OpenTTD/src/settings.cpp
Patric Stout d02b1547f6
Remove: setting "no_http_content_downloads" (#12058)
As we now use HTTPS, it is very likely this will work on most systems.
For systems that do have HTTPS blocked, it will fail instantly,
and it will fallback to TCP anyway. That makes this setting no longer
very useful.
2024-02-11 14:48:12 +00:00

1933 lines
65 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 settings.cpp
* All actions handling saving and loading of the settings/configuration goes on in this file.
* The file consists of three parts:
* <ol>
* <li>Parsing the configuration file (openttd.cfg). This is achieved with the ini_ functions which
* handle various types, such as normal 'key = value' pairs, lists and value combinations of
* lists, strings, integers, 'bit'-masks and element selections.
* <li>Handle reading and writing to the setting-structures from inside the game either from
* the console for example or through the gui with CMD_ functions.
* <li>Handle saving/loading of the PATS chunk inside the savegame.
* </ol>
* @see SettingDesc
* @see SaveLoad
*/
#include "stdafx.h"
#include <charconv>
#include "settings_table.h"
#include "debug.h"
#include "currency.h"
#include "network/network.h"
#include "network/network_func.h"
#include "network/core/config.h"
#include "command_func.h"
#include "console_func.h"
#include "genworld.h"
#include "window_func.h"
#include "company_func.h"
#include "rev.h"
#include "error.h"
#include "gamelog.h"
#include "settings_func.h"
#include "ini_type.h"
#include "ai/ai_config.hpp"
#include "game/game_config.hpp"
#include "newgrf_config.h"
#include "base_media_base.h"
#include "fios.h"
#include "fileio_func.h"
#include "settings_cmd.h"
#include "table/strings.h"
#include "safeguards.h"
ClientSettings _settings_client;
GameSettings _settings_game; ///< Game settings of a running game or the scenario editor.
GameSettings _settings_newgame; ///< Game settings for new games (updated from the intro screen).
VehicleDefaultSettings _old_vds; ///< Used for loading default vehicles settings from old savegames.
std::string _config_file; ///< Configuration file of OpenTTD.
std::string _private_file; ///< Private configuration file of OpenTTD.
std::string _secrets_file; ///< Secrets configuration file of OpenTTD.
static ErrorList _settings_error_list; ///< Errors while loading minimal settings.
/**
* List of all the generic setting tables.
*
* There are a few tables that are special and not processed like the rest:
* - _currency_settings
* - _misc_settings
* - _company_settings
* - _win32_settings
* As such, they are not part of this list.
*/
static auto &GenericSettingTables()
{
static const SettingTable _generic_setting_tables[] = {
_difficulty_settings,
_economy_settings,
_game_settings,
_gui_settings,
_linkgraph_settings,
_locale_settings,
_multimedia_settings,
_network_settings,
_news_display_settings,
_pathfinding_settings,
_script_settings,
_world_settings,
};
return _generic_setting_tables;
}
/**
* List of all the private setting tables.
*/
static auto &PrivateSettingTables()
{
static const SettingTable _private_setting_tables[] = {
_network_private_settings,
};
return _private_setting_tables;
}
/**
* List of all the secrets setting tables.
*/
static auto &SecretSettingTables()
{
static const SettingTable _secrets_setting_tables[] = {
_network_secrets_settings,
};
return _secrets_setting_tables;
}
typedef void SettingDescProc(IniFile &ini, const SettingTable &desc, const char *grpname, void *object, bool only_startup);
typedef void SettingDescProcList(IniFile &ini, const char *grpname, StringList &list);
static bool IsSignedVarMemType(VarType vt)
{
switch (GetVarMemType(vt)) {
case SLE_VAR_I8:
case SLE_VAR_I16:
case SLE_VAR_I32:
case SLE_VAR_I64:
return true;
}
return false;
}
/**
* IniFile to store a configuration.
*/
class ConfigIniFile : public IniFile {
private:
inline static const IniGroupNameList list_group_names = {
"bans",
"newgrf",
"servers",
"server_bind_addresses",
};
public:
ConfigIniFile(const std::string &filename) : IniFile(list_group_names)
{
this->LoadFromDisk(filename, NO_DIRECTORY);
}
};
/**
* Ini-file versions.
*
* Sometimes we move settings between different ini-files, as we need to know
* when we have to load/remove it from the old versus reading it from the new
* location. These versions assist with situations like that.
*/
enum IniFileVersion : uint32_t {
IFV_0, ///< 0 All versions prior to introduction.
IFV_PRIVATE_SECRETS, ///< 1 PR#9298 Moving of settings from openttd.cfg to private.cfg / secrets.cfg.
IFV_GAME_TYPE, ///< 2 PR#9515 Convert server_advertise to server_game_type.
IFV_LINKGRAPH_SECONDS, ///< 3 PR#10610 Store linkgraph update intervals in seconds instead of days.
IFV_NETWORK_PRIVATE_SETTINGS, ///< 4 PR#10762 Move use_relay_service to private settings.
IFV_AUTOSAVE_RENAME, ///< 5 PR#11143 Renamed values of autosave to be in minutes.
IFV_RIGHT_CLICK_CLOSE, ///< 6 PR#10204 Add alternative right click to close windows setting.
IFV_REMOVE_GENERATION_SEED, ///< 7 PR#11927 Remove "generation_seed" from configuration.
IFV_MAX_VERSION, ///< Highest possible ini-file version.
};
const uint16_t INIFILE_VERSION = (IniFileVersion)(IFV_MAX_VERSION - 1); ///< Current ini-file version of OpenTTD.
/**
* Find the index value of a ONEofMANY type in a string separated by |
* @param str the current value of the setting for which a value needs found
* @param len length of the string
* @param many full domain of values the ONEofMANY setting can have
* @return the integer index of the full-list, or -1 if not found
*/
size_t OneOfManySettingDesc::ParseSingleValue(const char *str, size_t len, const std::vector<std::string> &many)
{
/* check if it's an integer */
if (isdigit(*str)) return std::strtoul(str, nullptr, 0);
size_t idx = 0;
for (auto one : many) {
if (one.size() == len && strncmp(one.c_str(), str, len) == 0) return idx;
idx++;
}
return (size_t)-1;
}
/**
* Find whether a string was a boolean true or a boolean false.
*
* @param str the current value of the setting for which a value needs found.
* @return Either true/false, or nullopt if no boolean value found.
*/
std::optional<bool> BoolSettingDesc::ParseSingleValue(const char *str)
{
if (strcmp(str, "true") == 0 || strcmp(str, "on") == 0 || strcmp(str, "1") == 0) return true;
if (strcmp(str, "false") == 0 || strcmp(str, "off") == 0 || strcmp(str, "0") == 0) return false;
return std::nullopt;
}
/**
* Find the set-integer value MANYofMANY type in a string
* @param many full domain of values the MANYofMANY setting can have
* @param str the current string value of the setting, each individual
* of separated by a whitespace,tab or | character
* @return the 'fully' set integer, or -1 if a set is not found
*/
static size_t LookupManyOfMany(const std::vector<std::string> &many, const char *str)
{
const char *s;
size_t r;
size_t res = 0;
for (;;) {
/* skip "whitespace" */
while (*str == ' ' || *str == '\t' || *str == '|') str++;
if (*str == 0) break;
s = str;
while (*s != 0 && *s != ' ' && *s != '\t' && *s != '|') s++;
r = OneOfManySettingDesc::ParseSingleValue(str, s - str, many);
if (r == (size_t)-1) return r;
SetBit(res, (uint8_t)r); // value found, set it
if (*s == 0) break;
str = s + 1;
}
return res;
}
/**
* Parse an integerlist string and set each found value
* @param p the string to be parsed. Each element in the list is separated by a
* comma or a space character
* @param items pointer to the integerlist-array that will be filled with values
* @param maxitems the maximum number of elements the integerlist-array has
* @return returns the number of items found, or -1 on an error
*/
template<typename T>
static int ParseIntList(const char *p, T *items, size_t maxitems)
{
size_t n = 0; // number of items read so far
bool comma = false; // do we accept comma?
while (*p != '\0') {
switch (*p) {
case ',':
/* Do not accept multiple commas between numbers */
if (!comma) return -1;
comma = false;
[[fallthrough]];
case ' ':
p++;
break;
default: {
if (n == maxitems) return -1; // we don't accept that many numbers
char *end;
unsigned long v = std::strtoul(p, &end, 0);
if (p == end) return -1; // invalid character (not a number)
if (sizeof(T) < sizeof(v)) v = Clamp<unsigned long>(v, std::numeric_limits<T>::min(), std::numeric_limits<T>::max());
items[n++] = v;
p = end; // first non-number
comma = true; // we accept comma now
break;
}
}
}
/* If we have read comma but no number after it, fail.
