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Change: Use git revision hash (with "modified" prefix) for gamelog
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@ -39,6 +39,30 @@ uint _gamelog_actions = 0; ///< number of actions
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static LoggedAction *_current_action = NULL; ///< current action we are logging, NULL when there is no action active
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/**
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* Return the revision string for the current client version, for use in gamelog.
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* The string returned is at most GAMELOG_REVISION_LENGTH bytes long.
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*/
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static const char * GetGamelogRevisionString()
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{
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/* Allocate a buffer larger than necessary (git revision hash is 40 bytes) to avoid truncation later */
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static char gamelog_revision[48] = { 0 };
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assert_compile(lengthof(gamelog_revision) > GAMELOG_REVISION_LENGTH);
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if (IsReleasedVersion()) {
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return _openttd_revision;
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} else if (gamelog_revision[0] == 0) {
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/* Prefix character indication revision status */
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assert(_openttd_revision_modified < 3);
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gamelog_revision[0] = "gum"[_openttd_revision_modified]; // g = "git", u = "unknown", m = "modified"
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/* Append the revision hash */
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strecat(gamelog_revision, _openttd_revision_hash, lastof(gamelog_revision));
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/* Truncate string to GAMELOG_REVISION_LENGTH bytes */
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gamelog_revision[GAMELOG_REVISION_LENGTH - 1] = '\0';
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}
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return gamelog_revision;
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}
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/**
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* Stores information about new action, but doesn't allocate it
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* Action is allocated only when there is at least one change
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@ -415,7 +439,7 @@ void GamelogRevision()
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if (lc == NULL) return;
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memset(lc->revision.text, 0, sizeof(lc->revision.text));
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strecpy(lc->revision.text, _openttd_revision, lastof(lc->revision.text));
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strecpy(lc->revision.text, GetGamelogRevisionString(), lastof(lc->revision.text));
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lc->revision.slver = SAVEGAME_VERSION;
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lc->revision.modified = _openttd_revision_modified;
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lc->revision.newgrf = _openttd_newgrf_version;
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@ -484,7 +508,7 @@ void GamelogTestRevision()
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}
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}
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if (rev == NULL || strcmp(rev->revision.text, _openttd_revision) != 0 ||
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if (rev == NULL || strcmp(rev->revision.text, GetGamelogRevisionString()) != 0 ||
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rev->revision.modified != _openttd_revision_modified ||
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rev->revision.newgrf != _openttd_newgrf_version) {
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GamelogRevision();
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