Commit Graph

989 Commits (d35f1d3d06f270d607aafa39b0f25232b0964936)

Author SHA1 Message Date
Peter Nelson 22803f997b Codechange: Use std::vector for station speclist
This removes manual memory allocation, although we still manage the list
size in roughly the same way.
2 years ago
Tyler Trahan c19abebf8d
Feature: Multi-track level crossings (#9931) 2 years ago
Nicolas Chappe f8a7b76675 Fix #9665: [Linkgraph] Fix travel times of non-direct journeys 2 years ago
dP 548f0496a9
Change: Make _tick_counter 64bit to avoid wrapping (#10035) 2 years ago
Tyler Trahan ec90fb4c99 Fix #6544: Don't join AI company when loading network game in singleplayer 2 years ago
Rubidium c73f578e8c Codechange: replace magic numbers and C-style arrays with C++-style array for share owners 2 years ago
Niels Martin Hansen e68bf58989 Codechange: Use anonymous union for vehicle orders/old orders list 2 years ago
Michael Lutz b0990fcff7 Codechange: Make TileIndex a "strong" typedef to give it a distinct type.
This is accomplished by changing it to a single member struct with the
appropriate operator overloads to make it all work with not too much
source modifications.
3 years ago
Jonathan G Rennison 762b656b53 Fix #9740: Fix loading of gamelog change items from savegame ver >= 294 3 years ago
Charles Pigott cf16f452da
Fix #9680: Recalculating aircraft positions before map array updates caused crashes (#9699) 3 years ago
Dmitry Erlikh 33ef34189e
Fix #9648: add missing commas in crash message 3 years ago
Loïc Guilloux f2c03a77f0
Change: Don't store not to be activated newGRFs in savegames (#9627) 3 years ago
SamuXarick e404d16929
Fix #9591: Update station docking tiles upon placing a water object on a docking tile (#9594) 3 years ago
Loïc Guilloux 38a64eb2aa
Change: Allow all tiles around docks to be docking tiles (#9578) 3 years ago
Patric Stout 394c749b6b
Change: Heading for 13 now (#9573) 3 years ago
Nicolas Chappe 977604ef08 Feature: [Linkgraph] Prioritize faster routes for passengers, mail and express cargo
Passengers usually prefer fast paths to short paths.
Average travel times of links are updated in real-time for use in Dijkstra's algorithm,
and newer travel times weigh more, just like capacities.
3 years ago
Loïc Guilloux 460991ecf4
Feature: Persistant rotation of numbered auto/netsave after restart (#9397)
It was always starting from 0 on openttd restart.
Now the most recent auto/netsave number will be used as a base to generate the next filename.
3 years ago
Rubidium ede3f79475 Codechange: use the name string in SaveLoad for the name of the Setting as well 3 years ago
Rubidium 01139d3368 Codechange: access the name of a setting via an accessor function 3 years ago
Rubidium 94881f5a34 Codechange: name a few unnamed settings as to not to have to check for that being empty 3 years ago
Stephan a70aa5df49
Add #9188: netsave now keeps multiple version around, similar to autosave (#9395) 3 years ago
Patric Stout 8f5d0ecde3
Codechange: split settings.ini over several files (#9421)
This reduced the load on compilers, as currently for example MacOS
doesn't like the huge settings-tables.

Additionally, nobody can find settings, as the list is massive and
unordered. By splitting it, it becomes a little bit more sensible.
3 years ago
Patric Stout c1f13e0372
Fix: reduce the amount of debug messages on -dsl=2 (#9420)
LoadCheck makes it sound like something is really broken while
loading savegames, while it really is perfectly normal, as most
chunks do not implement LoadCheck.
3 years ago
glx22 7bcc7e11ff Codechange: Use a common sub-class for NewGRFMapping chunks 3 years ago
glx22 6e627f35ac Cleanup: Remove now unneeded ChunkHandler members 3 years ago
glx22 2c941cd8b3 Codechange: Use ChunkHandlers sub-classes 3 years ago
glx22 c1a9fe6fbd Codechange: Use static array of references to ChunkHandler 3 years ago
glx22 f371a5ad70 Codechange: Preparation for ChunkHandler subclassing 3 years ago
Rubidium 7e7a4aad72 Codechange: split off the settings saveload code from the main settings handling logic 3 years ago
Loïc Guilloux ddafc0de05
Fix 39e90ec: Integers for scripts are 64bit, but saved as 32bit (#9415) 3 years ago
Loïc Guilloux 0fa2007560
Fix cdb3dd049: GOAL chunk was not using the header for loading (#9409) 3 years ago
Patric Stout 3e3049fd0e Codechange: make savegame-version checks more obvious in SlCompanyLiveries::Load
num_liveries indirectly contained the same information, but this
makes reading these things pretty difficult. So use IsSavegameVersionBefore()
like everywhere else instead.
3 years ago
Patric Stout 4e645ce749 Codechange: using "until" in function names can be confusing
IsSavegameVersionUntil() did a [0, N] check, not [0, N) as the
name suggests.

