static auto &GenericSettingTables()
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{
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	static const SettingTable _generic_setting_tables[] = {
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		_difficulty_settings,
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		_economy_settings,
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		_game_settings,
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		_gui_settings,
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		_linkgraph_settings,
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		_locale_settings,
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		_multimedia_settings,
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		_network_settings,
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		_news_display_settings,
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		_pathfinding_settings,
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		_script_settings,
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		_world_settings,
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	};
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	return _generic_setting_tables;
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}
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/**
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 * List of all the private setting tables.
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 */
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static auto &PrivateSettingTables()
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{
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	static const SettingTable _private_setting_tables[] = {
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		_network_private_settings,
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	};
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	return _private_setting_tables;
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}
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/**
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 * List of all the secrets setting tables.
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 */
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static auto &SecretSettingTables()
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{
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	static const SettingTable _secrets_setting_tables[] = {
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		_network_secrets_settings,
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	};
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	return _secrets_setting_tables;
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}
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typedef void SettingDescProc(IniFile &ini, const SettingTable &desc, const char *grpname, void *object, bool only_startup);
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typedef void SettingDescProcList(IniFile &ini, const char *grpname, StringList &list);
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static bool IsSignedVarMemType(VarType vt)
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{
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	switch (GetVarMemType(vt)) {
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		case SLE_VAR_I8:
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		case SLE_VAR_I16:
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		case SLE_VAR_I32:
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		case SLE_VAR_I64:
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			return true;
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	}
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	return false;
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}
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/**
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 * IniFile to store a configuration.
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 */
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class ConfigIniFile : public IniFile {
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private:
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	inline static const char * const list_group_names[] = {
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		"bans",
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		"newgrf",
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		"servers",
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		"server_bind_addresses",
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		nullptr,
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	};
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public:
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	ConfigIniFile(const std::string &filename) : IniFile(list_group_names)
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	{
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		this->LoadFromDisk(filename, NO_DIRECTORY);
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	}
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};
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/**
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 * Ini-file versions.
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 *
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 * Sometimes we move settings between different ini-files, as we need to know
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 * when we have to load/remove it from the old versus reading it from the new
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 * location. These versions assist with situations like that.
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 */
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enum IniFileVersion : uint32 {
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	IFV_0,               ///< 0  All versions prior to introduction.
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	IFV_PRIVATE_SECRETS, ///< 1  PR#9298  Moving of settings from openttd.cfg to private.cfg / secrets.cfg.
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	IFV_GAME_TYPE,       ///< 2  PR#9515  Convert server_advertise to server_game_type.
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	IFV_MAX_VERSION,     ///< Highest possible ini-file version.
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};
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const uint16 INIFILE_VERSION = (IniFileVersion)(IFV_MAX_VERSION - 1); ///< Current ini-file version of OpenTTD.
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/**
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 * Find the index value of a ONEofMANY type in a string separated by |
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 * @param str the current value of the setting for which a value needs found
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 * @param len length of the string
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 * @param many full domain of values the ONEofMANY setting can have
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 * @return the integer index of the full-list, or -1 if not found
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 */
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size_t OneOfManySettingDesc::ParseSingleValue(const char *str, size_t len, const std::vector<std::string> &many)
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{
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	/* check if it's an integer */
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	if (isdigit(*str)) return strtoul(str, nullptr, 0);
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	size_t idx = 0;
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	for (auto one : many) {
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		if (one.size() == len && strncmp(one.c_str(), str, len) == 0) return idx;
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		idx++;
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	}
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	return (size_t)-1;
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}
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/**
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 * Find the set-integer value MANYofMANY type in a string
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 * @param many full domain of values the MANYofMANY setting can have
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 * @param str the current string value of the setting, each individual
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 * of separated by a whitespace,tab or | character
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 * @return the 'fully' set integer, or -1 if a set is not found
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 */
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static size_t LookupManyOfMany(const std::vector<std::string> &many, const char *str)
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{
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	const char *s;
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	size_t r;
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	size_t res = 0;
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	for (;;) {
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		/* skip "whitespace" */
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		while (*str == ' ' || *str == '\t' || *str == '|') str++;
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		if (*str == 0) break;
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		s = str;
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		while (*s != 0 && *s != ' ' && *s != '\t' && *s != '|') s++;
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		r = OneOfManySettingDesc::ParseSingleValue(str, s - str, many);
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		if (r == (size_t)-1) return r;
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		SetBit(res, (uint8)r); // value found, set it
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		if (*s == 0) break;
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		str = s + 1;
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	}
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	return res;
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}
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/**
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 * Parse an integerlist string and set each found value
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 * @param p the string to be parsed. Each element in the list is separated by a
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 * comma or a space character
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 * @param items pointer to the integerlist-array that will be filled with values
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 * @param maxitems the maximum number of elements the integerlist-array has
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 * @return returns the number of items found, or -1 on an error
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 */
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template<typename T>
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static int ParseIntList(const char *p, T *items, int maxitems)
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{
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	int n = 0; // number of items read so far
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	bool comma = false; // do we accept comma?
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	while (*p != '\0') {
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		switch (*p) {
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			case ',':
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				/* Do not accept multiple commas between numbers */
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				if (!comma) return -1;
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				comma = false;
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				FALLTHROUGH;
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			case ' ':
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				p++;
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				break;
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			default: {
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				if (n == maxitems) return -1; // we don't accept that many numbers
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				char *end;
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				unsigned long v = strtoul(p, &end, 0);
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				if (p == end) return -1; // invalid character (not a number)
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				if (sizeof(T) < sizeof(v)) v = Clamp<unsigned long>(v, std::numeric_limits<T>::min(), std::numeric_limits<T>::max());
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				items[n++] = v;
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				p = end; // first non-number
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				comma = true; // we accept comma now
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				break;
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			}
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		}
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	}
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	/* If we have read comma but no number after it, fail.
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	 * We have read comma when (n != 0) and comma is not allowed */
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	if (n != 0 && !comma) return -1;
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	return n;
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}
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/**
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 * Load parsed string-values into an integer-array (intlist)
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 * @param str the string that contains the values (and will be parsed)
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 * @param array pointer to the integer-arrays that will be filled
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 * @param nelems the number of elements the array holds. Maximum is 64 elements
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 * @param type the type of elements the array holds (eg INT8, UINT16, etc.)
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 * @return return true on success and false on error
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 */
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static bool LoadIntList(const char *str, void *array, int nelems, VarType type)
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{
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	unsigned long items[64];
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	int i, nitems;
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	if (str == nullptr) {
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		memset(items, 0, sizeof(items));
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		nitems = nelems;
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	} else {
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		nitems = ParseIntList(str, items, lengthof(items));
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		if (nitems != nelems) return false;
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	}
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	switch (type) {
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		case SLE_VAR_BL:
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		case SLE_VAR_I8:
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		case SLE_VAR_U8:
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			for (i = 0; i != nitems; i++) ((byte*)array)[i] = items[i];
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			break;
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		case SLE_VAR_I16:
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		case SLE_VAR_U16:
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			for (i = 0; i != nitems; i++) ((uint16*)array)[i] = items[i];
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			break;
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		case SLE_VAR_I32:
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		case SLE_VAR_U32:
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			for (i = 0; i != nitems; i++) ((uint32*)array)[i] = items[i];
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			break;
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		default: NOT_REACHED();
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	}
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	return true;
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}
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 | 
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/**
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 * Convert an integer-array (intlist) to a string representation. Each value
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 * is separated by a comma or a space character
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 * @param buf output buffer where the string-representation will be stored
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 * @param last last item to write to in the output buffer
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 * @param array pointer to the integer-arrays that is read from
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 * @param nelems the number of elements the array holds.
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 * @param type the type of elements the array holds (eg INT8, UINT16, etc.)
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 */
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void ListSettingDesc::FormatValue(char *buf, const char *last, const void *object) const
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{
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	const byte *p = static_cast<const byte *>(GetVariableAddress(object, this->save));
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	int i, v = 0;
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	for (i = 0; i != this->save.length; i++) {
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		switch (GetVarMemType(this->save.conv)) {
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			case SLE_VAR_BL:
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			case SLE_VAR_I8:  v = *(const   int8 *)p; p += 1; break;
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			case SLE_VAR_U8:  v = *(const  uint8 *)p; p += 1; break;
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			case SLE_VAR_I16: v = *(const  int16 *)p; p += 2; break;
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			case SLE_VAR_U16: v = *(const uint16 *)p; p += 2; break;
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			case SLE_VAR_I32: v = *(const  int32 *)p; p += 4; break;
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			case SLE_VAR_U32: v = *(const uint32 *)p; p += 4; break;
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			default: NOT_REACHED();
 | 
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		}
 | 
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		if (IsSignedVarMemType(this->save.conv)) {
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			buf += seprintf(buf, last, (i == 0) ? "%d" : ",%d", v);
 | 
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		} else {
 | 
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			buf += seprintf(buf, last, (i == 0) ? "%u" : ",%u", v);
 | 
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		}
 | 
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	}
 | 
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}
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char *OneOfManySettingDesc::FormatSingleValue(char *buf, const char *last, uint id) const
 | 
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{
 | 
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	if (id >= this->many.size()) {
 | 
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		return buf + seprintf(buf, last, "%d", id);
 | 
						|
	}
 | 
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	return strecpy(buf, this->many[id].c_str(), last);
 | 
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}
 | 
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 | 
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void OneOfManySettingDesc::FormatValue(char *buf, const char *last, const void *object) const
 | 
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{
 | 
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	uint id = (uint)this->Read(object);
 | 
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	this->FormatSingleValue(buf, last, id);
 | 
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}
 | 
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 | 
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void ManyOfManySettingDesc::FormatValue(char *buf, const char *last, const void *object) const
 | 
						|
{
 | 
						|
	uint bitmask = (uint)this->Read(object);
 | 
						|
	if (bitmask == 0) {
 | 
						|
		buf[0] = '\0';
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	bool first = true;
 | 
						|
	for (uint id : SetBitIterator(bitmask)) {
 | 
						|
		if (!first) buf = strecpy(buf, "|", last);
 | 
						|
		buf = this->FormatSingleValue(buf, last, id);
 | 
						|
		first = false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Convert a string representation (external) of an integer-like setting to an integer.