* We have read comma when (n != 0) and comma is not allowed */
if (n != 0 && !comma) return -1;
return ClampTo<int>(n);
}
/**
* Load parsed string-values into an integer-array (intlist)
* @param str the string that contains the values (and will be parsed)
* @param array pointer to the integer-arrays that will be filled
* @param nelems the number of elements the array holds. Maximum is 64 elements
* @param type the type of elements the array holds (eg INT8, UINT16, etc.)
* @return return true on success and false on error
*/
static bool LoadIntList(const char *str, void *array, int nelems, VarType type)
{
unsigned long items[64];
int i, nitems;
if (str == nullptr) {
memset(items, 0, sizeof(items));
nitems = nelems;
} else {
nitems = ParseIntList(str, items, lengthof(items));
if (nitems != nelems) return false;
}
switch (type) {
case SLE_VAR_BL:
case SLE_VAR_I8:
case SLE_VAR_U8:
for (i = 0; i != nitems; i++) ((byte*)array)[i] = items[i];
break;
case SLE_VAR_I16:
case SLE_VAR_U16:
for (i = 0; i != nitems; i++) ((uint16_t*)array)[i] = items[i];
break;
case SLE_VAR_I32:
case SLE_VAR_U32:
for (i = 0; i != nitems; i++) ((uint32_t*)array)[i] = items[i];
break;
default: NOT_REACHED();
}
return true;
}
/**
* Convert an integer-array (intlist) to a string representation. Each value
* is separated by a comma or a space character
* @param buf output buffer where the string-representation will be stored
* @param last last item to write to in the output buffer
* @param array pointer to the integer-arrays that is read from
* @param nelems the number of elements the array holds.
* @param type the type of elements the array holds (eg INT8, UINT16, etc.)
*/
std::string ListSettingDesc::FormatValue(const void *object) const
{
const byte *p = static_cast<const byte *>(GetVariableAddress(object, this->save));
std::string result;
for (size_t i = 0; i != this->save.length; i++) {
int64_t v;
switch (GetVarMemType(this->save.conv)) {
case SLE_VAR_BL:
case SLE_VAR_I8: v = *(const int8_t *)p; p += 1; break;
case SLE_VAR_U8: v = *(const uint8_t *)p; p += 1; break;
case SLE_VAR_I16: v = *(const int16_t *)p; p += 2; break;
case SLE_VAR_U16: v = *(const uint16_t *)p; p += 2; break;
case SLE_VAR_I32: v = *(const int32_t *)p; p += 4; break;
case SLE_VAR_U32: v = *(const uint32_t *)p; p += 4; break;
default: NOT_REACHED();
}
if (i != 0) result += ',';
result += std::to_string(v);
}
return result;
}
std::string OneOfManySettingDesc::FormatSingleValue(uint id) const
{
if (id >= this->many.size()) {
return std::to_string(id);
}
return this->many[id];
}
std::string OneOfManySettingDesc::FormatValue(const void *object) const
{
uint id = (uint)this->Read(object);
return this->FormatSingleValue(id);
}
std::string ManyOfManySettingDesc::FormatValue(const void *object) const
{
uint bitmask = (uint)this->Read(object);
if (bitmask == 0) {
return {};
}
std::string result;
for (uint id : SetBitIterator(bitmask)) {
if (!result.empty()) result += '|';
result += this->FormatSingleValue(id);
}
return result;
}
/**
* Convert a string representation (external) of an integer-like setting to an integer.
* @param str Input string that will be parsed based on the type of desc.
* @return The value from the parse string, or the default value of the setting.
*/
size_t IntSettingDesc::ParseValue(const char *str) const
{
char *end;
size_t val = std::strtoul(str, &end, 0);
if (end == str) {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, this->GetName());
_settings_error_list.push_back(msg);
return this->def;
}
if (*end != '\0') {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_TRAILING_CHARACTERS);
msg.SetDParamStr(0, this->GetName());
_settings_error_list.push_back(msg);
}
return val;
}
size_t OneOfManySettingDesc::ParseValue(const char *str) const
{
size_t r = OneOfManySettingDesc::ParseSingleValue(str, strlen(str), this->many);
/* if the first attempt of conversion from string to the appropriate value fails,
* look if we have defined a converter from old value to new value. */
if (r == (size_t)-1 && this->many_cnvt != nullptr) r = this->many_cnvt(str);
if (r != (size_t)-1) return r; // and here goes converted value
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, this->GetName());
_settings_error_list.push_back(msg);
return this->def;
}
size_t ManyOfManySettingDesc::ParseValue(const char *str) const
{
size_t r = LookupManyOfMany(this->many, str);
if (r != (size_t)-1) return r;
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, this->GetName());
_settings_error_list.push_back(msg);
return this->def;
}
size_t BoolSettingDesc::ParseValue(const char *str) const
{
auto r = BoolSettingDesc::ParseSingleValue(str);
if (r.has_value()) return *r;
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, this->GetName());
_settings_error_list.push_back(msg);
return this->def;
}
/**
* Get the title of the setting.
* The string should include a {STRING2} to show the current value.
* @return The title string.
*/
StringID IntSettingDesc::GetTitle() const
{
return this->get_title_cb != nullptr ? this->get_title_cb(*this) : this->str;
}
/**
* Get the help text of the setting.
* @return The requested help text.
*/
StringID IntSettingDesc::GetHelp() const
{
return this->get_help_cb != nullptr ? this->get_help_cb(*this) : this->str_help;
}
/**
* Set the DParams for drawing the value of the setting.
* @param first_param First DParam to use
* @param value Setting value to set params for.
*/
void IntSettingDesc::SetValueDParams(uint first_param, int32_t value) const
{
if (this->set_value_dparams_cb != nullptr) {
this->set_value_dparams_cb(*this, first_param, value);
} else if (this->IsBoolSetting()) {
SetDParam(first_param++, value != 0 ? STR_CONFIG_SETTING_ON : STR_CONFIG_SETTING_OFF);
} else {
if ((this->flags & SF_GUI_DROPDOWN) != 0) {
SetDParam(first_param++, this->str_val - this->min + value);
} else {
SetDParam(first_param++, this->str_val + ((value == 0 && (this->flags & SF_GUI_0_IS_SPECIAL) != 0) ? 1 : 0));
}
SetDParam(first_param++, value);
}
}
/**
* Make the value valid and then write it to the setting.
* See #MakeValidValid and #Write for more details.
* @param object The object the setting is to be saved in.
* @param val Signed version of the new value.
*/
void IntSettingDesc::MakeValueValidAndWrite(const void *object, int32_t val) const
{
this->MakeValueValid(val);
this->Write(object, val);
}
/**
* Make the value valid given the limitations of this setting.
*
* In the case of int settings this is ensuring the value is between the minimum and
* maximum value, with a special case for 0 if SF_GUI_0_IS_SPECIAL is set.
* This is generally done by clamping the value so it is within the allowed value range.
* However, for SF_GUI_DROPDOWN the default is used when the value is not valid.
* @param val The value to make valid.
