OpenTTD-patches/src/saveload/linkgraph_sl.cpp
Patric Stout 9fff00ba20
Codechange: C++-ify lists for SaveLoad (#9323)
Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant

As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
2021-05-31 22:26:44 +02:00

288 lines
8.3 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file linkgraph_sl.cpp Code handling saving and loading of link graphs */
#include "../stdafx.h"
#include "../linkgraph/linkgraph.h"
#include "../linkgraph/linkgraphjob.h"
#include "../linkgraph/linkgraphschedule.h"
#include "../network/network.h"
#include "../settings_internal.h"
#include "saveload.h"
#include "../safeguards.h"
typedef LinkGraph::BaseNode Node;
typedef LinkGraph::BaseEdge Edge;
static uint16 _num_nodes;
/**
* Get a SaveLoad array for a link graph.
* @return SaveLoad array for link graph.
*/
SaveLoadTable GetLinkGraphDesc()
{
static const SaveLoad link_graph_desc[] = {
SLE_VAR(LinkGraph, last_compression, SLE_INT32),
SLEG_VAR(_num_nodes, SLE_UINT16),
SLE_VAR(LinkGraph, cargo, SLE_UINT8),
};
return link_graph_desc;
}
/**
* Get a SaveLoad array for a link graph job. The settings struct is derived from
* the global settings saveload array. The exact entries are calculated when the function
* is called the first time.
* It's necessary to keep a copy of the settings for each link graph job so that you can
* change the settings while in-game and still not mess with current link graph runs.
* Of course the settings have to be saved and loaded, too, to avoid desyncs.
* @return Array of SaveLoad structs.
*/
SaveLoadTable GetLinkGraphJobDesc()
{
static std::vector<SaveLoad> saveloads;
static const char *prefix = "linkgraph.";
static const SaveLoad job_desc[] = {
SLE_VAR(LinkGraphJob, join_date, SLE_INT32),
SLE_VAR(LinkGraphJob, link_graph.index, SLE_UINT16),
};
/* The member offset arithmetic below is only valid if the types in question
* are standard layout types. Otherwise, it would be undefined behaviour. */
static_assert(std::is_standard_layout<LinkGraphSettings>::value, "LinkGraphSettings needs to be a standard layout type");
/* We store the offset of each member of the #LinkGraphSettings in the
* extra data of the saveload struct. Use it together with the address
* of the settings struct inside the job to find the final memory address. */
static SaveLoadAddrProc * const proc = [](void *b, size_t extra) -> void * { return const_cast<void *>(static_cast<const void *>(reinterpret_cast<const char *>(std::addressof(static_cast<LinkGraphJob *>(b)->settings)) + extra)); };
/* Build the SaveLoad array on first call and don't touch it later on */
if (saveloads.size() == 0) {
GetSettingSaveLoadByPrefix(prefix, saveloads);
for (auto &sl : saveloads) {
sl.address_proc = proc;
}
for (auto &sld : job_desc) {
saveloads.push_back(sld);
}
}
return saveloads;
}
/**
* Get a SaveLoad array for the link graph schedule.
* @return SaveLoad array for the link graph schedule.
*/
SaveLoadTable GetLinkGraphScheduleDesc()
{
static const SaveLoad schedule_desc[] = {
SLE_LST(LinkGraphSchedule, schedule, REF_LINK_GRAPH),
SLE_LST(LinkGraphSchedule, running, REF_LINK_GRAPH_JOB),
};
return schedule_desc;
}
/* Edges and nodes are saved in the correct order, so we don't need to save their IDs. */
/**
* SaveLoad desc for a link graph node.
*/
static const SaveLoad _node_desc[] = {
SLE_CONDVAR(Node, xy, SLE_UINT32, SLV_191, SL_MAX_VERSION),
SLE_VAR(Node, supply, SLE_UINT32),
SLE_VAR(Node, demand, SLE_UINT32),
SLE_VAR(Node, station, SLE_UINT16),
SLE_VAR(Node, last_update, SLE_INT32),
};
/**
* SaveLoad desc for a link graph edge.
*/
static const SaveLoad _edge_desc[] = {
SLE_CONDNULL(4, SL_MIN_VERSION, SLV_191), // distance
SLE_VAR(Edge, capacity, SLE_UINT32),
SLE_VAR(Edge, usage, SLE_UINT32),
SLE_VAR(Edge, last_unrestricted_update, SLE_INT32),
SLE_CONDVAR(Edge, last_restricted_update, SLE_INT32, SLV_187, SL_MAX_VERSION),
SLE_VAR(Edge, next_edge, SLE_UINT16),
};
/**
* Save/load a link graph.
* @param lg Link graph to be saved or loaded.