 | 
						|
 * @param str Input string that will be parsed based on the type of desc.
 | 
						|
 * @return The value from the parse string, or the default value of the setting.
 | 
						|
 */
 | 
						|
size_t IntSettingDesc::ParseValue(const char *str) const
 | 
						|
{
 | 
						|
	char *end;
 | 
						|
	size_t val = strtoul(str, &end, 0);
 | 
						|
	if (end == str) {
 | 
						|
		ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
 | 
						|
		msg.SetDParamStr(0, str);
 | 
						|
		msg.SetDParamStr(1, this->GetName());
 | 
						|
		_settings_error_list.push_back(msg);
 | 
						|
		return this->def;
 | 
						|
	}
 | 
						|
	if (*end != '\0') {
 | 
						|
		ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_TRAILING_CHARACTERS);
 | 
						|
		msg.SetDParamStr(0, this->GetName());
 | 
						|
		_settings_error_list.push_back(msg);
 | 
						|
	}
 | 
						|
	return val;
 | 
						|
}
 | 
						|
 | 
						|
size_t OneOfManySettingDesc::ParseValue(const char *str) const
 | 
						|
{
 | 
						|
	size_t r = OneOfManySettingDesc::ParseSingleValue(str, strlen(str), this->many);
 | 
						|
	/* if the first attempt of conversion from string to the appropriate value fails,
 | 
						|
		* look if we have defined a converter from old value to new value. */
 | 
						|
	if (r == (size_t)-1 && this->many_cnvt != nullptr) r = this->many_cnvt(str);
 | 
						|
	if (r != (size_t)-1) return r; // and here goes converted value
 | 
						|
 | 
						|
	ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
 | 
						|
	msg.SetDParamStr(0, str);
 | 
						|
	msg.SetDParamStr(1, this->GetName());
 | 
						|
	_settings_error_list.push_back(msg);
 | 
						|
	return this->def;
 | 
						|
}
 | 
						|
 | 
						|
size_t ManyOfManySettingDesc::ParseValue(const char *str) const
 | 
						|
{
 | 
						|
	size_t r = LookupManyOfMany(this->many, str);
 | 
						|
	if (r != (size_t)-1) return r;
 | 
						|
	ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
 | 
						|
	msg.SetDParamStr(0, str);
 | 
						|
	msg.SetDParamStr(1, this->GetName());
 | 
						|
	_settings_error_list.push_back(msg);
 | 
						|
	return this->def;
 | 
						|
}
 | 
						|
 | 
						|
size_t BoolSettingDesc::ParseValue(const char *str) const
 | 
						|
{
 | 
						|
	if (strcmp(str, "true") == 0 || strcmp(str, "on") == 0 || strcmp(str, "1") == 0) return true;
 | 
						|
	if (strcmp(str, "false") == 0 || strcmp(str, "off") == 0 || strcmp(str, "0") == 0) return false;
 | 
						|
 | 
						|
	ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
 | 
						|
	msg.SetDParamStr(0, str);
 | 
						|
	msg.SetDParamStr(1, this->GetName());
 | 
						|
	_settings_error_list.push_back(msg);
 | 
						|
	return this->def;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Make the value valid and then write it to the setting.
 | 
						|
 * See #MakeValidValid and #Write for more details.
 | 
						|
 * @param object The object the setting is to be saved in.
 | 
						|
 * @param val Signed version of the new value.
 | 
						|
 */
 | 
						|
void IntSettingDesc::MakeValueValidAndWrite(const void *object, int32 val) const
 | 
						|
{
 | 
						|
	this->MakeValueValid(val);
 | 
						|
	this->Write(object, val);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Make the value valid given the limitations of this setting.
 | 
						|
 *
 | 
						|
 * In the case of int settings this is ensuring the value is between the minimum and
 | 
						|
 * maximum value, with a special case for 0 if SF_GUI_0_IS_SPECIAL is set.
 | 
						|
 * This is generally done by clamping the value so it is within the allowed value range.
 | 
						|
 * However, for SF_GUI_DROPDOWN the default is used when the value is not valid.
 | 
						|
 * @param val The value to make valid.
 | 
						|
 */
 | 
						|
void IntSettingDesc::MakeValueValid(int32 &val) const
 | 
						|
{
 | 
						|
	/* We need to take special care of the uint32 type as we receive from the function
 | 
						|
	 * a signed integer. While here also bail out on 64-bit settings as those are not
 | 
						|
	 * supported. Unsigned 8 and 16-bit variables are safe since they fit into a signed
 | 
						|
	 * 32-bit variable
 | 
						|
	 * TODO: Support 64-bit settings/variables; requires 64 bit over command protocol! */
 | 
						|
	switch (GetVarMemType(this->save.conv)) {
 | 
						|
		case SLE_VAR_NULL: return;
 | 
						|
		case SLE_VAR_BL:
 | 
						|
		case SLE_VAR_I8:
 | 
						|
		case SLE_VAR_U8:
 | 
						|
		case SLE_VAR_I16:
 | 
						|
		case SLE_VAR_U16:
 | 
						|
		case SLE_VAR_I32: {
 | 
						|
			/* Override the minimum value. No value below this->min, except special value 0 */
 | 
						|
			if (!(this->flags & SF_GUI_0_IS_SPECIAL) || val != 0) {
 | 
						|
				if (!(this->flags & SF_GUI_DROPDOWN)) {
 | 
						|
					/* Clamp value-type setting to its valid range */
 | 
						|
					val = Clamp(val, this->min, this->max);
 | 
						|
				} else if (val < this->min || val > (int32)this->max) {
 | 
						|
					/* Reset invalid discrete setting (where different values change gameplay) to its default value */
 | 
						|
					val = this->def;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
		case SLE_VAR_U32: {
 | 
						|
			/* Override the minimum value. No value below this->min, except special value 0 */
 | 
						|
			uint32 uval = (uint32)val;
 | 
						|
			if (!(this->flags & SF_GUI_0_IS_SPECIAL) || uval != 0) {
 | 
						|
				if (!(this->flags & SF_GUI_DROPDOWN)) {
 | 
						|
					/* Clamp value-type setting to its valid range */
 | 
						|
					uval = ClampU(uval, this->min, this->max);
 | 
						|
				} else if (uval < (uint)this->min || uval > this->max) {
 | 
						|
					/* Reset invalid discrete setting to its default value */
 | 
						|
					uval = (uint32)this->def;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			val = (int32)uval;
 | 
						|
			return;
 | 
						|
		}
 | 
						|
		case SLE_VAR_I64:
 | 
						|
		case SLE_VAR_U64:
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the value of a setting.
 | 
						|
 * @param object The object the setting is to be saved in.
 | 
						|
 * @param val Signed version of the new value.
 | 
						|
 */
 | 
						|
void IntSettingDesc::Write(const void *object, int32 val) const
 | 
						|
{
 | 
						|
	void *ptr = GetVariableAddress(object, this->save);
 | 
						|
	WriteValue(ptr, this->save.conv, (int64)val);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Read the integer from the the actual setting.
 | 
						|
 * @param object The object the setting is to be saved in.
 | 
						|
 * @return The value of the saved integer.
 | 
						|
 */
 | 
						|
int32 IntSettingDesc::Read(const void *object) const
 | 
						|
{
 | 
						|
	void *ptr = GetVariableAddress(object, this->save);
 | 
						|
	return (int32)ReadValue(ptr, this->save.conv);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Make the value valid given the limitations of this setting.
 | 
						|
 *
 | 
						|
 * In the case of string settings this is ensuring the string contains only accepted
 | 
						|
 * Utf8 characters and is at most the maximum length defined in this setting.
 | 
						|
 * @param str The string to make valid.
 | 
						|
 */
 | 
						|
void StringSettingDesc::MakeValueValid(std::string &str) const
 | 
						|
{
 | 
						|
	if (this->max_length == 0 || str.size() < this->max_length) return;
 | 
						|
 | 
						|
	/* In case a maximum length is imposed by the setting, the length
 | 
						|
	 * includes the '\0' termination for network transfer purposes.
 | 
						|
	 * Also ensure the string is valid after chopping of some bytes. */
 | 
						|
	std::string stdstr(str, this->max_length - 1);
 | 
						|
	str.assign(StrMakeValid(stdstr, SVS_NONE));
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Write a string to the actual setting.