*/
void IntSettingDesc::MakeValueValid(int32_t &val) const
{
/* We need to take special care of the uint32_t type as we receive from the function
* a signed integer. While here also bail out on 64-bit settings as those are not
* supported. Unsigned 8 and 16-bit variables are safe since they fit into a signed
* 32-bit variable
* TODO: Support 64-bit settings/variables; requires 64 bit over command protocol! */
switch (GetVarMemType(this->save.conv)) {
case SLE_VAR_NULL: return;
case SLE_VAR_BL:
case SLE_VAR_I8:
case SLE_VAR_U8:
case SLE_VAR_I16:
case SLE_VAR_U16:
case SLE_VAR_I32: {
/* Override the minimum value. No value below this->min, except special value 0 */
if (!(this->flags & SF_GUI_0_IS_SPECIAL) || val != 0) {
if (!(this->flags & SF_GUI_DROPDOWN)) {
/* Clamp value-type setting to its valid range */
val = Clamp(val, this->min, this->max);
} else if (val < this->min || val > (int32_t)this->max) {
/* Reset invalid discrete setting (where different values change gameplay) to its default value */
val = this->def;
}
}
break;
}
case SLE_VAR_U32: {
/* Override the minimum value. No value below this->min, except special value 0 */
uint32_t uval = (uint32_t)val;
if (!(this->flags & SF_GUI_0_IS_SPECIAL) || uval != 0) {
if (!(this->flags & SF_GUI_DROPDOWN)) {
/* Clamp value-type setting to its valid range */
uval = ClampU(uval, this->min, this->max);
} else if (uval < (uint)this->min || uval > this->max) {
/* Reset invalid discrete setting to its default value */
uval = (uint32_t)this->def;
}
}
val = (int32_t)uval;
return;
}
case SLE_VAR_I64:
case SLE_VAR_U64:
default: NOT_REACHED();
}
}
/**
* Set the value of a setting.
* @param object The object the setting is to be saved in.
* @param val Signed version of the new value.
*/
void IntSettingDesc::Write(const void *object, int32_t val) const
{
void *ptr = GetVariableAddress(object, this->save);
WriteValue(ptr, this->save.conv, (int64_t)val);
}
/**
* Read the integer from the the actual setting.
* @param object The object the setting is to be saved in.
* @return The value of the saved integer.
*/
int32_t IntSettingDesc::Read(const void *object) const
{
void *ptr = GetVariableAddress(object, this->save);
return (int32_t)ReadValue(ptr, this->save.conv);
}
/**
* Make the value valid given the limitations of this setting.
*
* In the case of string settings this is ensuring the string contains only accepted
* Utf8 characters and is at most the maximum length defined in this setting.
* @param str The string to make valid.
*/
void StringSettingDesc::MakeValueValid(std::string &str) const
{
if (this->max_length == 0 || str.size() < this->max_length) return;
/* In case a maximum length is imposed by the setting, the length
* includes the '\0' termination for network transfer purposes.
* Also ensure the string is valid after chopping of some bytes. */
std::string stdstr(str, this->max_length - 1);
str.assign(StrMakeValid(stdstr, SVS_NONE));
}
/**
* Write a string to the actual setting.
* @param object The object the setting is to be saved in.
* @param str The string to save.
*/
void StringSettingDesc::Write(const void *object, const std::string &str) const
{
reinterpret_cast<std::string *>(GetVariableAddress(object, this->save))->assign(str);
}
/**
* Read the string from the the actual setting.
* @param object The object the setting is to be saved in.
* @return The value of the saved string.
*/
const std::string &StringSettingDesc::Read(const void *object) const
{
return *reinterpret_cast<std::string *>(GetVariableAddress(object, this->save));
}
/**
* Load values from a group of an IniFile structure into the internal representation
* @param ini pointer to IniFile structure that holds administrative information
* @param settings_table table with SettingDesc structures whose internally pointed variables will
* be given values
* @param grpname the group of the IniFile to search in for the new values
* @param object pointer to the object been loaded
* @param only_startup load only the startup settings set
*/
static void IniLoadSettings(IniFile &ini, const SettingTable &settings_table, const char *grpname, void *object, bool only_startup)
{
const IniGroup *group;
const IniGroup *group_def = ini.GetGroup(grpname);
for (auto &desc : settings_table) {
const SettingDesc *sd = GetSettingDesc(desc);
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (sd->startup != only_startup) continue;
/* For settings.xx.yy load the settings from [xx] yy = ? */
std::string s{ sd->GetName() };
auto sc = s.find('.');
if (sc != std::string::npos) {
group = ini.GetGroup(s.substr(0, sc));
if (group == nullptr) group = group_def;
s = s.substr(sc + 1);
} else {
group = group_def;
}
const IniItem *item = nullptr;
if (group != nullptr) item = group->GetItem(s);
if (item == nullptr && group != group_def && group_def != nullptr) {
/* For settings.xx.yy load the settings from [settings] yy = ? in case the previous
* did not exist (e.g. loading old config files with a [settings] section */
item = group_def->GetItem(s);
}
if (item == nullptr) {
/* For settings.xx.zz.yy load the settings from [zz] yy = ? in case the previous
* did not exist (e.g. loading old config files with a [yapf] section */
sc = s.find('.');
if (sc != std::string::npos) {
if (group = ini.GetGroup(s.substr(0, sc)); group != nullptr) item = group->GetItem(s.substr(sc + 1));
}
}
sd->ParseValue(item, object);
}
}
void IntSettingDesc::ParseValue(const IniItem *item, void *object) const
{
size_t val = (item == nullptr) ? this->def : this->ParseValue(item->value.has_value() ? item->value->c_str() : "");
this->MakeValueValidAndWrite(object, (int32_t)val);
}
void StringSettingDesc::ParseValue(const IniItem *item, void *object) const
{
std::string str = (item == nullptr) ? this->def : item->value.value_or("");
this->MakeValueValid(str);
this->Write(object, str);
}
void ListSettingDesc::ParseValue(const IniItem *item, void *object) const
{
const char *str = (item == nullptr) ? this->def : item->value.has_value() ? item->value->c_str() : nullptr;
void *ptr = GetVariableAddress(object, this->save);
if (!LoadIntList(str, ptr, this->save.length, GetVarMemType(this->save.conv))) {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY);
msg.SetDParamStr(0, this->GetName());
_settings_error_list.push_back(msg);
/* Use default */
LoadIntList(this->def, ptr, this->save.length, GetVarMemType(this->save.conv));
}
}
/**
* Save the values of settings to the inifile.
* @param ini pointer to IniFile structure
* @param sd read-only SettingDesc structure which contains the unmodified,
* loaded values of the configuration file and various information about it
* @param grpname holds the name of the group (eg. [network]) where these will be saved
* @param object pointer to the object been saved
* The function works as follows: for each item in the SettingDesc structure we
* have a look if the value has changed since we started the game (the original
* values are reloaded when saving). If settings indeed have changed, we get
* these and save them.