*/
void SaveLoad_LinkGraph(LinkGraph &lg)
{
uint16 size = lg.Size();
for (NodeID from = 0; from < size; ++from) {
Node *node = &lg.nodes[from];
SlObject(node, _node_desc);
if (IsSavegameVersionBefore(SLV_191)) {
/* We used to save the full matrix ... */
for (NodeID to = 0; to < size; ++to) {
SlObject(&lg.edges[from][to], _edge_desc);
}
} else {
/* ... but as that wasted a lot of space we save a sparse matrix now. */
for (NodeID to = from; to != INVALID_NODE; to = lg.edges[from][to].next_edge) {
if (to >= size) SlErrorCorrupt("Link graph structure overflow");
SlObject(&lg.edges[from][to], _edge_desc);
}
}
}
}
/**
* Save a link graph job.
* @param lgj LinkGraphJob to be saved.
*/
static void DoSave_LGRJ(LinkGraphJob *lgj)
{
SlObject(lgj, GetLinkGraphJobDesc());
_num_nodes = lgj->Size();
SlObject(const_cast<LinkGraph *>(&lgj->Graph()), GetLinkGraphDesc());
SaveLoad_LinkGraph(const_cast<LinkGraph &>(lgj->Graph()));
}
/**
* Save a link graph.
* @param lg LinkGraph to be saved.
*/
static void DoSave_LGRP(LinkGraph *lg)
{
_num_nodes = lg->Size();
SlObject(lg, GetLinkGraphDesc());
SaveLoad_LinkGraph(*lg);
}
/**
* Load all link graphs.
*/
static void Load_LGRP()
{
int index;
while ((index = SlIterateArray()) != -1) {
if (!LinkGraph::CanAllocateItem()) {
/* Impossible as they have been present in previous game. */
NOT_REACHED();
}
LinkGraph *lg = new (index) LinkGraph();
SlObject(lg, GetLinkGraphDesc());
lg->Init(_num_nodes);
SaveLoad_LinkGraph(*lg);
}
}
/**
* Load all link graph jobs.
*/
static void Load_LGRJ()
{
int index;
while ((index = SlIterateArray()) != -1) {
if (!LinkGraphJob::CanAllocateItem()) {
/* Impossible as they have been present in previous game. */
NOT_REACHED();
}
LinkGraphJob *lgj = new (index) LinkGraphJob();
SlObject(lgj, GetLinkGraphJobDesc());
LinkGraph &lg = const_cast<LinkGraph &>(lgj->Graph());
SlObject(&lg, GetLinkGraphDesc());
lg.Init(_num_nodes);
SaveLoad_LinkGraph(lg);
}
}
/**
* Load the link graph schedule.
*/
static void Load_LGRS()
{
SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc());
}
/**
* Spawn the threads for running link graph calculations.
* Has to be done after loading as the cargo classes might have changed.
*/
void AfterLoadLinkGraphs()
{
if (IsSavegameVersionBefore(SLV_191)) {
for (LinkGraph *lg : LinkGraph::Iterate()) {
for (NodeID node_id = 0; node_id < lg->Size(); ++node_id) {
const Station *st = Station::GetIfValid((*lg)[node_id].Station());
if (st != nullptr) (*lg)[node_id].UpdateLocation(st->xy);
}
}
for (LinkGraphJob *lgj : LinkGraphJob::Iterate()) {
LinkGraph *lg = &(const_cast<LinkGraph &>(lgj->Graph()));
for (NodeID node_id = 0; node_id < lg->Size(); ++node_id) {
const Station *st = Station::GetIfValid((*lg)[node_id].Station());
if (st != nullptr) (*lg)[node_id].UpdateLocation(st->xy);
}
}
}
LinkGraphSchedule::instance.SpawnAll();
if (!_networking || _network_server) {
AfterLoad_LinkGraphPauseControl();
}
}
/**
* Save all link graphs.
*/
static void Save_LGRP()
{
for (LinkGraph *lg : LinkGraph::Iterate()) {
SlSetArrayIndex(lg->index);
SlAutolength((AutolengthProc*)DoSave_LGRP, lg);
}
}
/**
* Save all link graph jobs.
*/
static void Save_LGRJ()
{
for (LinkGraphJob *lgj : LinkGraphJob::Iterate()) {
SlSetArrayIndex(lgj->index);
SlAutolength((AutolengthProc*)DoSave_LGRJ, lgj);
}
}
/**
* Save the link graph schedule.
*/
static void Save_LGRS()
{
SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc());
}
/**
* Substitute pointers in link graph schedule.
*/
static void Ptrs_LGRS()
{
SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc());
}
extern const ChunkHandler _linkgraph_chunk_handlers[] = {
{ 'LGRP', Save_LGRP, Load_LGRP, nullptr, nullptr, CH_ARRAY },
{ 'LGRJ', Save_LGRJ, Load_LGRJ, nullptr, nullptr, CH_ARRAY },
{ 'LGRS', Save_LGRS, Load_LGRS, Ptrs_LGRS, nullptr, CH_LAST }
};