 | 
						|
 * @param object The object the setting is to be saved in.
 | 
						|
 * @param str The string to save.
 | 
						|
 */
 | 
						|
void StringSettingDesc::Write(const void *object, const std::string &str) const
 | 
						|
{
 | 
						|
	reinterpret_cast<std::string *>(GetVariableAddress(object, this->save))->assign(str);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Read the string from the the actual setting.
 | 
						|
 * @param object The object the setting is to be saved in.
 | 
						|
 * @return The value of the saved string.
 | 
						|
 */
 | 
						|
const std::string &StringSettingDesc::Read(const void *object) const
 | 
						|
{
 | 
						|
	return *reinterpret_cast<std::string *>(GetVariableAddress(object, this->save));
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Load values from a group of an IniFile structure into the internal representation
 | 
						|
 * @param ini pointer to IniFile structure that holds administrative information
 | 
						|
 * @param settings_table table with SettingDesc structures whose internally pointed variables will
 | 
						|
 *        be given values
 | 
						|
 * @param grpname the group of the IniFile to search in for the new values
 | 
						|
 * @param object pointer to the object been loaded
 | 
						|
 * @param only_startup load only the startup settings set
 | 
						|
 */
 | 
						|
static void IniLoadSettings(IniFile &ini, const SettingTable &settings_table, const char *grpname, void *object, bool only_startup)
 | 
						|
{
 | 
						|
	IniGroup *group;
 | 
						|
	IniGroup *group_def = ini.GetGroup(grpname);
 | 
						|
 | 
						|
	for (auto &desc : settings_table) {
 | 
						|
		const SettingDesc *sd = GetSettingDesc(desc);
 | 
						|
		if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
 | 
						|
		if (sd->startup != only_startup) continue;
 | 
						|
 | 
						|
		/* For settings.xx.yy load the settings from [xx] yy = ? */
 | 
						|
		std::string s{ sd->GetName() };
 | 
						|
		auto sc = s.find('.');
 | 
						|
		if (sc != std::string::npos) {
 | 
						|
			group = ini.GetGroup(s.substr(0, sc));
 | 
						|
			s = s.substr(sc + 1);
 | 
						|
		} else {
 | 
						|
			group = group_def;
 | 
						|
		}
 | 
						|
 | 
						|
		IniItem *item = group->GetItem(s, false);
 | 
						|
		if (item == nullptr && group != group_def) {
 | 
						|
			/* For settings.xx.yy load the settings from [settings] yy = ? in case the previous
 | 
						|
			 * did not exist (e.g. loading old config files with a [settings] section */
 | 
						|
			item = group_def->GetItem(s, false);
 | 
						|
		}
 | 
						|
		if (item == nullptr) {
 | 
						|
			/* For settings.xx.zz.yy load the settings from [zz] yy = ? in case the previous
 | 
						|
			 * did not exist (e.g. loading old config files with a [yapf] section */
 | 
						|
			sc = s.find('.');
 | 
						|
			if (sc != std::string::npos) item = ini.GetGroup(s.substr(0, sc))->GetItem(s.substr(sc + 1), false);
 | 
						|
		}
 | 
						|
 | 
						|
		sd->ParseValue(item, object);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void IntSettingDesc::ParseValue(const IniItem *item, void *object) const
 | 
						|
{
 | 
						|
	size_t val = (item == nullptr) ? this->def : this->ParseValue(item->value.has_value() ? item->value->c_str() : "");
 | 
						|
	this->MakeValueValidAndWrite(object, (int32)val);
 | 
						|
}
 | 
						|
 | 
						|
void StringSettingDesc::ParseValue(const IniItem *item, void *object) const
 | 
						|
{
 | 
						|
	std::string str = (item == nullptr) ? this->def : item->value.value_or("");
 | 
						|
	this->MakeValueValid(str);
 | 
						|
	this->Write(object, str);
 | 
						|
}
 | 
						|
 | 
						|
void ListSettingDesc::ParseValue(const IniItem *item, void *object) const
 | 
						|
{
 | 
						|
	const char *str = (item == nullptr) ? this->def : item->value.has_value() ? item->value->c_str() : nullptr;
 | 
						|
	void *ptr = GetVariableAddress(object, this->save);
 | 
						|
	if (!LoadIntList(str, ptr, this->save.length, GetVarMemType(this->save.conv))) {
 | 
						|
		ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY);
 | 
						|
		msg.SetDParamStr(0, this->GetName());
 | 
						|
		_settings_error_list.push_back(msg);
 | 
						|
 | 
						|
		/* Use default */
 | 
						|
		LoadIntList(this->def, ptr, this->save.length, GetVarMemType(this->save.conv));
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Save the values of settings to the inifile.
 | 
						|
 * @param ini pointer to IniFile structure
 | 
						|
 * @param sd read-only SettingDesc structure which contains the unmodified,
 | 
						|
 *        loaded values of the configuration file and various information about it
 | 
						|
 * @param grpname holds the name of the group (eg. [network]) where these will be saved
 | 
						|
 * @param object pointer to the object been saved
 | 
						|
 * The function works as follows: for each item in the SettingDesc structure we
 | 
						|
 * have a look if the value has changed since we started the game (the original
 | 
						|
 * values are reloaded when saving). If settings indeed have changed, we get
 | 
						|
 * these and save them.
 | 
						|
 */
 | 
						|
static void IniSaveSettings(IniFile &ini, const SettingTable &settings_table, const char *grpname, void *object, bool)
 | 
						|
{
 | 
						|
	IniGroup *group_def = nullptr, *group;
 | 
						|
	IniItem *item;
 | 
						|
	char buf[512];
 | 
						|
 | 
						|
	for (auto &desc : settings_table) {
 | 
						|
		const SettingDesc *sd = GetSettingDesc(desc);
 | 
						|
		/* If the setting is not saved to the configuration
 | 
						|
		 * file, just continue with the next setting */
 | 
						|
		if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
 | 
						|
		if (sd->flags & SF_NOT_IN_CONFIG) continue;
 | 
						|
 | 
						|
		/* XXX - wtf is this?? (group override?) */
 | 
						|
		std::string s{ sd->GetName() };
 | 
						|
		auto sc = s.find('.');
 | 
						|
		if (sc != std::string::npos) {
 | 
						|
			group = ini.GetGroup(s.substr(0, sc));
 | 
						|
			s = s.substr(sc + 1);
 | 
						|
		} else {
 | 
						|
			if (group_def == nullptr) group_def = ini.GetGroup(grpname);
 | 
						|
			group = group_def;
 | 
						|
		}
 | 
						|
 | 
						|
		item = group->GetItem(s, true);
 | 
						|
 | 
						|
		if (!item->value.has_value() || !sd->IsSameValue(item, object)) {
 | 
						|
			/* Value has changed, get the new value and put it into a buffer */
 | 
						|
			sd->FormatValue(buf, lastof(buf), object);
 | 
						|
 | 
						|
			/* The value is different, that means we have to write it to the ini */
 | 
						|
			item->value.emplace(buf);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void IntSettingDesc::FormatValue(char *buf, const char *last, const void *object) const
 | 
						|
{
 | 
						|
	uint32 i = (uint32)this->Read(object);
 | 
						|
	seprintf(buf, last, IsSignedVarMemType(this->save.conv) ? "%d" : "%u", i);
 | 
						|
}
 | 
						|
 | 
						|
void BoolSettingDesc::FormatValue(char *buf, const char *last, const void *object) const
 | 
						|
{
 | 
						|
	bool val = this->Read(object) != 0;
 | 
						|
	strecpy(buf, val ? "true" : "false", last);
 | 
						|
}
 | 
						|
 | 
						|
bool IntSettingDesc::IsSameValue(const IniItem *item, void *object) const
 | 
						|
{
 | 
						|
	int32 item_value = (int32)this->ParseValue(item->value->c_str());
 | 
						|
	int32 object_value = this->Read(object);
 | 
						|
	return item_value == object_value;
 | 
						|
}
 | 
						|
 | 
						|
void StringSettingDesc::FormatValue(char *buf, const char *last, const void *object) const
 | 
						|
{
 | 
						|
	const std::string &str = this->Read(object);
 | 
						|
	switch (GetVarMemType(this->save.conv)) {
 | 
						|
		case SLE_VAR_STR: strecpy(buf, str.c_str(), last); break;
 | 
						|
 | 
						|
		case SLE_VAR_STRQ:
 | 
						|
			if (str.empty()) {
 | 
						|
				buf[0] = '\0';
 | 
						|
			} else {
 | 
						|
				seprintf(buf, last, "\"%s\"", str.c_str());
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool StringSettingDesc::IsSameValue(const IniItem *item, void *object) const
 | 
						|
{
 | 
						|
	/* The ini parsing removes the quotes, which are needed to retain the spaces in STRQs,
 | 
						|
	 * so those values are always different in the parsed ini item than they should be. */
 | 
						|
	if (GetVarMemType(this->save.conv) == SLE_VAR_STRQ) return false;
 | 
						|
 | 
						|
	const std::string &str = this->Read(object);
 | 
						|
	return item->value->compare(str) == 0;
 | 
						|
}
 | 
						|
 | 
						|
bool ListSettingDesc::IsSameValue(const IniItem *item, void *object) const
 | 
						|
{
 | 
						|
	/* Checking for equality is way more expensive than just writing the value. */
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Loads all items from a 'grpname' section into a list
 | 
						|
 * The list parameter can be a nullptr pointer, in this case nothing will be
 | 
						|
 * saved and a callback function should be defined that will take over the
 | 
						|
 * list-handling and store the data itself somewhere.