*/
static void IniSaveSettings(IniFile &ini, const SettingTable &settings_table, const char *grpname, void *object, bool)
{
IniGroup *group_def = nullptr, *group;
for (auto &desc : settings_table) {
const SettingDesc *sd = GetSettingDesc(desc);
/* If the setting is not saved to the configuration
* file, just continue with the next setting */
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (sd->flags & SF_NOT_IN_CONFIG) continue;
/* XXX - wtf is this?? (group override?) */
std::string s{ sd->GetName() };
auto sc = s.find('.');
if (sc != std::string::npos) {
group = &ini.GetOrCreateGroup(s.substr(0, sc));
s = s.substr(sc + 1);
} else {
if (group_def == nullptr) group_def = &ini.GetOrCreateGroup(grpname);
group = group_def;
}
IniItem &item = group->GetOrCreateItem(s);
if (!item.value.has_value() || !sd->IsSameValue(&item, object)) {
/* The value is different, that means we have to write it to the ini */
item.value.emplace(sd->FormatValue(object));
}
}
}
std::string IntSettingDesc::FormatValue(const void *object) const
{
int64_t i;
if (IsSignedVarMemType(this->save.conv)) {
i = this->Read(object);
} else {
i = (uint32_t)this->Read(object);
}
return std::to_string(i);
}
std::string BoolSettingDesc::FormatValue(const void *object) const
{
bool val = this->Read(object) != 0;
return val ? "true" : "false";
}
bool IntSettingDesc::IsSameValue(const IniItem *item, void *object) const
{
int32_t item_value = (int32_t)this->ParseValue(item->value->c_str());
int32_t object_value = this->Read(object);
return item_value == object_value;
}
bool IntSettingDesc::IsDefaultValue(void *object) const
{
int32_t object_value = this->Read(object);
return this->def == object_value;
}
std::string StringSettingDesc::FormatValue(const void *object) const
{
const std::string &str = this->Read(object);
switch (GetVarMemType(this->save.conv)) {
case SLE_VAR_STR: return str;
case SLE_VAR_STRQ:
if (str.empty()) {
return str;
}
return fmt::format("\"{}\"", str);
default: NOT_REACHED();
}
}
bool StringSettingDesc::IsSameValue(const IniItem *item, void *object) const
{
/* The ini parsing removes the quotes, which are needed to retain the spaces in STRQs,
* so those values are always different in the parsed ini item than they should be. */
if (GetVarMemType(this->save.conv) == SLE_VAR_STRQ) return false;
const std::string &str = this->Read(object);
return item->value->compare(str) == 0;
}
bool StringSettingDesc::IsDefaultValue(void *object) const
{
const std::string &str = this->Read(object);
return this->def == str;
}
bool ListSettingDesc::IsSameValue(const IniItem *, void *) const
{
/* Checking for equality is way more expensive than just writing the value. */
return false;
}
bool ListSettingDesc::IsDefaultValue(void *) const
{
/* Defaults of lists are often complicated, and hard to compare. */
return false;
}
/**
* Loads all items from a 'grpname' section into a list
* The list parameter can be a nullptr pointer, in this case nothing will be
* saved and a callback function should be defined that will take over the
* list-handling and store the data itself somewhere.
* @param ini IniFile handle to the ini file with the source data
* @param grpname character string identifying the section-header of the ini file that will be parsed
* @param list new list with entries of the given section
*/
static void IniLoadSettingList(IniFile &ini, const char *grpname, StringList &list)
{
const IniGroup *group = ini.GetGroup(grpname);
if (group == nullptr) return;
list.clear();
for (const IniItem &item : group->items) {
if (!item.name.empty()) list.push_back(item.name);
}
}
/**
* Saves all items from a list into the 'grpname' section
* The list parameter can be a nullptr pointer, in this case a callback function
* should be defined that will provide the source data to be saved.
* @param ini IniFile handle to the ini file where the destination data is saved
* @param grpname character string identifying the section-header of the ini file
* @param list pointer to an string(pointer) array that will be used as the
* source to be saved into the relevant ini section
*/
static void IniSaveSettingList(IniFile &ini, const char *grpname, StringList &list)
{
IniGroup &group = ini.GetOrCreateGroup(grpname);
group.Clear();
for (const auto &iter : list) {
group.GetOrCreateItem(iter).SetValue("");
}
}
/**
* Load a WindowDesc from config.
* @param ini IniFile handle to the ini file with the source data
* @param grpname character string identifying the section-header of the ini file that will be parsed
* @param desc Destination WindowDesc
*/
void IniLoadWindowSettings(IniFile &ini, const char *grpname, void *desc)
{
IniLoadSettings(ini, _window_settings, grpname, desc, false);
}
/**
* Save a WindowDesc to config.
* @param ini IniFile handle to the ini file where the destination data is saved
* @param grpname character string identifying the section-header of the ini file
* @param desc Source WindowDesc
*/
void IniSaveWindowSettings(IniFile &ini, const char *grpname, void *desc)
{
IniSaveSettings(ini, _window_settings, grpname, desc, false);
}
/**
* Check whether the setting is editable in the current gamemode.
* @param do_command true if this is about checking a command from the server.
* @return true if editable.
*/
bool SettingDesc::IsEditable(bool do_command) const
{
if (!do_command && !(this->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server && !(this->flags & SF_PER_COMPANY)) return false;
if (do_command && (this->flags & SF_NO_NETWORK_SYNC)) return false;
if ((this->flags & SF_NETWORK_ONLY) && !_networking && _game_mode != GM_MENU) return false;
if ((this->flags & SF_NO_NETWORK) && _networking) return false;
if ((this->flags & SF_NEWGAME_ONLY) &&
(_game_mode == GM_NORMAL ||
(_game_mode == GM_EDITOR && !(this->flags & SF_SCENEDIT_TOO)))) return false;
if ((this->flags & SF_SCENEDIT_ONLY) && _game_mode != GM_EDITOR) return false;
return true;
}
/**
* Return the type of the setting.
* @return type of setting
*/
SettingType SettingDesc::GetType() const
{
if (this->flags & SF_PER_COMPANY) return ST_COMPANY;
return (this->flags & SF_NOT_IN_SAVE) ? ST_CLIENT : ST_GAME;
}
/**
* Get the setting description of this setting as an integer setting.
* @return The integer setting description.
*/
const IntSettingDesc *SettingDesc::AsIntSetting() const
{
assert(this->IsIntSetting());
return static_cast<const IntSettingDesc *>(this);
}
/**
* Get the setting description of this setting as a string setting.
* @return The string setting description.
*/
const StringSettingDesc *SettingDesc::AsStringSetting() const
{
assert(this->IsStringSetting());
return static_cast<const StringSettingDesc *>(this);
}
void PrepareOldDiffCustom();
void HandleOldDiffCustom(bool savegame);
/** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */
static void ValidateSettings()
{
/* Do not allow a custom sea level with the original land generator. */
if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL &&
_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
}
}
static void AILoadConfig(const IniFile &ini, const char *grpname)
{
const IniGroup *group = ini.GetGroup(grpname);
/* Clean any configured AI */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME)->Change(std::nullopt);
}
/* If no group exists, return */
if (group == nullptr) return;
CompanyID c = COMPANY_FIRST;
for (const IniItem &item : group->items) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
config->Change(item.name);
if (!config->HasScript()) {
if (item.name != "none") {
Debug(script, 0, "The AI by the name '{}' was no longer found, and removed from the list.", item.name);
continue;
}
}
if (item.value.has_value()) config->StringToSettings(*item.value);
c++;
if (c >= MAX_COMPANIES) break;
}
}
static void GameLoadConfig(const IniFile &ini, const char *grpname)
{
const IniGroup *group = ini.GetGroup(grpname);
/* Clean any configured GameScript */
GameConfig::GetConfig(GameConfig::SSS_FORCE_NEWGAME)->Change(std::nullopt);
/* If no group exists, return */
if (group == nullptr || group->items.empty()) return;
const IniItem &item = group->items.front();
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
config->Change(item.name);
if (!config->HasScript()) {
if (item.name != "none") {
Debug(script, 0, "The GameScript by the name '{}' was no longer found, and removed from the list.", item.name);
return;
}
}
if (item.value.has_value()) config->StringToSettings(*item.value);
}
/**
* Load BaseGraphics set selection and configuration.
*/
static void GraphicsSetLoadConfig(IniFile &ini)
{
if (const IniGroup *group = ini.GetGroup("misc"); group != nullptr) {
/* Load old setting first. */
if (const IniItem *item = group->GetItem("graphicsset"); item != nullptr && item->value) BaseGraphics::ini_data.name = *item->value;
}
if (const IniGroup *group = ini.GetGroup("graphicsset"); group != nullptr) {
/* Load new settings. */
if (const IniItem *item = group->GetItem("name"); item != nullptr && item->value) BaseGraphics::ini_data.name = *item->value;
if (const IniItem *item = group->GetItem("shortname"); item != nullptr && item->value && item->value->size() == 8) {
BaseGraphics::ini_data.shortname = BSWAP32(std::strtoul(item->value->c_str(), nullptr, 16));
}
if (const IniItem *item = group->GetItem("extra_version"); item != nullptr && item->value) BaseGraphics::ini_data.extra_version = std::strtoul(item->value->c_str(), nullptr, 10);
if (const IniItem *item = group->GetItem("extra_params"); item != nullptr && item->value) {
auto &extra_params = BaseGraphics::ini_data.extra_params;
extra_params.resize(lengthof(GRFConfig::param));
int count = ParseIntList(item->value->c_str(), &extra_params.front(), extra_params.size());
if (count < 0) {
SetDParamStr(0, BaseGraphics::ini_data.name);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY, WL_CRITICAL);
count = 0;
}
extra_params.resize(count);
}
}
}
/**
* Load a GRF configuration
* @param ini The configuration to read from.
