(svn r24537) -Feature: Scripts can be suspended even if the game is still progressing, thus break-on-log now works also for Game Scripts.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
zuu 12 years ago
parent 2e1936b11c
commit f3f4c562ff

@ -68,13 +68,30 @@ public:
static void Stop(CompanyID company);
/**
* Suspend an AI for the reminder of the current tick. If the AI is
* in a state when it cannot be suspended, it will continue to run
* until it can be suspended.
* @param company The company for which the AI should be suspended.
* Suspend the AI and then pause execution of the script. The script
* will not be resumed from its suspended state until the script has
* been unpaused.
* @param company The company for which the AI should be paused.
* @pre Company::IsValidAiID(company)
*/
static void Suspend(CompanyID company);
static void Pause(CompanyID company);
/**
* Resume execution of the AI. This function will not actually execute
* the script, but set a flag so that the script is executed my the usual
* mechanism that executes the script.
* @param company The company for which the AI should be unpaused.
* @pre Company::IsValidAiID(company)
*/
static void Unpause(CompanyID company);
/**
* Checks if the AI is paused.
* @param company The company for which to check if the AI is paused.
* @pre Company::IsValidAiID(company)
* @return true if the AI is paused, otherwise false.
*/
static bool IsPaused(CompanyID company);
/**
* Kill any and all AIs we manage.

@ -112,14 +112,35 @@
DeleteWindowById(WC_AI_SETTINGS, company);
}
/* static */ void AI::Suspend(CompanyID company)
/* static */ void AI::Pause(CompanyID company)
{
if (_networking && !_network_server) return;
/* The reason why dedicated servers are forbidden to execute this
* command is not because it is unsafe, but because there is no way
* for the server owner to unpause the script again. */
if (_network_dedicated) return;
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(company)->ai_instance->Pause();
cur_company.Restore();
}
/* static */ void AI::Unpause(CompanyID company)
{
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(company)->ai_instance->Unpause();
cur_company.Restore();
}
/* static */ bool AI::IsPaused(CompanyID company)
{
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
Company::Get(company)->ai_instance->Suspend();
bool paused = Company::Get(company)->ai_instance->IsPaused();
cur_company.Restore();
return paused;
}
/* static */ void AI::KillAll()

@ -961,11 +961,15 @@ void ShowAIConfigWindow()
* state of the script. (dead or alive)
* @param button the button to update.
* @param dead true if the script is dead, otherwise false.
* @param paused true if the script is paused, otherwise false.
* @return true if the colour was changed and the window need to be marked as dirty.
*/
static bool SetScriptButtonColour(NWidgetCore &button, bool dead)
static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused)
{
Colours colour = dead ? COLOUR_RED : COLOUR_GREY;
/* Dead scripts are indicated with red background and
* paused scripts are indicated with yellow background. */
Colours colour = dead ? COLOUR_RED :
(paused ? COLOUR_YELLOW : COLOUR_GREY);
if (button.colour != colour) {
button.colour = colour;
return true;
@ -1035,8 +1039,10 @@ struct AIDebugWindow : public QueryStringBaseWindow {
/* Restore button state from static class variables */
if (ai_debug_company == OWNER_DEITY) {
this->LowerWidget(WID_AID_SCRIPT_GAME);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused());
} else if (ai_debug_company != INVALID_COMPANY) {
this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company));
}
this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
@ -1107,11 +1113,12 @@ struct AIDebugWindow : public QueryStringBaseWindow {
dirty = true;
}
/* Mark dead AIs by red background. */
/* Mark dead/paused AIs by setting the background colour. */
bool dead = valid && Company::Get(i)->ai_instance->IsDead();
bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
/* Re-paint if the button was updated.
* (note that it is intentional that SetScriptButtonColour is always called) */
dirty = SetScriptButtonColour(*button, dead) || dirty;
dirty = SetScriptButtonColour(*button, dead, paused) || dirty;
/* Do we need a repaint? */
if (dirty) this->SetDirty();
@ -1125,8 +1132,9 @@ struct AIDebugWindow : public QueryStringBaseWindow {
/* Set button colour for Game Script. */
GameInstance *game = Game::GetInstance();
bool dead = game != NULL && game->IsDead();
bool paused = game != NULL && game->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME);
if (SetScriptButtonColour(*button, dead)) {
if (SetScriptButtonColour(*button, dead, paused)) {
/* Re-paint if the button was updated. */
this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
}
@ -1243,10 +1251,13 @@ struct AIDebugWindow : public QueryStringBaseWindow {
if (ai_debug_company == OWNER_DEITY) {
this->LowerWidget(WID_AID_SCRIPT_GAME);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused());
} else {
this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company));
}
this->highlight_row = -1; // The highlight of one AI make little sense for another AI.
this->autoscroll = true;
this->last_vscroll_pos = this->vscroll->GetPosition();
this->SetDirty();
@ -1292,8 +1303,35 @@ struct AIDebugWindow : public QueryStringBaseWindow {
break;
case WID_AID_CONTINUE_BTN:
/* Unpause */
DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE);
/* Unpause current AI / game script and mark the corresponding script button dirty. */
if (ai_debug_company == OWNER_DEITY) {
Game::Unpause();
this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
} else {
AI::Unpause(ai_debug_company);
this->SetWidgetDirty(WID_AID_COMPANY_BUTTON_START + ai_debug_company);
}
/* If the last AI/Game Script is unpaused, unpause the game too. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) {
bool all_unpaused = !Game::IsPaused();
if (all_unpaused) {
Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai && AI::IsPaused(c->index)) {
all_unpaused = false;
break;
}
}
if (all_unpaused) {
/* All scripts have been unpaused => unpause the game. */
DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE);
}
}
}
this->highlight_row = -1;
this->SetWidgetDirty(WID_AID_LOG_PANEL);
this->DisableWidget(WID_AID_CONTINUE_BTN);
this->RaiseWidget(WID_AID_CONTINUE_BTN); // Disabled widgets don't raise themself
break;
@ -1334,9 +1372,8 @@ struct AIDebugWindow : public QueryStringBaseWindow {
if (gui_scope && data == -2) {
/* The continue button should be disabled when the game is unpaused and
* it was previously paused by the break string ( = a line in the log
* was highlighted )*/
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && this->highlight_row != -1) {
* it was previously paused. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && !this->IsWidgetDisabled(WID_AID_CONTINUE_BTN)) {
this->DisableWidget(WID_AID_CONTINUE_BTN);
this->SetWidgetDirty(WID_AID_CONTINUE_BTN);
this->SetWidgetDirty(WID_AID_LOG_PANEL);
@ -1346,7 +1383,7 @@ struct AIDebugWindow : public QueryStringBaseWindow {
/* If the log message is related to the active company tab, check the break string.
* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
if (ai_debug_company != OWNER_DEITY && !gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
/* Get the log instance of the active company */
ScriptLog::LogData *log = this->GetLogPointer();
@ -1354,7 +1391,14 @@ struct AIDebugWindow : public QueryStringBaseWindow {
this->break_string_filter.ResetState();
this->break_string_filter.AddLine(log->lines[log->pos]);
if (this->break_string_filter.GetState()) {
AI::Suspend(ai_debug_company);
/* Pause execution of script. */
if (ai_debug_company == OWNER_DEITY) {
Game::Pause();
} else {
AI::Pause(ai_debug_company);
}
/* Pause the game. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) {
DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
}