 | 
						|
 * @param ini IniFile handle to the ini file with the source data
 | 
						|
 * @param grpname character string identifying the section-header of the ini file that will be parsed
 | 
						|
 * @param list new list with entries of the given section
 | 
						|
 */
 | 
						|
static void IniLoadSettingList(IniFile &ini, const char *grpname, StringList &list)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup(grpname);
 | 
						|
 | 
						|
	if (group == nullptr) return;
 | 
						|
 | 
						|
	list.clear();
 | 
						|
 | 
						|
	for (const IniItem *item = group->item; item != nullptr; item = item->next) {
 | 
						|
		if (!item->name.empty()) list.push_back(item->name);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Saves all items from a list into the 'grpname' section
 | 
						|
 * The list parameter can be a nullptr pointer, in this case a callback function
 | 
						|
 * should be defined that will provide the source data to be saved.
 | 
						|
 * @param ini IniFile handle to the ini file where the destination data is saved
 | 
						|
 * @param grpname character string identifying the section-header of the ini file
 | 
						|
 * @param list pointer to an string(pointer) array that will be used as the
 | 
						|
 *             source to be saved into the relevant ini section
 | 
						|
 */
 | 
						|
static void IniSaveSettingList(IniFile &ini, const char *grpname, StringList &list)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup(grpname);
 | 
						|
 | 
						|
	if (group == nullptr) return;
 | 
						|
	group->Clear();
 | 
						|
 | 
						|
	for (const auto &iter : list) {
 | 
						|
		group->GetItem(iter, true)->SetValue("");
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Load a WindowDesc from config.
 | 
						|
 * @param ini IniFile handle to the ini file with the source data
 | 
						|
 * @param grpname character string identifying the section-header of the ini file that will be parsed
 | 
						|
 * @param desc Destination WindowDesc
 | 
						|
 */
 | 
						|
void IniLoadWindowSettings(IniFile &ini, const char *grpname, void *desc)
 | 
						|
{
 | 
						|
	IniLoadSettings(ini, _window_settings, grpname, desc, false);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Save a WindowDesc to config.
 | 
						|
 * @param ini IniFile handle to the ini file where the destination data is saved
 | 
						|
 * @param grpname character string identifying the section-header of the ini file
 | 
						|
 * @param desc Source WindowDesc
 | 
						|
 */
 | 
						|
void IniSaveWindowSettings(IniFile &ini, const char *grpname, void *desc)
 | 
						|
{
 | 
						|
	IniSaveSettings(ini, _window_settings, grpname, desc, false);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether the setting is editable in the current gamemode.
 | 
						|
 * @param do_command true if this is about checking a command from the server.
 | 
						|
 * @return true if editable.
 | 
						|
 */
 | 
						|
bool SettingDesc::IsEditable(bool do_command) const
 | 
						|
{
 | 
						|
	if (!do_command && !(this->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server && !(this->flags & SF_PER_COMPANY)) return false;
 | 
						|
	if ((this->flags & SF_NETWORK_ONLY) && !_networking && _game_mode != GM_MENU) return false;
 | 
						|
	if ((this->flags & SF_NO_NETWORK) && _networking) return false;
 | 
						|
	if ((this->flags & SF_NEWGAME_ONLY) &&
 | 
						|
			(_game_mode == GM_NORMAL ||
 | 
						|
			(_game_mode == GM_EDITOR && !(this->flags & SF_SCENEDIT_TOO)))) return false;
 | 
						|
	if ((this->flags & SF_SCENEDIT_ONLY) && _game_mode != GM_EDITOR) return false;
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Return the type of the setting.
 | 
						|
 * @return type of setting
 | 
						|
 */
 | 
						|
SettingType SettingDesc::GetType() const
 | 
						|
{
 | 
						|
	if (this->flags & SF_PER_COMPANY) return ST_COMPANY;
 | 
						|
	return (this->flags & SF_NOT_IN_SAVE) ? ST_CLIENT : ST_GAME;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the setting description of this setting as an integer setting.
 | 
						|
 * @return The integer setting description.
 | 
						|
 */
 | 
						|
const IntSettingDesc *SettingDesc::AsIntSetting() const
 | 
						|
{
 | 
						|
	assert(this->IsIntSetting());
 | 
						|
	return static_cast<const IntSettingDesc *>(this);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the setting description of this setting as a string setting.
 | 
						|
 * @return The string setting description.
 | 
						|
 */
 | 
						|
const StringSettingDesc *SettingDesc::AsStringSetting() const
 | 
						|
{
 | 
						|
	assert(this->IsStringSetting());
 | 
						|
	return static_cast<const StringSettingDesc *>(this);
 | 
						|
}
 | 
						|
 | 
						|
void PrepareOldDiffCustom();
 | 
						|
void HandleOldDiffCustom(bool savegame);
 | 
						|
 | 
						|
 | 
						|
/** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */
 | 
						|
static void ValidateSettings()
 | 
						|
{
 | 
						|
	/* Do not allow a custom sea level with the original land generator. */
 | 
						|
	if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL &&
 | 
						|
			_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
 | 
						|
		_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void AILoadConfig(IniFile &ini, const char *grpname)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup(grpname);
 | 
						|
	IniItem *item;
 | 
						|
 | 
						|
	/* Clean any configured AI */
 | 
						|
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
 | 
						|
		AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME)->Change(nullptr);
 | 
						|
	}
 | 
						|
 | 
						|
	/* If no group exists, return */
 | 
						|
	if (group == nullptr) return;
 | 
						|
 | 
						|
	CompanyID c = COMPANY_FIRST;
 | 
						|
	for (item = group->item; c < MAX_COMPANIES && item != nullptr; c++, item = item->next) {
 | 
						|
		AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
 | 
						|
 | 
						|
		config->Change(item->name.c_str());
 | 
						|
		if (!config->HasScript()) {
 | 
						|
			if (item->name != "none") {
 | 
						|
				Debug(script, 0, "The AI by the name '{}' was no longer found, and removed from the list.", item->name);
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if (item->value.has_value()) config->StringToSettings(*item->value);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void GameLoadConfig(IniFile &ini, const char *grpname)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup(grpname);
 | 
						|
	IniItem *item;
 | 
						|
 | 
						|
	/* Clean any configured GameScript */
 | 
						|
	GameConfig::GetConfig(GameConfig::SSS_FORCE_NEWGAME)->Change(nullptr);
 | 
						|
 | 
						|
	/* If no group exists, return */
 | 
						|
	if (group == nullptr) return;
 | 
						|
 | 
						|
	item = group->item;
 | 
						|
	if (item == nullptr) return;
 | 
						|
 | 
						|
	GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
 | 
						|
 | 
						|
	config->Change(item->name.c_str());
 | 
						|
	if (!config->HasScript()) {
 | 
						|
		if (item->name != "none") {
 | 
						|
			Debug(script, 0, "The GameScript by the name '{}' was no longer found, and removed from the list.", item->name);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (item->value.has_value()) config->StringToSettings(*item->value);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Convert a character to a hex nibble value, or \c -1 otherwise.
 | 
						|
 * @param c Character to convert.
 | 
						|
 * @return Hex value of the character, or \c -1 if not a hex digit.
 | 
						|
 */
 | 
						|
static int DecodeHexNibble(char c)
 | 
						|
{
 | 
						|
	if (c >= '0' && c <= '9') return c - '0';
 | 
						|
	if (c >= 'A' && c <= 'F') return c + 10 - 'A';
 | 
						|
	if (c >= 'a' && c <= 'f') return c + 10 - 'a';
 | 
						|
	return -1;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Parse a sequence of characters (supposedly hex digits) into a sequence of bytes.
 | 
						|
 * After the hex number should be a \c '|' character.
 | 
						|
 * @param pos First character to convert.
 | 
						|
 * @param[out] dest Output byte array to write the bytes.
 | 
						|
 * @param dest_size Number of bytes in \a dest.
 | 
						|
 * @return Whether reading was successful.
 | 
						|
 */
 | 
						|
static bool DecodeHexText(const char *pos, uint8 *dest, size_t dest_size)
 | 
						|
{
 | 
						|
	while (dest_size > 0) {
 | 
						|
		int hi = DecodeHexNibble(pos[0]);
 | 
						|
		int lo = (hi >= 0) ? DecodeHexNibble(pos[1]) : -1;
 | 
						|
		if (lo < 0) return false;
 | 
						|
		*dest++ = (hi << 4) | lo;
 | 
						|
		pos += 2;
 | 
						|
		dest_size--;
 | 
						|
	}
 | 
						|
	return *pos == '|';
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Load a GRF configuration
 | 
						|
 * @param ini       The configuration to read from.
 | 
						|
 * @param grpname   Group name containing the configuration of the GRF.
 | 
						|
 * @param is_static GRF is static.