* @param grpname Group name containing the configuration of the GRF.
* @param is_static GRF is static.
*/
static GRFConfig *GRFLoadConfig(const IniFile &ini, const char *grpname, bool is_static)
{
const IniGroup *group = ini.GetGroup(grpname);
GRFConfig *first = nullptr;
GRFConfig **curr = &first;
if (group == nullptr) return nullptr;
uint num_grfs = 0;
for (const IniItem &item : group->items) {
GRFConfig *c = nullptr;
std::array<uint8_t, 4> grfid_buf;
MD5Hash md5sum;
std::string_view item_name = item.name;
bool has_md5sum = false;
/* Try reading "<grfid>|" and on success, "<md5sum>|". */
auto grfid_pos = item_name.find("|");
if (grfid_pos != std::string_view::npos) {
std::string_view grfid_str = item_name.substr(0, grfid_pos);
if (ConvertHexToBytes(grfid_str, grfid_buf)) {
item_name = item_name.substr(grfid_pos + 1);
auto md5sum_pos = item_name.find("|");
if (md5sum_pos != std::string_view::npos) {
std::string_view md5sum_str = item_name.substr(0, md5sum_pos);
has_md5sum = ConvertHexToBytes(md5sum_str, md5sum);
if (has_md5sum) item_name = item_name.substr(md5sum_pos + 1);
}
uint32_t grfid = grfid_buf[0] | (grfid_buf[1] << 8) | (grfid_buf[2] << 16) | (grfid_buf[3] << 24);
if (has_md5sum) {
const GRFConfig *s = FindGRFConfig(grfid, FGCM_EXACT, &md5sum);
if (s != nullptr) c = new GRFConfig(*s);
}
if (c == nullptr && !FioCheckFileExists(std::string(item_name), NEWGRF_DIR)) {
const GRFConfig *s = FindGRFConfig(grfid, FGCM_NEWEST_VALID);
if (s != nullptr) c = new GRFConfig(*s);
}
}
}
std::string filename = std::string(item_name);
if (c == nullptr) c = new GRFConfig(filename);
/* Parse parameters */
if (item.value.has_value() && !item.value->empty()) {
int count = ParseIntList(item.value->c_str(), c->param.data(), c->param.size());
if (count < 0) {
SetDParamStr(0, filename);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY, WL_CRITICAL);
count = 0;
}
c->num_params = count;
}
/* Check if item is valid */
if (!FillGRFDetails(c, is_static) || HasBit(c->flags, GCF_INVALID)) {
if (c->status == GCS_NOT_FOUND) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND);
} else if (HasBit(c->flags, GCF_UNSAFE)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNSAFE);
} else if (HasBit(c->flags, GCF_SYSTEM)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_SYSTEM);
} else if (HasBit(c->flags, GCF_INVALID)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE);
} else {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN);
}
SetDParamStr(0, filename.empty() ? item.name.c_str() : filename);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_GRF, WL_CRITICAL);
delete c;
continue;
}
/* Check for duplicate GRFID (will also check for duplicate filenames) */
bool duplicate = false;
for (const GRFConfig *gc = first; gc != nullptr; gc = gc->next) {
if (gc->ident.grfid == c->ident.grfid) {
SetDParamStr(0, c->filename);
SetDParamStr(1, gc->filename);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_DUPLICATE_GRFID, WL_CRITICAL);
duplicate = true;
break;
}
}
if (duplicate) {
delete c;
continue;
}
if (is_static) {
/* Mark file as static to avoid saving in savegame. */
SetBit(c->flags, GCF_STATIC);
} else if (++num_grfs > NETWORK_MAX_GRF_COUNT) {
/* Check we will not load more non-static NewGRFs than allowed. This could trigger issues for game servers. */
ShowErrorMessage(STR_CONFIG_ERROR, STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED, WL_CRITICAL);
break;
}
/* Add item to list */
*curr = c;
curr = &c->next;
}
return first;
}
static IniFileVersion LoadVersionFromConfig(const IniFile &ini)
{
const IniGroup *group = ini.GetGroup("version");
if (group == nullptr) return IFV_0;
auto version_number = group->GetItem("ini_version");
/* Older ini-file versions don't have this key yet. */
if (version_number == nullptr || !version_number->value.has_value()) return IFV_0;
uint32_t version = 0;
std::from_chars(version_number->value->data(), version_number->value->data() + version_number->value->size(), version);
return static_cast<IniFileVersion>(version);
}
static void AISaveConfig(IniFile &ini, const char *grpname)
{
IniGroup &group = ini.GetOrCreateGroup(grpname);
group.Clear();
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
std::string name;
std::string value = config->SettingsToString();
if (config->HasScript()) {
name = config->GetName();
} else {
name = "none";
}
group.CreateItem(name).SetValue(value);
}
}
static void GameSaveConfig(IniFile &ini, const char *grpname)
{
IniGroup &group = ini.GetOrCreateGroup(grpname);
group.Clear();
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
std::string name;
std::string value = config->SettingsToString();
if (config->HasScript()) {
name = config->GetName();
} else {
name = "none";
}
group.CreateItem(name).SetValue(value);
}
/**
* Save the version of OpenTTD to the ini file.
* @param ini the ini to write to
*/
static void SaveVersionInConfig(IniFile &ini)
{
IniGroup &group = ini.GetOrCreateGroup("version");
group.GetOrCreateItem("version_string").SetValue(_openttd_revision);
group.GetOrCreateItem("version_number").SetValue(fmt::format("{:08X}", _openttd_newgrf_version));
group.GetOrCreateItem("ini_version").SetValue(std::to_string(INIFILE_VERSION));
}
/**
* Save BaseGraphics set selection and configuration.
*/
static void GraphicsSetSaveConfig(IniFile &ini)
{
const GraphicsSet *used_set = BaseGraphics::GetUsedSet();
if (used_set == nullptr) return;
IniGroup &group = ini.GetOrCreateGroup("graphicsset");
group.Clear();
group.GetOrCreateItem("name").SetValue(used_set->name);
group.GetOrCreateItem("shortname").SetValue(fmt::format("{:08X}", BSWAP32(used_set->shortname)));
const GRFConfig *extra_cfg = used_set->GetExtraConfig();
if (extra_cfg != nullptr && extra_cfg->num_params > 0) {
group.GetOrCreateItem("extra_version").SetValue(fmt::format("{}", extra_cfg->version));
group.GetOrCreateItem("extra_params").SetValue(GRFBuildParamList(extra_cfg));
}
}
/* Save a GRF configuration to the given group name */
static void GRFSaveConfig(IniFile &ini, const char *grpname, const GRFConfig *list)
{
IniGroup &group = ini.GetOrCreateGroup(grpname);
group.Clear();
const GRFConfig *c;
for (c = list; c != nullptr; c = c->next) {
std::string key = fmt::format("{:08X}|{}|{}", BSWAP32(c->ident.grfid),
FormatArrayAsHex(c->ident.md5sum), c->filename);
group.GetOrCreateItem(key).SetValue(GRFBuildParamList(c));
}
}
/* Common handler for saving/loading variables to the configuration file */
static void HandleSettingDescs(IniFile &generic_ini, IniFile &private_ini, IniFile &secrets_ini, SettingDescProc *proc, SettingDescProcList *proc_list, bool only_startup = false)
{
proc(generic_ini, _misc_settings, "misc", nullptr, only_startup);
#if defined(_WIN32) && !defined(DEDICATED)
proc(generic_ini, _win32_settings, "win32", nullptr, only_startup);
#endif /* _WIN32 */
/* The name "patches" is a fallback, as every setting should sets its own group. */
for (auto &table : GenericSettingTables()) {
proc(generic_ini, table, "patches", &_settings_newgame, only_startup);
}
for (auto &table : PrivateSettingTables()) {
proc(private_ini, table, "patches", &_settings_newgame, only_startup);
}
for (auto &table : SecretSettingTables()) {
proc(secrets_ini, table, "patches", &_settings_newgame, only_startup);
}
proc(generic_ini, _currency_settings, "currency", &_custom_currency, only_startup);
proc(generic_ini, _company_settings, "company", &_settings_client.company, only_startup);
if (!only_startup) {
proc_list(private_ini, "server_bind_addresses", _network_bind_list);
proc_list(private_ini, "servers", _network_host_list);
proc_list(private_ini, "bans", _network_ban_list);
}
}
/**
* Remove all entries from a settings table from an ini-file.