Until can be a confusing word, where people consider it to be
including the upperbound. Dictionary states it means "before",
excluding the upperbound. There are long debates about who is right.

So, simply remove away from this ambiguity, and call it "before"
and "before or at". This makes the world easier for everyone.
3 years ago
Patric Stout 1ed2405907 Cleanup: remove SLE_NULL and friends
We no longer need them. If you want to remove a field .. just
remove it! Because of the headers in the savegame, on loading,
it will do the right thing and skip the field.

Do remember to bump the savegame version, as otherwise older
clients can still load the game, but will reset the field you
have removed .. that might be unintentially.
3 years ago
Patric Stout 3826703bc3 Add: store headers for chunks with SL_STRUCTLIST 3 years ago
Patric Stout cdb3dd0493 Add: store headers for most savegame chunks
When a header is added, the chunk changes from CH_ARRAY type to
CH_TABLE type.
3 years ago
Patric Stout 7dd5fd6ed4 Feature: framework to make savegames self-descriptive
We won't be able to make it fully self-descriptive (looking at you
MAP-chunks), but anything else can. With this framework, we can
add headers for each chunk explaining how each chunk looks like
in detail.

They also will all be tables, making it a lot easier to read in
external tooling, and opening the way to consider a database
(like SQLite) to use as savegame format.

Lastly, with the headers in the savegame, you can freely add
fields without needing a savegame version bump; older versions
of OpenTTD will simply ignore the new field. This also means
we can remove all the SLE_CONDNULL, as they are irrelevant.

The next few commits will start using this framework.
3 years ago
rubidium42 f7f1d530b8 Codechange: instead of "naked" initializer lists, declare the type in the saveload macros
This to help variant's constructor to be able to resolve the constructor of the setting
3 years ago
Rubidium 281a65b3e1 Cleanup: simplify some boolean expressions 3 years ago
Rubidium 357af686dc Cleanup: use true/false instead of 1/0 where applicable 3 years ago
Patric Stout 8e91527251 Codechange: mark chunks that are not stored as CH_READONLY
This makes it easier to spot chunks that have a save_proc that
is a nullptr, but also prevents confusion, where it looks like
the CH_ type of a chunk has influence on how it is being read.
It is not, it is only used for saving.
3 years ago
Patric Stout 4c4b55ecbd Change: rework GLOG chunk to be more like the rest
Basically it is very similar to Vehicles, where there first is
a type field, followed by data of that type. So this commit makes
it looks like how Vehicles solved that.
This removes a lot of custom "keeping track of length" stuff.
3 years ago
Patric Stout 88edfd4ef1 Change: rework several CH_RIFF chunks to use CH_ARRAY instead
This adds two byte extra to those chunks, and might feel a bit
silly at first. But in later changes we will prefix CH_ARRAY with
a table header, and then this change shines.

Without this, we could still add headers to these chunks, but any
external reader wouldn't know if the CH_RIFF has them or not. This
way is much more practical, as they are now more like any other
chunk.
3 years ago
Patric Stout b9ab9e4d05 Codechange: add the ability to save/load a std::vector
std::vector<bool> is not possible, as .. that is a nice special
case in C++.

This new type will be used in next commit.
3 years ago
Patric Stout 97b94bdc9a Change: prefix SL_ARR with the length of the array
This means that during loading we can validate that what is saved
is also that what is expected. Additionally, this makes all list
types similar to how they are stored on disk:
First a gamma to indicate length, followed by the data.
The size still depends on the type.
3 years ago
Patric Stout f67af5cbe5 Codechange: make it more obvious SlArray supports SLE_VAR_NULL
In the end, the code was already doing the right thing, but a few
functions deep, and not really obvious. When validating what objects
can handle SLE_VAR_NULL, it is nicer to just have this obvious.
3 years ago
Patric Stout d5cda58158 Codechange: use SL_NULL if you want to store null-bytes or load to nothing
Using SL_ARR for this gives us a bit of trouble later on, where we
add a length-field to SL_ARR. This of course is not the intention
of SLE_CONDNULL. So better seperate it.
3 years ago
Patric Stout 0d2e3437e3 Change: switch SL_DEQUE and SL_REFLIST length field to a gamma
The current SaveLoad is a bit inconsistent how long a length field
is. Sometimes it is a 32bit, sometimes a gamma. Make it consistent
across the board by making them all gammas.
3 years ago
Patric Stout 75e7451151 Change: indicate in the savegame if a SL_STRUCT contains any data
This helps external tooling to understand if a SL_STRUCT should
be skipped when reading. Basically, this transforms an SL_STRUCT
into a SL_STRUCTLIST with either 0 or 1 length.
3 years ago
Patric Stout a146bcfe93 Change: store length of SL_STRUCTLIST in the savegame
This wasn't consistently done, and often variables were used that
were read by an earlier blob. By moving it next to the struct
itself, the code becomes a bit more self-contained and easier to
read.

Additionally, this allows for external tooling to know how many
structs to expect, instead of having to know where to find the
length-field or a hard-coded value that can change at any moment.
3 years ago