 | 
						|
 */
 | 
						|
static GRFConfig *GRFLoadConfig(IniFile &ini, const char *grpname, bool is_static)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup(grpname);
 | 
						|
	IniItem *item;
 | 
						|
	GRFConfig *first = nullptr;
 | 
						|
	GRFConfig **curr = &first;
 | 
						|
 | 
						|
	if (group == nullptr) return nullptr;
 | 
						|
 | 
						|
	uint num_grfs = 0;
 | 
						|
	for (item = group->item; item != nullptr; item = item->next) {
 | 
						|
		GRFConfig *c = nullptr;
 | 
						|
 | 
						|
		uint8 grfid_buf[4], md5sum[16];
 | 
						|
		const char *filename = item->name.c_str();
 | 
						|
		bool has_grfid = false;
 | 
						|
		bool has_md5sum = false;
 | 
						|
 | 
						|
		/* Try reading "<grfid>|" and on success, "<md5sum>|". */
 | 
						|
		has_grfid = DecodeHexText(filename, grfid_buf, lengthof(grfid_buf));
 | 
						|
		if (has_grfid) {
 | 
						|
			filename += 1 + 2 * lengthof(grfid_buf);
 | 
						|
			has_md5sum = DecodeHexText(filename, md5sum, lengthof(md5sum));
 | 
						|
			if (has_md5sum) filename += 1 + 2 * lengthof(md5sum);
 | 
						|
 | 
						|
			uint32 grfid = grfid_buf[0] | (grfid_buf[1] << 8) | (grfid_buf[2] << 16) | (grfid_buf[3] << 24);
 | 
						|
			if (has_md5sum) {
 | 
						|
				const GRFConfig *s = FindGRFConfig(grfid, FGCM_EXACT, md5sum);
 | 
						|
				if (s != nullptr) c = new GRFConfig(*s);
 | 
						|
			}
 | 
						|
			if (c == nullptr && !FioCheckFileExists(filename, NEWGRF_DIR)) {
 | 
						|
				const GRFConfig *s = FindGRFConfig(grfid, FGCM_NEWEST_VALID);
 | 
						|
				if (s != nullptr) c = new GRFConfig(*s);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if (c == nullptr) c = new GRFConfig(filename);
 | 
						|
 | 
						|
		/* Parse parameters */
 | 
						|
		if (item->value.has_value() && !item->value->empty()) {
 | 
						|
			int count = ParseIntList(item->value->c_str(), c->param, lengthof(c->param));
 | 
						|
			if (count < 0) {
 | 
						|
				SetDParamStr(0, filename);
 | 
						|
				ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY, WL_CRITICAL);
 | 
						|
				count = 0;
 | 
						|
			}
 | 
						|
			c->num_params = count;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Check if item is valid */
 | 
						|
		if (!FillGRFDetails(c, is_static) || HasBit(c->flags, GCF_INVALID)) {
 | 
						|
			if (c->status == GCS_NOT_FOUND) {
 | 
						|
				SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND);
 | 
						|
			} else if (HasBit(c->flags, GCF_UNSAFE)) {
 | 
						|
				SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNSAFE);
 | 
						|
			} else if (HasBit(c->flags, GCF_SYSTEM)) {
 | 
						|
				SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_SYSTEM);
 | 
						|
			} else if (HasBit(c->flags, GCF_INVALID)) {
 | 
						|
				SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE);
 | 
						|
			} else {
 | 
						|
				SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN);
 | 
						|
			}
 | 
						|
 | 
						|
			SetDParamStr(0, StrEmpty(filename) ? item->name : filename);
 | 
						|
			ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_GRF, WL_CRITICAL);
 | 
						|
			delete c;
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Check for duplicate GRFID (will also check for duplicate filenames) */
 | 
						|
		bool duplicate = false;
 | 
						|
		for (const GRFConfig *gc = first; gc != nullptr; gc = gc->next) {
 | 
						|
			if (gc->ident.grfid == c->ident.grfid) {
 | 
						|
				SetDParamStr(0, c->filename);
 | 
						|
				SetDParamStr(1, gc->filename);
 | 
						|
				ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_DUPLICATE_GRFID, WL_CRITICAL);
 | 
						|
				duplicate = true;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if (duplicate) {
 | 
						|
			delete c;
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		if (is_static) {
 | 
						|
			/* Mark file as static to avoid saving in savegame. */
 | 
						|
			SetBit(c->flags, GCF_STATIC);
 | 
						|
		} else if (++num_grfs > NETWORK_MAX_GRF_COUNT) {
 | 
						|
			/* Check we will not load more non-static NewGRFs than allowed. This could trigger issues for game servers. */
 | 
						|
			ShowErrorMessage(STR_CONFIG_ERROR, STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED, WL_CRITICAL);
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Add item to list */
 | 
						|
		*curr = c;
 | 
						|
		curr = &c->next;
 | 
						|
	}
 | 
						|
 | 
						|
	return first;
 | 
						|
}
 | 
						|
 | 
						|
static IniFileVersion LoadVersionFromConfig(IniFile &ini)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup("version");
 | 
						|
 | 
						|
	auto version_number = group->GetItem("ini_version", false);
 | 
						|
	/* Older ini-file versions don't have this key yet. */
 | 
						|
	if (version_number == nullptr || !version_number->value.has_value()) return IFV_0;
 | 
						|
 | 
						|
	uint32 version = 0;
 | 
						|
	std::from_chars(version_number->value->data(), version_number->value->data() + version_number->value->size(), version);
 | 
						|
 | 
						|
	return static_cast<IniFileVersion>(version);
 | 
						|
}
 | 
						|
 | 
						|
static void AISaveConfig(IniFile &ini, const char *grpname)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup(grpname);
 | 
						|
 | 
						|
	if (group == nullptr) return;
 | 
						|
	group->Clear();
 | 
						|
 | 
						|
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
 | 
						|
		AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
 | 
						|
		const char *name;
 | 
						|
		std::string value = config->SettingsToString();
 | 
						|
 | 
						|
		if (config->HasScript()) {
 | 
						|
			name = config->GetName();
 | 
						|
		} else {
 | 
						|
			name = "none";
 | 
						|
		}
 | 
						|
 | 
						|
		IniItem *item = new IniItem(group, name);
 | 
						|
		item->SetValue(value);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void GameSaveConfig(IniFile &ini, const char *grpname)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup(grpname);
 | 
						|
 | 
						|
	if (group == nullptr) return;
 | 
						|
	group->Clear();
 | 
						|
 | 
						|
	GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
 | 
						|
	const char *name;
 | 
						|
	std::string value = config->SettingsToString();
 | 
						|
 | 
						|
	if (config->HasScript()) {
 | 
						|
		name = config->GetName();
 | 
						|
	} else {
 | 
						|
		name = "none";
 | 
						|
	}
 | 
						|
 | 
						|
	IniItem *item = new IniItem(group, name);
 | 
						|
	item->SetValue(value);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Save the version of OpenTTD to the ini file.
 | 
						|
 * @param ini the ini to write to
 | 
						|
 */
 | 
						|
static void SaveVersionInConfig(IniFile &ini)
 | 
						|
{
 | 
						|
	IniGroup *group = ini.GetGroup("version");
 | 
						|
	group->GetItem("version_string", true)->SetValue(_openttd_revision);
 | 
						|
	group->GetItem("version_number", true)->SetValue(fmt::format("{:08X}", _openttd_newgrf_version));
 | 
						|
	group->GetItem("ini_version", true)->SetValue(std::to_string(INIFILE_VERSION));
 | 
						|
}
 | 
						|
 | 
						|
/* Save a GRF configuration to the given group name */
 | 
						|
static void GRFSaveConfig(IniFile &ini, const char *grpname, const GRFConfig *list)
 | 
						|
{
 | 
						|
	ini.RemoveGroup(grpname);
 | 
						|
	IniGroup *group = ini.GetGroup(grpname);
 | 
						|
	const GRFConfig *c;
 | 
						|
 | 
						|
	for (c = list; c != nullptr; c = c->next) {
 | 
						|
		/* Hex grfid (4 bytes in nibbles), "|", hex md5sum (16 bytes in nibbles), "|", file system path. */
 | 
						|
		char key[4 * 2 + 1 + 16 * 2 + 1 + MAX_PATH];
 | 
						|
		char params[512];
 | 
						|
		GRFBuildParamList(params, c, lastof(params));
 | 
						|
 | 
						|
		char *pos = key + seprintf(key, lastof(key), "%08X|", BSWAP32(c->ident.grfid));
 | 
						|
		pos = md5sumToString(pos, lastof(key), c->ident.md5sum);
 | 
						|
		seprintf(pos, lastof(key), "|%s", c->filename);
 | 
						|
		group->GetItem(key, true)->SetValue(params);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Common handler for saving/loading variables to the configuration file */
 | 
						|
static void HandleSettingDescs(IniFile &generic_ini, IniFile &private_ini, IniFile &secrets_ini, SettingDescProc *proc, SettingDescProcList *proc_list, bool only_startup = false)
 | 
						|
{
 | 
						|
	proc(generic_ini, _misc_settings, "misc", nullptr, only_startup);
 | 
						|
#if defined(_WIN32) && !defined(DEDICATED)
 | 
						|
	proc(generic_ini, _win32_settings, "win32", nullptr, only_startup);
 | 
						|
#endif /* _WIN32 */
 | 
						|
 | 
						|
	/* The name "patches" is a fallback, as every setting should sets its own group. */
 | 
						|
 | 
						|
	for (auto &table : GenericSettingTables()) {
 | 
						|
		proc(generic_ini, table, "patches", &_settings_newgame, only_startup);
 | 
						|
	}
 | 
						|
	for (auto &table : PrivateSettingTables()) {
 | 
						|
		proc(private_ini, table, "patches", &_settings_newgame, only_startup);
 | 
						|
	}
 | 
						|
	for (auto &table : SecretSettingTables()) {
 | 
						|
		proc(secrets_ini, table, "patches", &_settings_newgame, only_startup);
 | 
						|
	}
 | 
						|
 | 
						|
	proc(generic_ini, _currency_settings, "currency", &_custom_currency, only_startup);
 | 
						|
	proc(generic_ini, _company_settings, "company", &_settings_client.company, only_startup);
 | 
						|
 | 
						|
	if (!only_startup) {
 | 
						|
		proc_list(private_ini, "server_bind_addresses", _network_bind_list);
 | 
						|
		proc_list(private_ini, "servers", _network_host_list);
 | 
						|
		proc_list(private_ini, "bans", _network_ban_list);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Remove all entries from a settings table from an ini-file.