*
* This is only useful if those entries are moved to another file, and you
* want to clean up what is left behind.
*
* @param ini The ini file to remove the entries from.
* @param table The table to look for entries to remove.
*/
static void RemoveEntriesFromIni(IniFile &ini, const SettingTable &table)
{
for (auto &desc : table) {
const SettingDesc *sd = GetSettingDesc(desc);
/* For settings.xx.yy load the settings from [xx] yy = ? */
std::string s{ sd->GetName() };
auto sc = s.find('.');
if (sc == std::string::npos) continue;
IniGroup *group = ini.GetGroup(s.substr(0, sc));
if (group == nullptr) continue;
s = s.substr(sc + 1);
group->RemoveItem(s);
}
}
/**
* Check whether a conversion should be done, and based on what old setting information.
*
* To prevent errors when switching back and forth between older and newer
* version of OpenTTD, the type of a setting is never changed. Instead, the
* setting is renamed, and this function is used to check whether a conversion
* between the old and new setting is required.
*
* This checks if the new setting doesn't exist, and if the old does.
*
* Doing it this way means that if you switch to an older client, the old
* setting is used, and only on the first time starting a new client, the
* old setting is converted to the new. After that, they are independent
* of each other. And you can safely, without errors on either, switch
* between old and new client.
*
* @param ini The ini-file to use.
* @param group The group the setting is in.
* @param old_var The old name of the setting.
* @param new_var The new name of the setting.
* @param[out] old_item The old item to base upgrading on.
* @return Whether upgrading should happen; if false, old_item is a nullptr.
*/
bool IsConversionNeeded(const ConfigIniFile &ini, const std::string &group, const std::string &old_var, const std::string &new_var, const IniItem **old_item)
{
*old_item = nullptr;
const IniGroup *igroup = ini.GetGroup(group);
/* If the group doesn't exist, there is nothing to convert. */
if (igroup == nullptr) return false;
const IniItem *tmp_old_item = igroup->GetItem(old_var);
const IniItem *new_item = igroup->GetItem(new_var);
/* If the old item doesn't exist, there is nothing to convert. */
if (tmp_old_item == nullptr) return false;
/* If the new item exists, it means conversion was already done. We only
* do the conversion the first time, and after that these settings are
* independent. This allows users to freely change between older and
* newer clients without breaking anything. */
if (new_item != nullptr) return false;
*old_item = tmp_old_item;
return true;
}
/**
* Load the values from the configuration files
* @param startup Load the minimal amount of the configuration to "bootstrap" the blitter and such.
*/
void LoadFromConfig(bool startup)
{
ConfigIniFile generic_ini(_config_file);
ConfigIniFile private_ini(_private_file);
ConfigIniFile secrets_ini(_secrets_file);
if (!startup) ResetCurrencies(false); // Initialize the array of currencies, without preserving the custom one
IniFileVersion generic_version = LoadVersionFromConfig(generic_ini);
if (startup) {
GraphicsSetLoadConfig(generic_ini);
}
/* Before the split of private/secrets, we have to look in the generic for these settings. */
if (generic_version < IFV_PRIVATE_SECRETS) {
HandleSettingDescs(generic_ini, generic_ini, generic_ini, IniLoadSettings, IniLoadSettingList, startup);
} else {
HandleSettingDescs(generic_ini, private_ini, secrets_ini, IniLoadSettings, IniLoadSettingList, startup);
}
/* Load basic settings only during bootstrap, load other settings not during bootstrap */
if (!startup) {
if (generic_version < IFV_LINKGRAPH_SECONDS) {
_settings_newgame.linkgraph.recalc_interval *= CalendarTime::SECONDS_PER_DAY;
_settings_newgame.linkgraph.recalc_time *= CalendarTime::SECONDS_PER_DAY;
}
/* Move use_relay_service from generic_ini to private_ini. */
if (generic_version < IFV_NETWORK_PRIVATE_SETTINGS) {
const IniGroup *network = generic_ini.GetGroup("network");
if (network != nullptr) {
const IniItem *use_relay_service = network->GetItem("use_relay_service");
if (use_relay_service != nullptr) {
if (use_relay_service->value == "never") {
_settings_client.network.use_relay_service = UseRelayService::URS_NEVER;
} else if (use_relay_service->value == "ask") {
_settings_client.network.use_relay_service = UseRelayService::URS_ASK;
} else if (use_relay_service->value == "allow") {
_settings_client.network.use_relay_service = UseRelayService::URS_ALLOW;
}
}
}
}
const IniItem *old_item;
if (generic_version < IFV_GAME_TYPE && IsConversionNeeded(generic_ini, "network", "server_advertise", "server_game_type", &old_item)) {
auto old_value = BoolSettingDesc::ParseSingleValue(old_item->value->c_str());
_settings_client.network.server_game_type = old_value.value_or(false) ? SERVER_GAME_TYPE_PUBLIC : SERVER_GAME_TYPE_LOCAL;
}
if (generic_version < IFV_AUTOSAVE_RENAME && IsConversionNeeded(generic_ini, "gui", "autosave", "autosave_interval", &old_item)) {
static std::vector<std::string> _old_autosave_interval{"off", "monthly", "quarterly", "half year", "yearly"};
auto old_value = OneOfManySettingDesc::ParseSingleValue(old_item->value->c_str(), old_item->value->size(), _old_autosave_interval);
switch (old_value) {
case 0: _settings_client.gui.autosave_interval = 0; break;
case 1: _settings_client.gui.autosave_interval = 10; break;
case 2: _settings_client.gui.autosave_interval = 30; break;
case 3: _settings_client.gui.autosave_interval = 60; break;
case 4: _settings_client.gui.autosave_interval = 120; break;
default: break;
}
}
/* Persist the right click close option from older versions. */
if (generic_version < IFV_RIGHT_CLICK_CLOSE && IsConversionNeeded(generic_ini, "gui", "right_mouse_wnd_close", "right_click_wnd_close", &old_item)) {
auto old_value = BoolSettingDesc::ParseSingleValue(old_item->value->c_str());
_settings_client.gui.right_click_wnd_close = old_value.value_or(false) ? RCC_YES : RCC_NO;
}
_grfconfig_newgame = GRFLoadConfig(generic_ini, "newgrf", false);
_grfconfig_static = GRFLoadConfig(generic_ini, "newgrf-static", true);
AILoadConfig(generic_ini, "ai_players");
GameLoadConfig(generic_ini, "game_scripts");
PrepareOldDiffCustom();
IniLoadSettings(generic_ini, _old_gameopt_settings, "gameopt", &_settings_newgame, false);
HandleOldDiffCustom(false);
ValidateSettings();
DebugReconsiderSendRemoteMessages();
/* Display scheduled errors */
ScheduleErrorMessage(_settings_error_list);
if (FindWindowById(WC_ERRMSG, 0) == nullptr) ShowFirstError();
}
}
/** Save the values to the configuration file */
void SaveToConfig()
{
ConfigIniFile generic_ini(_config_file);
ConfigIniFile private_ini(_private_file);
ConfigIniFile secrets_ini(_secrets_file);
IniFileVersion generic_version = LoadVersionFromConfig(generic_ini);
/* If we newly create the private/secrets file, add a dummy group on top
* just so we can add a comment before it (that is how IniFile works).
