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(svn r5092) -Fix: There was a gross race condition in the AI code which made it pretty random if the AI could give a new vehicle its orders
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parent
7dff47b7f0
commit
877c7e34a5
18
ai/ai.c
18
ai/ai.c
@ -32,7 +32,7 @@ static void AI_DequeueCommands(PlayerID player)
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/* Copy the DP back in place */
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_cmd_text = com->text;
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DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
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DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc);
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/* Free item */
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entry_com = com->next;
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@ -45,7 +45,7 @@ static void AI_DequeueCommands(PlayerID player)
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* Needed for SP; we need to delay DoCommand with 1 tick, because else events
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* will make infinite loops (AIScript).
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*/
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static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc)
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static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCallback* callback)
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{
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AICommand *com;
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@ -67,6 +67,7 @@ static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uin
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com->p1 = p1;
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com->p2 = p2;
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com->procc = procc;
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com->callback = callback;
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com->next = NULL;
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com->text = NULL;
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@ -80,7 +81,7 @@ static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uin
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/**
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* Executes a raw DoCommand for the AI.
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*/
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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback)
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{
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PlayerID old_lp;
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int32 res = 0;
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@ -120,12 +121,12 @@ int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint proc
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/* Send the command */
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if (_networking)
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/* Network is easy, send it to his handler */
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NetworkSend_Command(tile, p1, p2, procc, NULL);
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NetworkSend_Command(tile, p1, p2, procc, callback);
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else
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#endif
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/* If we execute BuildCommands directly in SP, we have a big problem with events
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* so we need to delay is for 1 tick */
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AI_PutCommandInQueue(_current_player, tile, p1, p2, procc);
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AI_PutCommandInQueue(_current_player, tile, p1, p2, procc, callback);
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/* Set _local_player back */
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_local_player = old_lp;
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@ -135,6 +136,13 @@ int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint proc
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return res;
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}
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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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{
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return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL);
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}
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/**
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* Run 1 tick of the AI. Don't overdo it, keep it realistic.
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*/
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2
ai/ai.h
2
ai/ai.h
@ -11,6 +11,7 @@ typedef struct AICommand {
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uint32 p1;
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uint32 p2;
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uint32 procc;
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CommandCallback* callback;
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char *text;
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uint uid;
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@ -46,6 +47,7 @@ void AI_RunGameLoop(void);
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void AI_Initialize(void);
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void AI_Uninitialize(void);
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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
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int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
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/** Is it allowed to start a new AI.
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* This function checks some boundries to see if we should launch a new AI.
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@ -7,6 +7,7 @@
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#include "../../map.h"
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#include "../../road_map.h"
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#include "../../tile.h"
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#include "../../vehicle.h"
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#include "../../command.h"
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#include "trolly.h"
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#include "../../engine.h"
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@ -249,6 +250,20 @@ EngineID AiNew_PickVehicle(Player *p)
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}
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void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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Player* p = GetPlayer(_current_player);
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if (success) {
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p->ainew.state = AI_STATE_GIVE_ORDERS;
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p->ainew.veh_id = _new_vehicle_id;
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} else {
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/* XXX this should be handled more gracefully */
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p->ainew.state = AI_STATE_NOTHING;
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}
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}
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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@ -257,7 +272,11 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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if (i == INVALID_ENGINE) return CMD_ERROR;
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if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
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return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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if (flag & DC_EXEC) {
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return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI);
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} else {
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return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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}
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}
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int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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@ -1155,7 +1155,7 @@ static void AiNew_State_BuildVehicle(Player *p)
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// Decrease the total counter
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p->ainew.amount_veh--;
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// Go give some orders!
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p->ainew.state = AI_STATE_GIVE_ORDERS;
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p->ainew.state = AI_STATE_WAIT_FOR_BUILD;
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}
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@ -1167,18 +1167,6 @@ static void AiNew_State_GiveOrders(Player *p)
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assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
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// Get the new ID
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/* XXX -- Because this AI isn't using any event-system, this is VERY dangerous!
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* There is no way telling if the vehicle is already bought (or delayed by the
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* network), and if bought, if not an other vehicle is bought in between.. in
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* other words, there is absolutely no way knowing if this id is the true
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* id.. soon this will all change, but for now, we needed something to test
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* on ;) -- TrueLight -- 21-11-2005 */
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if (p->ainew.tbt == AI_TRAIN) {
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} else {
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p->ainew.veh_id = _new_roadveh_id;
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}
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if (p->ainew.veh_main_id != INVALID_VEHICLE) {
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AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
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@ -1323,6 +1311,7 @@ static AiNew_StateFunction* const _ainew_state[] = {
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AiNew_State_BuildPath,
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AiNew_State_BuildDepot,
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AiNew_State_BuildVehicle,
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NULL,
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AiNew_State_GiveOrders,
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AiNew_State_StartVehicle,
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AiNew_State_RepayMoney,
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@ -187,6 +187,7 @@ enum {
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AI_STATE_BUILD_PATH,
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AI_STATE_BUILD_DEPOT,
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AI_STATE_BUILD_VEHICLE,
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AI_STATE_WAIT_FOR_BUILD,
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AI_STATE_GIVE_ORDERS,
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AI_STATE_START_VEHICLE,
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AI_STATE_REPAY_MONEY,
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@ -53,6 +53,8 @@ CommandCallback CcBuildWagon;
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CommandCallback CcBuildLoco;
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CommandCallback CcCloneTrain;
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CommandCallback CcAI;
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CommandCallback *_callback_table[] = {
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/* 0x00 */ NULL,
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/* 0x01 */ CcBuildAircraft,
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@ -79,6 +81,7 @@ CommandCallback *_callback_table[] = {
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/* 0x16 */ CcCloneRoadVeh,
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/* 0x17 */ CcCloneShip,
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/* 0x18 */ CcCloneTrain,
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/* 0x19 */ CcAI
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};
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const int _callback_table_count = lengthof(_callback_table);
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