 | 
						|
 *
 | 
						|
 * This is only useful if those entries are moved to another file, and you
 | 
						|
 * want to clean up what is left behind.
 | 
						|
 *
 | 
						|
 * @param ini The ini file to remove the entries from.
 | 
						|
 * @param table The table to look for entries to remove.
 | 
						|
 */
 | 
						|
static void RemoveEntriesFromIni(IniFile &ini, const SettingTable &table)
 | 
						|
{
 | 
						|
	for (auto &desc : table) {
 | 
						|
		const SettingDesc *sd = GetSettingDesc(desc);
 | 
						|
 | 
						|
		/* For settings.xx.yy load the settings from [xx] yy = ? */
 | 
						|
		std::string s{ sd->GetName() };
 | 
						|
		auto sc = s.find('.');
 | 
						|
		if (sc == std::string::npos) continue;
 | 
						|
 | 
						|
		IniGroup *group = ini.GetGroup(s.substr(0, sc));
 | 
						|
		s = s.substr(sc + 1);
 | 
						|
 | 
						|
		group->RemoveItem(s);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Load the values from the configuration files
 | 
						|
 * @param startup Load the minimal amount of the configuration to "bootstrap" the blitter and such.
 | 
						|
 */
 | 
						|
void LoadFromConfig(bool startup)
 | 
						|
{
 | 
						|
	ConfigIniFile generic_ini(_config_file);
 | 
						|
	ConfigIniFile private_ini(_private_file);
 | 
						|
	ConfigIniFile secrets_ini(_secrets_file);
 | 
						|
 | 
						|
	if (!startup) ResetCurrencies(false); // Initialize the array of currencies, without preserving the custom one
 | 
						|
 | 
						|
	IniFileVersion generic_version = LoadVersionFromConfig(generic_ini);
 | 
						|
 | 
						|
	/* Before the split of private/secrets, we have to look in the generic for these settings. */
 | 
						|
	if (generic_version < IFV_PRIVATE_SECRETS) {
 | 
						|
		HandleSettingDescs(generic_ini, generic_ini, generic_ini, IniLoadSettings, IniLoadSettingList, startup);
 | 
						|
	} else {
 | 
						|
		HandleSettingDescs(generic_ini, private_ini, secrets_ini, IniLoadSettings, IniLoadSettingList, startup);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Load basic settings only during bootstrap, load other settings not during bootstrap */
 | 
						|
	if (!startup) {
 | 
						|
		/* Convert network.server_advertise to network.server_game_type, but only if network.server_game_type is set to default value. */
 | 
						|
		if (generic_version < IFV_GAME_TYPE) {
 | 
						|
			if (_settings_client.network.server_game_type == SERVER_GAME_TYPE_LOCAL) {
 | 
						|
				IniGroup *network = generic_ini.GetGroup("network", false);
 | 
						|
				if (network != nullptr) {
 | 
						|
					IniItem *server_advertise = network->GetItem("server_advertise", false);
 | 
						|
					if (server_advertise != nullptr && server_advertise->value == "true") {
 | 
						|
						_settings_client.network.server_game_type = SERVER_GAME_TYPE_PUBLIC;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		_grfconfig_newgame = GRFLoadConfig(generic_ini, "newgrf", false);
 | 
						|
		_grfconfig_static  = GRFLoadConfig(generic_ini, "newgrf-static", true);
 | 
						|
		AILoadConfig(generic_ini, "ai_players");
 | 
						|
		GameLoadConfig(generic_ini, "game_scripts");
 | 
						|
 | 
						|
		PrepareOldDiffCustom();
 | 
						|
		IniLoadSettings(generic_ini, _old_gameopt_settings, "gameopt", &_settings_newgame, false);
 | 
						|
		HandleOldDiffCustom(false);
 | 
						|
 | 
						|
		ValidateSettings();
 | 
						|
		DebugReconsiderSendRemoteMessages();
 | 
						|
 | 
						|
		/* Display scheduled errors */
 | 
						|
		extern void ScheduleErrorMessage(ErrorList &datas);
 | 
						|
		ScheduleErrorMessage(_settings_error_list);
 | 
						|
		if (FindWindowById(WC_ERRMSG, 0) == nullptr) ShowFirstError();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** Save the values to the configuration file */
 | 
						|
void SaveToConfig()
 | 
						|
{
 | 
						|
	ConfigIniFile generic_ini(_config_file);
 | 
						|
	ConfigIniFile private_ini(_private_file);
 | 
						|
	ConfigIniFile secrets_ini(_secrets_file);
 | 
						|
 | 
						|
	IniFileVersion generic_version = LoadVersionFromConfig(generic_ini);
 | 
						|
 | 
						|
	/* If we newly create the private/secrets file, add a dummy group on top
 | 
						|
	 * just so we can add a comment before it (that is how IniFile works).
 | 
						|
	 * This to explain what the file is about. After doing it once, never touch
 | 
						|
	 * it again, as otherwise we might be reverting user changes. */
 | 
						|
	if (!private_ini.GetGroup("private", false)) private_ini.GetGroup("private")->comment = "; This file possibly contains private information which can identify you as person.\n";
 | 
						|
	if (!secrets_ini.GetGroup("secrets", false)) secrets_ini.GetGroup("secrets")->comment = "; Do not share this file with others, not even if they claim to be technical support.\n; This file contains saved passwords and other secrets that should remain private to you!\n";
 | 
						|
 | 
						|
	if (generic_version == IFV_0) {
 | 
						|
		/* Remove some obsolete groups. These have all been loaded into other groups. */
 | 
						|
		generic_ini.RemoveGroup("patches");
 | 
						|
		generic_ini.RemoveGroup("yapf");
 | 
						|
		generic_ini.RemoveGroup("gameopt");
 | 
						|
 | 
						|
		/* Remove all settings from the generic ini that are now in the private ini. */
 | 
						|
		generic_ini.RemoveGroup("server_bind_addresses");
 | 
						|
		generic_ini.RemoveGroup("servers");
 | 
						|
		generic_ini.RemoveGroup("bans");
 | 
						|
		for (auto &table : PrivateSettingTables()) {
 | 
						|
			RemoveEntriesFromIni(generic_ini, table);
 | 
						|
		}
 | 
						|
 | 
						|
		/* Remove all settings from the generic ini that are now in the secrets ini. */
 | 
						|
		for (auto &table : SecretSettingTables()) {
 | 
						|
			RemoveEntriesFromIni(generic_ini, table);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Remove network.server_advertise. */
 | 
						|
	if (generic_version < IFV_GAME_TYPE) {
 | 
						|
		IniGroup *network = generic_ini.GetGroup("network", false);
 | 
						|
		if (network != nullptr) {
 | 
						|
			network->RemoveItem("server_advertise");
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	HandleSettingDescs(generic_ini, private_ini, secrets_ini, IniSaveSettings, IniSaveSettingList);
 | 
						|
	GRFSaveConfig(generic_ini, "newgrf", _grfconfig_newgame);
 | 
						|
	GRFSaveConfig(generic_ini, "newgrf-static", _grfconfig_static);
 | 
						|
	AISaveConfig(generic_ini, "ai_players");
 | 
						|
	GameSaveConfig(generic_ini, "game_scripts");
 | 
						|
 | 
						|
	SaveVersionInConfig(generic_ini);
 | 
						|
	SaveVersionInConfig(private_ini);
 | 
						|
	SaveVersionInConfig(secrets_ini);
 | 
						|
 | 
						|
	generic_ini.SaveToDisk(_config_file);
 | 
						|
	private_ini.SaveToDisk(_private_file);
 | 
						|
	secrets_ini.SaveToDisk(_secrets_file);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the list of known NewGrf presets.
 | 
						|
 * @returns List of preset names.
 | 
						|
 */
 | 
						|
StringList GetGRFPresetList()
 | 
						|
{
 | 
						|
	StringList list;
 | 
						|
 | 
						|
	ConfigIniFile ini(_config_file);
 | 
						|
	for (IniGroup *group = ini.group; group != nullptr; group = group->next) {
 | 
						|
		if (group->name.compare(0, 7, "preset-") == 0) {
 | 
						|
			list.push_back(group->name.substr(7));
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return list;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Load a NewGRF configuration by preset-name.