* This to explain what the file is about. After doing it once, never touch
* it again, as otherwise we might be reverting user changes. */
if (IniGroup *group = private_ini.GetGroup("private"); group != nullptr) group->comment = "; This file possibly contains private information which can identify you as person.\n";
if (IniGroup *group = secrets_ini.GetGroup("secrets"); group != nullptr) group->comment = "; Do not share this file with others, not even if they claim to be technical support.\n; This file contains saved passwords and other secrets that should remain private to you!\n";
if (generic_version == IFV_0) {
/* Remove some obsolete groups. These have all been loaded into other groups. */
generic_ini.RemoveGroup("patches");
generic_ini.RemoveGroup("yapf");
generic_ini.RemoveGroup("gameopt");
/* Remove all settings from the generic ini that are now in the private ini. */
generic_ini.RemoveGroup("server_bind_addresses");
generic_ini.RemoveGroup("servers");
generic_ini.RemoveGroup("bans");
for (auto &table : PrivateSettingTables()) {
RemoveEntriesFromIni(generic_ini, table);
}
/* Remove all settings from the generic ini that are now in the secrets ini. */
for (auto &table : SecretSettingTables()) {
RemoveEntriesFromIni(generic_ini, table);
}
}
if (generic_version < IFV_REMOVE_GENERATION_SEED) {
IniGroup *game_creation = generic_ini.GetGroup("game_creation");
if (game_creation != nullptr) {
game_creation->RemoveItem("generation_seed");
}
}
/* These variables are migrated from generic ini to private ini now. */
if (generic_version < IFV_NETWORK_PRIVATE_SETTINGS) {
IniGroup *network = generic_ini.GetGroup("network");
if (network != nullptr) {
network->RemoveItem("use_relay_service");
}
}
HandleSettingDescs(generic_ini, private_ini, secrets_ini, IniSaveSettings, IniSaveSettingList);
GraphicsSetSaveConfig(generic_ini);
GRFSaveConfig(generic_ini, "newgrf", _grfconfig_newgame);
GRFSaveConfig(generic_ini, "newgrf-static", _grfconfig_static);
AISaveConfig(generic_ini, "ai_players");
GameSaveConfig(generic_ini, "game_scripts");
SaveVersionInConfig(generic_ini);
SaveVersionInConfig(private_ini);
SaveVersionInConfig(secrets_ini);
generic_ini.SaveToDisk(_config_file);
private_ini.SaveToDisk(_private_file);
secrets_ini.SaveToDisk(_secrets_file);
}
/**
* Get the list of known NewGrf presets.
* @returns List of preset names.
*/
StringList GetGRFPresetList()
{
StringList list;
ConfigIniFile ini(_config_file);
for (const IniGroup &group : ini.groups) {
if (group.name.compare(0, 7, "preset-") == 0) {
list.push_back(group.name.substr(7));
}
}
return list;
}
/**
* Load a NewGRF configuration by preset-name.
* @param config_name Name of the preset.
* @return NewGRF configuration.
* @see GetGRFPresetList
*/
GRFConfig *LoadGRFPresetFromConfig(const char *config_name)
{
std::string section("preset-");
section += config_name;
ConfigIniFile ini(_config_file);
GRFConfig *config = GRFLoadConfig(ini, section.c_str(), false);
return config;
}
/**
* Save a NewGRF configuration with a preset name.
* @param config_name Name of the preset.
* @param config NewGRF configuration to save.
* @see GetGRFPresetList
*/
void SaveGRFPresetToConfig(const char *config_name, GRFConfig *config)
{
std::string section("preset-");
section += config_name;
ConfigIniFile ini(_config_file);
GRFSaveConfig(ini, section.c_str(), config);
ini.SaveToDisk(_config_file);
}
/**
* Delete a NewGRF configuration by preset name.
* @param config_name Name of the preset.
*/
void DeleteGRFPresetFromConfig(const char *config_name)
{
std::string section("preset-");
section += config_name;
ConfigIniFile ini(_config_file);
ini.RemoveGroup(section);
ini.SaveToDisk(_config_file);
}
/**
* Handle changing a value. This performs validation of the input value and
* calls the appropriate callbacks, and saves it when the value is changed.
* @param object The object the setting is in.
* @param newval The new value for the setting.
*/
void IntSettingDesc::ChangeValue(const void *object, int32_t newval) const
{
int32_t oldval = this->Read(object);
this->MakeValueValid(newval);
if (this->pre_check != nullptr && !this->pre_check(newval)) return;
if (oldval == newval) return;
this->Write(object, newval);
if (this->post_callback != nullptr) this->post_callback(newval);
if (this->flags & SF_NO_NETWORK) {
_gamelog.StartAction(GLAT_SETTING);
_gamelog.Setting(this->GetName(), oldval, newval);
_gamelog.StopAction();
}
SetWindowClassesDirty(WC_GAME_OPTIONS);
if (_save_config) SaveToConfig();
}
/**
* Given a name of setting, return a setting description from the table.
* @param name Name of the setting to return a setting description of.
* @param settings Table to look in for the setting.
* @return Pointer to the setting description of setting \a name if it can be found,
* \c nullptr indicates failure to obtain the description.
*/
static const SettingDesc *GetSettingFromName(const std::string_view name, const SettingTable &settings)
{
/* First check all full names */
for (auto &desc : settings) {
const SettingDesc *sd = GetSettingDesc(desc);
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (sd->GetName() == name) return sd;
}
/* Then check the shortcut variant of the name. */
std::string short_name_suffix = std::string{ "." }.append(name);
for (auto &desc : settings) {
const SettingDesc *sd = GetSettingDesc(desc);
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (sd->GetName().ends_with(short_name_suffix)) return sd;
}
return nullptr;
}
/**
* Get the SaveLoad for all settings in the settings table.
* @param settings The settings table to get the SaveLoad objects from.
* @param saveloads A vector to store the result in.
*/
void GetSaveLoadFromSettingTable(SettingTable settings, std::vector<SaveLoad> &saveloads)
{
for (auto &desc : settings) {
const SettingDesc *sd = GetSettingDesc(desc);
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
saveloads.push_back(sd->save);
}
}
/**
* Given a name of setting, return a company setting description of it.
* @param name Name of the company setting to return a setting description of.
* @return Pointer to the setting description of setting \a name if it can be found,
* \c nullptr indicates failure to obtain the description.
*/
static const SettingDesc *GetCompanySettingFromName(std::string_view name)
{
static const std::string_view company_prefix = "company.";
if (name.starts_with(company_prefix)) name.remove_prefix(company_prefix.size());
return GetSettingFromName(name, _company_settings);
}
/**
* Given a name of any setting, return any setting description of it.
* @param name Name of the setting to return a setting description of.
* @return Pointer to the setting description of setting \a name if it can be found,
* \c nullptr indicates failure to obtain the description.
*/
const SettingDesc *GetSettingFromName(const std::string_view name)
{
for (auto &table : GenericSettingTables()) {
auto sd = GetSettingFromName(name, table);
if (sd != nullptr) return sd;
}
for (auto &table : PrivateSettingTables()) {
auto sd = GetSettingFromName(name, table);
if (sd != nullptr) return sd;
}
for (auto &table : SecretSettingTables()) {
auto sd = GetSettingFromName(name, table);
if (sd != nullptr) return sd;
}
return GetCompanySettingFromName(name);
}
/**
* Network-safe changing of settings (server-only).