@ -46,6 +46,26 @@ public:
*/
static void Uninitialize(bool keepConfig);
/**
* Suspends the Game Script and then pause the execution of the script. The
* script will not be resumed from its suspended state until the script
* has been unpaused.
*/
static void Pause();
/**
* Resume execution of the Game Script. This function will not actually execute
* the script, but set a flag so that the script is executed my the usual
* mechanism that executes the script.
*/
static void Unpause();
/**
* Checks if the Game Script is paused.
* @return true if the Game Script is paused, otherwise false.
*/
static bool IsPaused();
/**
* Queue a new event for a Game Script.
*/

@ -117,6 +117,21 @@
}
}
/* static */ void Game::Pause()
{
if (Game::instance != NULL) Game::instance->Pause();
}
/* static */ void Game::Unpause()
{
if (Game::instance != NULL) Game::instance->Unpause();
}
/* static */ bool Game::IsPaused()
{
return Game::instance != NULL? Game::instance->IsPaused() : false;
}
/* static */ void Game::NewEvent(ScriptEvent *event)
{
/* AddRef() and Release() need to be called at least once, so do it here */

@ -54,6 +54,7 @@ ScriptInstance::ScriptInstance(const char *APIName) :
instance(NULL),
is_started(false),
is_dead(false),
is_paused(false),
is_save_data_on_stack(false),
suspend(0),
callback(NULL)
@ -165,6 +166,7 @@ void ScriptInstance::GameLoop()
this->Died();
return;
}
if (this->is_paused) return;
this->controller->ticks++;
if (this->suspend < -1) this->suspend++; // Multiplayer suspend, increase up to -1.
@ -520,10 +522,23 @@ void ScriptInstance::Save()
}
}
void ScriptInstance::Suspend()
void ScriptInstance::Pause()
{
/* Suspend script. */
HSQUIRRELVM vm = this->engine->GetVM();
Squirrel::DecreaseOps(vm, _settings_game.script.script_max_opcode_till_suspend);
this->is_paused = true;
}
void ScriptInstance::Unpause()
{
this->is_paused = false;
}
bool ScriptInstance::IsPaused()
{
return this->is_paused;
}
/* static */ bool ScriptInstance::LoadObjects(HSQUIRRELVM vm)

@ -140,12 +140,24 @@ public:
static void LoadEmpty();
/**
* Reduces the number of opcodes the script have left to zero. Unless
* the script is in a state where it cannot suspend it will be suspended
* for the reminder of the current tick. This function is safe to
* call from within a function called by the script.
* Suspends the script for the current tick and then pause the execution
* of script. The script will not be resumed from its suspended state
* until the script has been unpaused.
*/
void Suspend();
void Pause();
/**
* Checks if the script is paused.
* @return true if the script is paused, otherwise false
*/
bool IsPaused();
/**
* Resume execution of the script. This function will not actually execute
* the script, but set a flag so that the script is executed my the usual
* mechanism that executes the script.
*/
void Unpause();
/**
* Get the number of operations the script can execute before being suspended.
@ -171,7 +183,8 @@ public:
/**
* Check if the instance is sleeping, which either happened because the
* script executed a DoCommand, or executed this.Sleep().
* script executed a DoCommand, executed this.Sleep() or it has been
* paused.
*/
bool IsSleeping() { return this->suspend != 0; }
@ -216,6 +229,7 @@ private:
bool is_dead; ///< True if the script has been stopped.
bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack?
int suspend; ///< The amount of ticks to suspend this script before it's allowed to continue.
bool is_paused; ///< Is the script paused? (a paused script will not be executed until unpaused)
Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the script runs.
/**

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