 | 
						|
 * @param config_name Name of the preset.
 | 
						|
 * @return NewGRF configuration.
 | 
						|
 * @see GetGRFPresetList
 | 
						|
 */
 | 
						|
GRFConfig *LoadGRFPresetFromConfig(const char *config_name)
 | 
						|
{
 | 
						|
	size_t len = strlen(config_name) + 8;
 | 
						|
	char *section = (char*)alloca(len);
 | 
						|
	seprintf(section, section + len - 1, "preset-%s", config_name);
 | 
						|
 | 
						|
	ConfigIniFile ini(_config_file);
 | 
						|
	GRFConfig *config = GRFLoadConfig(ini, section, false);
 | 
						|
 | 
						|
	return config;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Save a NewGRF configuration with a preset name.
 | 
						|
 * @param config_name Name of the preset.
 | 
						|
 * @param config      NewGRF configuration to save.
 | 
						|
 * @see GetGRFPresetList
 | 
						|
 */
 | 
						|
void SaveGRFPresetToConfig(const char *config_name, GRFConfig *config)
 | 
						|
{
 | 
						|
	size_t len = strlen(config_name) + 8;
 | 
						|
	char *section = (char*)alloca(len);
 | 
						|
	seprintf(section, section + len - 1, "preset-%s", config_name);
 | 
						|
 | 
						|
	ConfigIniFile ini(_config_file);
 | 
						|
	GRFSaveConfig(ini, section, config);
 | 
						|
	ini.SaveToDisk(_config_file);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Delete a NewGRF configuration by preset name.
 | 
						|
 * @param config_name Name of the preset.
 | 
						|
 */
 | 
						|
void DeleteGRFPresetFromConfig(const char *config_name)
 | 
						|
{
 | 
						|
	size_t len = strlen(config_name) + 8;
 | 
						|
	char *section = (char*)alloca(len);
 | 
						|
	seprintf(section, section + len - 1, "preset-%s", config_name);
 | 
						|
 | 
						|
	ConfigIniFile ini(_config_file);
 | 
						|
	ini.RemoveGroup(section);
 | 
						|
	ini.SaveToDisk(_config_file);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Handle changing a value. This performs validation of the input value and
 | 
						|
 * calls the appropriate callbacks, and saves it when the value is changed.
 | 
						|
 * @param object The object the setting is in.
 | 
						|
 * @param newval The new value for the setting.
 | 
						|
 */
 | 
						|
void IntSettingDesc::ChangeValue(const void *object, int32 newval) const
 | 
						|
{
 | 
						|
	int32 oldval = this->Read(object);
 | 
						|
	this->MakeValueValid(newval);
 | 
						|
	if (this->pre_check != nullptr && !this->pre_check(newval)) return;
 | 
						|
	if (oldval == newval) return;
 | 
						|
 | 
						|
	this->Write(object, newval);
 | 
						|
	if (this->post_callback != nullptr) this->post_callback(newval);
 | 
						|
 | 
						|
	if (this->flags & SF_NO_NETWORK) {
 | 
						|
		GamelogStartAction(GLAT_SETTING);
 | 
						|
		GamelogSetting(this->GetName(), oldval, newval);
 | 
						|
		GamelogStopAction();
 | 
						|
	}
 | 
						|
 | 
						|
	SetWindowClassesDirty(WC_GAME_OPTIONS);
 | 
						|
 | 
						|
	if (_save_config) SaveToConfig();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Given a name of setting, return a setting description from the table.
 | 
						|
 * @param name Name of the setting to return a setting description of.
 | 
						|
 * @param settings Table to look in for the setting.
 | 
						|
 * @return Pointer to the setting description of setting \a name if it can be found,
 | 
						|
 *         \c nullptr indicates failure to obtain the description.
 | 
						|
 */
 | 
						|
static const SettingDesc *GetSettingFromName(const std::string_view name, const SettingTable &settings)
 | 
						|
{
 | 
						|
	/* First check all full names */
 | 
						|
	for (auto &desc : settings) {
 | 
						|
		const SettingDesc *sd = GetSettingDesc(desc);
 | 
						|
		if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
 | 
						|
		if (sd->GetName() == name) return sd;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Then check the shortcut variant of the name. */
 | 
						|
	std::string short_name_suffix = std::string{ "." }.append(name);
 | 
						|
	for (auto &desc : settings) {
 | 
						|
		const SettingDesc *sd = GetSettingDesc(desc);
 | 
						|
		if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
 | 
						|
		if (StrEndsWith(sd->GetName(), short_name_suffix)) return sd;
 | 
						|
	}
 | 
						|
 | 
						|
	return nullptr;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the SaveLoad for all settings in the settings table.
 | 
						|
 * @param settings The settings table to get the SaveLoad objects from.
 | 
						|
 * @param saveloads A vector to store the result in.
 | 
						|
 */
 | 
						|
void GetSaveLoadFromSettingTable(SettingTable settings, std::vector<SaveLoad> &saveloads)
 | 
						|
{
 | 
						|
	for (auto &desc : settings) {
 | 
						|
		const SettingDesc *sd = GetSettingDesc(desc);
 | 
						|
		if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
 | 
						|
		saveloads.push_back(sd->save);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Given a name of setting, return a company setting description of it.
 | 
						|
 * @param name  Name of the company setting to return a setting description of.
 | 
						|
 * @return Pointer to the setting description of setting \a name if it can be found,
 | 
						|
 *         \c nullptr indicates failure to obtain the description.
 | 
						|
 */
 | 
						|
static const SettingDesc *GetCompanySettingFromName(std::string_view name)
 | 
						|
{
 | 
						|
	static const std::string_view company_prefix = "company.";
 | 
						|
	if (StrStartsWith(name, company_prefix)) name.remove_prefix(company_prefix.size());
 | 
						|
	return GetSettingFromName(name, _company_settings);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Given a name of any setting, return any setting description of it.
 | 
						|
 * @param name  Name of the setting to return a setting description of.
 | 
						|
 * @return Pointer to the setting description of setting \a name if it can be found,
 | 
						|
 *         \c nullptr indicates failure to obtain the description.
 | 
						|
 */
 | 
						|
const SettingDesc *GetSettingFromName(const std::string_view name)
 | 
						|
{
 | 
						|
	for (auto &table : GenericSettingTables()) {
 | 
						|
		auto sd = GetSettingFromName(name, table);
 | 
						|
		if (sd != nullptr) return sd;
 | 
						|
	}
 | 
						|
	for (auto &table : PrivateSettingTables()) {
 | 
						|
		auto sd = GetSettingFromName(name, table);
 | 
						|
		if (sd != nullptr) return sd;
 | 
						|
	}
 | 
						|
	for (auto &table : SecretSettingTables()) {
 | 
						|
		auto sd = GetSettingFromName(name, table);
 | 
						|
		if (sd != nullptr) return sd;
 | 
						|
	}
 | 
						|
 | 
						|
	return GetCompanySettingFromName(name);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Network-safe changing of settings (server-only).
 | 
						|
 * @param flags operation to perform
 | 
						|
 * @param name the name of the setting to change
 | 
						|
 * @param value the new value for the setting
 | 
						|
 * The new value is properly clamped to its minimum/maximum when setting
 | 
						|
 * @return the cost of this operation or an error
 | 
						|
 * @see _settings
 | 
						|
 */
 | 
						|
CommandCost CmdChangeSetting(DoCommandFlag flags, const std::string &name, int32 value)
 | 
						|
{
 | 
						|
	if (name.empty()) return CMD_ERROR;
 | 
						|
	const SettingDesc *sd = GetSettingFromName(name);
 | 
						|
 | 
						|
	if (sd == nullptr) return CMD_ERROR;
 | 
						|
	if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) return CMD_ERROR;
 | 
						|
	if (!sd->IsIntSetting()) return CMD_ERROR;
 | 
						|
 | 
						|
	if (!sd->IsEditable(true)) return CMD_ERROR;
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		sd->AsIntSetting()->ChangeValue(&GetGameSettings(), value);
 | 
						|
	}
 | 
						|
 | 
						|
	return CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Change one of the per-company settings.