* @param flags operation to perform
* @param name the name of the setting to change
* @param value the new value for the setting
* The new value is properly clamped to its minimum/maximum when setting
* @return the cost of this operation or an error
* @see _settings
*/
CommandCost CmdChangeSetting(DoCommandFlag flags, const std::string &name, int32_t value)
{
if (name.empty()) return CMD_ERROR;
const SettingDesc *sd = GetSettingFromName(name);
if (sd == nullptr) return CMD_ERROR;
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) return CMD_ERROR;
if (!sd->IsIntSetting()) return CMD_ERROR;
if (!sd->IsEditable(true)) return CMD_ERROR;
if (flags & DC_EXEC) {
sd->AsIntSetting()->ChangeValue(&GetGameSettings(), value);
}
return CommandCost();
}
/**
* Change one of the per-company settings.
* @param flags operation to perform
* @param name the name of the company setting to change
* @param value the new value for the setting
* The new value is properly clamped to its minimum/maximum when setting
* @return the cost of this operation or an error
*/
CommandCost CmdChangeCompanySetting(DoCommandFlag flags, const std::string &name, int32_t value)
{
if (name.empty()) return CMD_ERROR;
const SettingDesc *sd = GetCompanySettingFromName(name);
if (sd == nullptr) return CMD_ERROR;
if (!sd->IsIntSetting()) return CMD_ERROR;
if (flags & DC_EXEC) {
sd->AsIntSetting()->ChangeValue(&Company::Get(_current_company)->settings, value);
}
return CommandCost();
}
/**
* Top function to save the new value of an element of the Settings struct
* @param index offset in the SettingDesc array of the Settings struct which
* identifies the setting member we want to change
* @param value new value of the setting
* @param force_newgame force the newgame settings
*/
bool SetSettingValue(const IntSettingDesc *sd, int32_t value, bool force_newgame)
{
const IntSettingDesc *setting = sd->AsIntSetting();
if ((setting->flags & SF_PER_COMPANY) != 0) {
if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
return Command<CMD_CHANGE_COMPANY_SETTING>::Post(setting->GetName(), value);
}
setting->ChangeValue(&_settings_client.company, value);
return true;
}
/* If an item is company-based, we do not send it over the network
* (if any) to change. Also *hack*hack* we update the _newgame version
* of settings because changing a company-based setting in a game also
* changes its defaults. At least that is the convention we have chosen */
if (setting->flags & SF_NO_NETWORK_SYNC) {
if (_game_mode != GM_MENU) {
setting->ChangeValue(&_settings_newgame, value);
}
setting->ChangeValue(&GetGameSettings(), value);
return true;
}
if (force_newgame) {
setting->ChangeValue(&_settings_newgame, value);
return true;
}
/* send non-company-based settings over the network */
if (!_networking || (_networking && _network_server)) {
return Command<CMD_CHANGE_SETTING>::Post(setting->GetName(), value);
}
return false;
}
/**
* Set the company settings for a new company to their default values.
*/
void SetDefaultCompanySettings(CompanyID cid)
{
Company *c = Company::Get(cid);
for (auto &desc : _company_settings) {
const IntSettingDesc *int_setting = GetSettingDesc(desc)->AsIntSetting();
int_setting->MakeValueValidAndWrite(&c->settings, int_setting->def);
}
}
/**
* Sync all company settings in a multiplayer game.
*/
void SyncCompanySettings()
{
const void *old_object = &Company::Get(_current_company)->settings;
const void *new_object = &_settings_client.company;
for (auto &desc : _company_settings) {
const SettingDesc *sd = GetSettingDesc(desc);
uint32_t old_value = (uint32_t)sd->AsIntSetting()->Read(old_object);
uint32_t new_value = (uint32_t)sd->AsIntSetting()->Read(new_object);
if (old_value != new_value) Command<CMD_CHANGE_COMPANY_SETTING>::SendNet(STR_NULL, _local_company, sd->GetName(), new_value);
}
}
/**
* Set a setting value with a string.
* @param sd the setting to change.
* @param value the value to write
* @param force_newgame force the newgame settings
* @note Strings WILL NOT be synced over the network
*/
bool SetSettingValue(const StringSettingDesc *sd, std::string value, bool force_newgame)
{
assert(sd->flags & SF_NO_NETWORK_SYNC);
if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && value.compare("(null)") == 0) {
value.clear();
}
const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game;
sd->AsStringSetting()->ChangeValue(object, value);
return true;
}
/**
* Handle changing a string value. This performs validation of the input value
* and calls the appropriate callbacks, and saves it when the value is changed.
* @param object The object the setting is in.
* @param newval The new value for the setting.
*/
void StringSettingDesc::ChangeValue(const void *object, std::string &newval) const
{
this->MakeValueValid(newval);
if (this->pre_check != nullptr && !this->pre_check(newval)) return;
this->Write(object, newval);
if (this->post_callback != nullptr) this->post_callback(newval);
if (_save_config) SaveToConfig();
}
/* Those 2 functions need to be here, else we have to make some stuff non-static
* and besides, it is also better to keep stuff like this at the same place */
void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
{
const SettingDesc *sd = GetSettingFromName(name);
if (sd == nullptr) {
IConsolePrint(CC_ERROR, "'{}' is an unknown setting.", name);
return;
}
bool success = true;
if (sd->IsStringSetting()) {
success = SetSettingValue(sd->AsStringSetting(), value, force_newgame);
} else if (sd->IsIntSetting()) {
const IntSettingDesc *isd = sd->AsIntSetting();
size_t val = isd->ParseValue(value);
if (!_settings_error_list.empty()) {
IConsolePrint(CC_ERROR, "'{}' is not a valid value for this setting.", value);
_settings_error_list.clear();
return;
}
success = SetSettingValue(isd, (int32_t)val, force_newgame);
}
if (!success) {
if (_network_server) {
IConsolePrint(CC_ERROR, "This command/variable is not available during network games.");
} else {
IConsolePrint(CC_ERROR, "This command/variable is only available to a network server.");
}
}
}
void IConsoleSetSetting(const char *name, int value)
{
const SettingDesc *sd = GetSettingFromName(name);
assert(sd != nullptr);
SetSettingValue(sd->AsIntSetting(), value);
}
/**
* Output value of a specific setting to the console
* @param name Name of the setting to output its value
* @param force_newgame force the newgame settings
*/
void IConsoleGetSetting(const char *name, bool force_newgame)
{
const SettingDesc *sd = GetSettingFromName(name);
if (sd == nullptr) {
IConsolePrint(CC_ERROR, "'{}' is an unknown setting.", name);
return;
}
const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game;
if (sd->IsStringSetting()) {
IConsolePrint(CC_INFO, "Current value for '{}' is '{}'.", sd->GetName(), sd->AsStringSetting()->Read(object));
} else if (sd->IsIntSetting()) {
std::string value = sd->FormatValue(object);
const IntSettingDesc *int_setting = sd->AsIntSetting();
IConsolePrint(CC_INFO, "Current value for '{}' is '{}' (min: {}{}, max: {}).",
sd->GetName(), value, (sd->flags & SF_GUI_0_IS_SPECIAL) ? "(0) " : "", int_setting->min, int_setting->max);
}
}
static void IConsoleListSettingsTable(const SettingTable &table, const char *prefilter)
{
for (auto &desc : table) {
const SettingDesc *sd = GetSettingDesc(desc);
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (prefilter != nullptr && sd->GetName().find(prefilter) == std::string::npos) continue;
IConsolePrint(CC_DEFAULT, "{} = {}", sd->GetName(), sd->FormatValue(&GetGameSettings()));
}
}
/**
* List all settings and their value to the console
*
* @param prefilter If not \c nullptr, only list settings with names that begin with \a prefilter prefix
*/
void IConsoleListSettings(const char *prefilter)
{
IConsolePrint(CC_HELP, "All settings with their current value:");
for (auto &table : GenericSettingTables()) {
IConsoleListSettingsTable(table, prefilter);
}
for (auto &table : PrivateSettingTables()) {
IConsoleListSettingsTable(table, prefilter);
}
for (auto &table : SecretSettingTables()) {
IConsoleListSettingsTable(table, prefilter);
}
IConsolePrint(CC_HELP, "Use 'setting' command to change a value.");
}