Change: base autosaves intervals on real time (instead of game time) (#10655)
There are two fundamental issues with autosave:
- When fast-forwarding, it saves way too often
- When paused, it never saves
Both makes no sense. Autosaves are meant to prevent you from
accidentally losing your work. The emphasis on "your" work.
To solve both issues, the autosave now works on real time. You
can select every 10 / 30 / 60 / 120 minutes, which are similar to
what the setting was in game-months.
When you pause, autosaving will stop. Unless you make any change
to the game; then it will continue to make autosaves, even so
the game is paused. Unpausing / pausing resets this mechanism.
(cherry picked from commit f5fad88723
)
pull/603/merge
parent
ec6cdce0c3
commit
19bbcb180d
@ -0,0 +1,69 @@
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/*
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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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@ -0,0 +1,59 @@
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/*
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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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/** @file timer_game_realtime.h Definition of the real time game-timer */
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#ifndef TIMER_GAME_REALTIME_H
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#define TIMER_GAME_REALTIME_H
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#include <chrono>
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/**
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* Timer that represents real time for game-related purposes.
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*
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* For pausing, there are several modes:
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* - Continue to tick during pause (PeriodFlags::ALWAYS).
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* - Stop ticking when paused (PeriodFlags::UNPAUSED).
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* - Only tick when unpaused or when there was a Command executed recently (recently: since last autosave) (PeriodFlags::AUTOSAVE).
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*
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* @note The lowest possible interval is 1ms, although realistic the lowest
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* interval is 27ms. This timer is only updated when the game-thread makes
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* a tick, which happens every 27ms.
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* @note Callbacks are executed in the game-thread.
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*/
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class TimerGameRealtime {
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public:
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enum PeriodFlags {
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ALWAYS, ///< Always run, even when paused.
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UNPAUSED, ///< Only run when not paused.
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AUTOSAVE, ///< Only run when not paused or there was a Command executed recently.
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};
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struct TPeriod {
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std::chrono::milliseconds period;
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PeriodFlags flag;
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TPeriod(std::chrono::milliseconds period, PeriodFlags flag) : period(period), flag(flag) {}
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bool operator < (const TPeriod &other) const
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{
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if (this->flag != other.flag) return this->flag < other.flag;
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return this->period < other.period;
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}
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bool operator == (const TPeriod &other) const
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{
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return this->flag == other.flag && this->period == other.period;
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}
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};
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using TElapsed = std::chrono::milliseconds;
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struct TStorage {
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std::chrono::milliseconds elapsed;
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};
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};
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#endif /* TIMER_GAME_REALTIME_H */
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