 | 
						|
 * @param flags operation to perform
 | 
						|
 * @param name the name of the company setting to change
 | 
						|
 * @param value the new value for the setting
 | 
						|
 * The new value is properly clamped to its minimum/maximum when setting
 | 
						|
 * @return the cost of this operation or an error
 | 
						|
 */
 | 
						|
CommandCost CmdChangeCompanySetting(DoCommandFlag flags, const std::string &name, int32 value)
 | 
						|
{
 | 
						|
	if (name.empty()) return CMD_ERROR;
 | 
						|
	const SettingDesc *sd = GetCompanySettingFromName(name);
 | 
						|
 | 
						|
	if (sd == nullptr) return CMD_ERROR;
 | 
						|
	if (!sd->IsIntSetting()) return CMD_ERROR;
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		sd->AsIntSetting()->ChangeValue(&Company::Get(_current_company)->settings, value);
 | 
						|
	}
 | 
						|
 | 
						|
	return CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Top function to save the new value of an element of the Settings struct
 | 
						|
 * @param index offset in the SettingDesc array of the Settings struct which
 | 
						|
 * identifies the setting member we want to change
 | 
						|
 * @param value new value of the setting
 | 
						|
 * @param force_newgame force the newgame settings
 | 
						|
 */
 | 
						|
bool SetSettingValue(const IntSettingDesc *sd, int32 value, bool force_newgame)
 | 
						|
{
 | 
						|
	const IntSettingDesc *setting = sd->AsIntSetting();
 | 
						|
	if ((setting->flags & SF_PER_COMPANY) != 0) {
 | 
						|
		if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
 | 
						|
			return Command<CMD_CHANGE_COMPANY_SETTING>::Post(setting->GetName(), value);
 | 
						|
		}
 | 
						|
 | 
						|
		setting->ChangeValue(&_settings_client.company, value);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	/* If an item is company-based, we do not send it over the network
 | 
						|
	 * (if any) to change. Also *hack*hack* we update the _newgame version
 | 
						|
	 * of settings because changing a company-based setting in a game also
 | 
						|
	 * changes its defaults. At least that is the convention we have chosen */
 | 
						|
	if (setting->flags & SF_NO_NETWORK_SYNC) {
 | 
						|
		if (_game_mode != GM_MENU) {
 | 
						|
			setting->ChangeValue(&_settings_newgame, value);
 | 
						|
		}
 | 
						|
		setting->ChangeValue(&GetGameSettings(), value);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	if (force_newgame) {
 | 
						|
		setting->ChangeValue(&_settings_newgame, value);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	/* send non-company-based settings over the network */
 | 
						|
	if (!_networking || (_networking && _network_server)) {
 | 
						|
		return Command<CMD_CHANGE_SETTING>::Post(setting->GetName(), value);
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the company settings for a new company to their default values.
 | 
						|
 */
 | 
						|
void SetDefaultCompanySettings(CompanyID cid)
 | 
						|
{
 | 
						|
	Company *c = Company::Get(cid);
 | 
						|
	for (auto &desc : _company_settings) {
 | 
						|
		const IntSettingDesc *int_setting = GetSettingDesc(desc)->AsIntSetting();
 | 
						|
		int_setting->MakeValueValidAndWrite(&c->settings, int_setting->def);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Sync all company settings in a multiplayer game.
 | 
						|
 */
 | 
						|
void SyncCompanySettings()
 | 
						|
{
 | 
						|
	const void *old_object = &Company::Get(_current_company)->settings;
 | 
						|
	const void *new_object = &_settings_client.company;
 | 
						|
	for (auto &desc : _company_settings) {
 | 
						|
		const SettingDesc *sd = GetSettingDesc(desc);
 | 
						|
		uint32 old_value = (uint32)sd->AsIntSetting()->Read(new_object);
 | 
						|
		uint32 new_value = (uint32)sd->AsIntSetting()->Read(old_object);
 | 
						|
		if (old_value != new_value) Command<CMD_CHANGE_COMPANY_SETTING>::SendNet(STR_NULL, _local_company, sd->GetName(), new_value);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Set a setting value with a string.
 | 
						|
 * @param sd the setting to change.
 | 
						|
 * @param value the value to write
 | 
						|
 * @param force_newgame force the newgame settings
 | 
						|
 * @note Strings WILL NOT be synced over the network
 | 
						|
 */
 | 
						|
bool SetSettingValue(const StringSettingDesc *sd, std::string value, bool force_newgame)
 | 
						|
{
 | 
						|
	assert(sd->flags & SF_NO_NETWORK_SYNC);
 | 
						|
 | 
						|
	if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && value.compare("(null)") == 0) {
 | 
						|
		value.clear();
 | 
						|
	}
 | 
						|
 | 
						|
	const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game;
 | 
						|
	sd->AsStringSetting()->ChangeValue(object, value);
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Handle changing a string value. This performs validation of the input value
 | 
						|
 * and calls the appropriate callbacks, and saves it when the value is changed.
 | 
						|
 * @param object The object the setting is in.
 | 
						|
 * @param newval The new value for the setting.
 | 
						|
 */
 | 
						|
void StringSettingDesc::ChangeValue(const void *object, std::string &newval) const
 | 
						|
{
 | 
						|
	this->MakeValueValid(newval);
 | 
						|
	if (this->pre_check != nullptr && !this->pre_check(newval)) return;
 | 
						|
 | 
						|
	this->Write(object, newval);
 | 
						|
	if (this->post_callback != nullptr) this->post_callback(newval);
 | 
						|
 | 
						|
	if (_save_config) SaveToConfig();
 | 
						|
}
 | 
						|
 | 
						|
/* Those 2 functions need to be here, else we have to make some stuff non-static
 | 
						|
 * and besides, it is also better to keep stuff like this at the same place */
 | 
						|
void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
 | 
						|
{
 | 
						|
	const SettingDesc *sd = GetSettingFromName(name);
 | 
						|
	if (sd == nullptr) {
 | 
						|
		IConsolePrint(CC_ERROR, "'{}' is an unknown setting.", name);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	bool success = true;
 | 
						|
	if (sd->IsStringSetting()) {
 | 
						|
		success = SetSettingValue(sd->AsStringSetting(), value, force_newgame);
 | 
						|
	} else if (sd->IsIntSetting()) {
 | 
						|
		const IntSettingDesc *isd = sd->AsIntSetting();
 | 
						|
		size_t val = isd->ParseValue(value);
 | 
						|
		if (!_settings_error_list.empty()) {
 | 
						|
			IConsolePrint(CC_ERROR, "'{}' is not a valid value for this setting.", value);
 | 
						|
			_settings_error_list.clear();
 | 
						|
			return;
 | 
						|
		}
 | 
						|
		success = SetSettingValue(isd, (int32)val, force_newgame);
 | 
						|
	}
 | 
						|
 | 
						|
	if (!success) {
 | 
						|
		if (_network_server) {
 | 
						|
			IConsolePrint(CC_ERROR, "This command/variable is not available during network games.");
 | 
						|
		} else {
 | 
						|
			IConsolePrint(CC_ERROR, "This command/variable is only available to a network server.");
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void IConsoleSetSetting(const char *name, int value)
 | 
						|
{
 | 
						|
	const SettingDesc *sd = GetSettingFromName(name);
 | 
						|
	assert(sd != nullptr);
 | 
						|
	SetSettingValue(sd->AsIntSetting(), value);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Output value of a specific setting to the console
 | 
						|
 * @param name  Name of the setting to output its value
 | 
						|
 * @param force_newgame force the newgame settings
 | 
						|
 */
 | 
						|
void IConsoleGetSetting(const char *name, bool force_newgame)
 | 
						|
{
 | 
						|
	const SettingDesc *sd = GetSettingFromName(name);
 | 
						|
	if (sd == nullptr) {
 | 
						|
		IConsolePrint(CC_ERROR, "'{}' is an unknown setting.", name);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game;
 | 
						|
 | 
						|
	if (sd->IsStringSetting()) {
 | 
						|
		IConsolePrint(CC_INFO, "Current value for '{}' is '{}'.", sd->GetName(), sd->AsStringSetting()->Read(object));
 | 
						|
	} else if (sd->IsIntSetting()) {
 | 
						|
		char value[20];
 | 
						|
		sd->FormatValue(value, lastof(value), object);
 | 
						|
		const IntSettingDesc *int_setting = sd->AsIntSetting();
 | 
						|
		IConsolePrint(CC_INFO, "Current value for '{}' is '{}' (min: {}{}, max: {}).",
 | 
						|
			sd->GetName(), value, (sd->flags & SF_GUI_0_IS_SPECIAL) ? "(0) " : "", int_setting->min, int_setting->max);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void IConsoleListSettingsTable(const SettingTable &table, const char *prefilter)
 | 
						|
{
 | 
						|
	for (auto &desc : table) {
 | 
						|
		const SettingDesc *sd = GetSettingDesc(desc);
 | 
						|
		if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
 | 
						|
		if (prefilter != nullptr && sd->GetName().find(prefilter) == std::string::npos) continue;
 | 
						|
		char value[80];
 | 
						|
		sd->FormatValue(value, lastof(value), &GetGameSettings());
 | 
						|
		IConsolePrint(CC_DEFAULT, "{} = {}", sd->GetName(), value);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * List all settings and their value to the console
 | 
						|
 *
 | 
						|
 * @param prefilter  If not \c nullptr, only list settings with names that begin with \a prefilter prefix
 | 
						|
 */
 | 
						|
void IConsoleListSettings(const char *prefilter)
 | 
						|
{
 | 
						|
	IConsolePrint(CC_HELP, "All settings with their current value:");
 | 
						|
 | 
						|
	for (auto &table : GenericSettingTables()) {
 | 
						|
		IConsoleListSettingsTable(table, prefilter);
 | 
						|
	}
 | 
						|
	for (auto &table : PrivateSettingTables()) {
 | 
						|
		IConsoleListSettingsTable(table, prefilter);
 | 
						|
	}
 | 
						|
	for (auto &table : SecretSettingTables()) {
 | 
						|
		IConsoleListSettingsTable(table, prefilter);
 | 
						|
	}
 | 
						|
 | 
						|
	IConsolePrint(CC_HELP, "Use 'setting' command to change a value.");
 | 
						|
}
 |