Index: src/game/game.hpp =================================================================== --- src/game/game.hpp (revision 24343) +++ src/game/game.hpp (working copy) @@ -46,6 +46,26 @@ static void Uninitialize(bool keepConfig); /** + * Suspends the Game Script and then pause the execution of the script. The + * script will not be resumed from its suspended state until the script + * has been unpaused. + */ + static void Pause(); + + /** + * Resume execution of the Game Script. This function will not actually execute + * the script, but set a flag so that the script is executed my the usual + * mechanism that executes the script. + */ + static void Unpause(); + + /** + * Checks if the Game Script is paused + * @return true if the Game Script is paused, otherwise false + */ + static bool IsPaused(); + + /** * Queue a new event for a Game Script. */ static void NewEvent(class ScriptEvent *event); Index: src/game/game_core.cpp =================================================================== --- src/game/game_core.cpp (revision 24343) +++ src/game/game_core.cpp (working copy) @@ -117,6 +117,21 @@ } } +/* static */ void Game::Pause() +{ + if (Game::instance != NULL) Game::instance->Pause(); +} + +/* static */ void Game::Unpause() +{ + if (Game::instance != NULL) Game::instance->Unpause(); +} + +/* static */ bool Game::IsPaused() +{ + return Game::instance != NULL? Game::instance->IsPaused() : false; +} + /* static */ void Game::NewEvent(ScriptEvent *event) { /* AddRef() and Release() need to be called at least once, so do it here */ Index: src/ai/ai.hpp =================================================================== --- src/ai/ai.hpp (revision 24343) +++ src/ai/ai.hpp (working copy) @@ -67,15 +67,32 @@ static void Stop(CompanyID company); /** - * Suspend an AI for the reminder of the current tick. If the AI is - * in a state when it cannot be suspended, it will continue to run - * until it can be suspended. - * @param company The company for which the AI should be suspended. + * Suspends the AI and then pause the execution of the script. The + * script will not be resumed from its suspended state until the script + * has been unpaused. + * @param company The company for which the AI should be paused. * @pre Company::IsValidAiID(company) */ - static void Suspend(CompanyID company); + static void Pause(CompanyID company); /** + * Resume execution of the AI. This function will not actually execute + * the script, but set a flag so that the script is executed my the usual + * mechanism that executes the script. + * @param company The company for which the AI should be unpaused. + * @pre Company::IsValidAiID(company) + */ + static void Unpause(CompanyID company); + + /** + * Checks if the AI is paused + * @param company The company for which to check if the AI is paused. + * @pre Company::IsValidAiID(company) + * @return true if the AI is paused, otherwise false + */ + static bool IsPaused(CompanyID company); + + /** * Kill any and all AIs we manage. */ static void KillAll(); Index: src/ai/ai_core.cpp =================================================================== --- src/ai/ai_core.cpp (revision 24343) +++ src/ai/ai_core.cpp (working copy) @@ -112,16 +112,38 @@ DeleteWindowById(WC_AI_SETTINGS, company); } -/* static */ void AI::Suspend(CompanyID company) +/* static */ void AI::Pause(CompanyID company) { if (_networking && !_network_server) return; Backup cur_company(_current_company, company, FILE_LINE); - Company::Get(company)->ai_instance->Suspend(); + Company::Get(company)->ai_instance->Pause(); cur_company.Restore(); } +/* static */ void AI::Unpause(CompanyID company) +{ + if (_networking && !_network_server) return; + + Backup cur_company(_current_company, company, FILE_LINE); + Company::Get(company)->ai_instance->Unpause(); + + cur_company.Restore(); +} + +/* static */ bool AI::IsPaused(CompanyID company) +{ + if (_networking && !_network_server) return false; + + Backup cur_company(_current_company, company, FILE_LINE); + bool paused = Company::Get(company)->ai_instance->IsPaused(); + + cur_company.Restore(); + + return paused; +} + /* static */ void AI::KillAll() { /* It might happen there are no companies .. than we have nothing to loop */ Index: src/ai/ai_gui.cpp =================================================================== --- src/ai/ai_gui.cpp (revision 24343) +++ src/ai/ai_gui.cpp (working copy) @@ -1020,8 +1020,10 @@ /* Restore button state from static class variables */ if (ai_debug_company == OWNER_DEITY) { this->LowerWidget(WID_AID_SCRIPT_GAME); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused()); } else if (ai_debug_company != INVALID_COMPANY) { this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company)); } this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled); this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check); @@ -1213,10 +1215,13 @@ if (ai_debug_company == OWNER_DEITY) { this->LowerWidget(WID_AID_SCRIPT_GAME); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused()); } else { this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company)); } + this->highlight_row = -1; // the highlight of one AI make little sense for another AI this->autoscroll = true; this->last_vscroll_pos = this->vscroll->GetPosition(); this->SetDirty(); @@ -1262,8 +1267,33 @@ break; case WID_AID_CONTINUE_BTN: - /* Unpause */ - DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); + /* Unpause current AI / game script */ + if (ai_debug_company == OWNER_DEITY) { + Game::Unpause(); + } else { + AI::Unpause(ai_debug_company); + } + + /* If the last AI/Game Script is unpaused, unpause the game too */ + if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) { + bool all_unpaused = !Game::IsPaused(); + if (all_unpaused) { + Company *c; + FOR_ALL_COMPANIES(c) { + if (c->is_ai && AI::IsPaused(c->index)) { + all_unpaused = false; + break; + } + } + } + if (all_unpaused) { + /* all scripts have been unpaused => unpause the game */ + DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); + } + } + + this->highlight_row = -1; + this->SetWidgetDirty(WID_AID_LOG_PANEL); this->DisableWidget(WID_AID_CONTINUE_BTN); this->RaiseWidget(WID_AID_CONTINUE_BTN); // Disabled widgets don't raise themself break; @@ -1302,21 +1332,9 @@ { if (data == -1 || ai_debug_company == data) this->SetDirty(); - if (gui_scope && data == -2) { - /* The continue button should be disabled when the game is unpaused and - * it was previously paused by the break string ( = a line in the log - * was highlighted )*/ - if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && this->highlight_row != -1) { - this->DisableWidget(WID_AID_CONTINUE_BTN); - this->SetWidgetDirty(WID_AID_CONTINUE_BTN); - this->SetWidgetDirty(WID_AID_LOG_PANEL); - this->highlight_row = -1; - } - } - /* If the log message is related to the active company tab, check the break string. * This needs to be done in gameloop-scope, so the AI is suspended immediately. */ - if (ai_debug_company != OWNER_DEITY && !gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) { + if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) { /* Get the log instance of the active company */ ScriptLog::LogData *log = this->GetLogPointer(); @@ -1324,7 +1342,14 @@ this->break_string_filter.ResetState(); this->break_string_filter.AddLine(log->lines[log->pos]); if (this->break_string_filter.GetState()) { - AI::Suspend(ai_debug_company); + /* Pause execution of script */ + if (ai_debug_company == OWNER_DEITY) { + Game::Pause(); + } else { + AI::Pause(ai_debug_company); + } + + /* Pause the game */ if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) { DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); } Index: src/script/script_instance.cpp =================================================================== --- src/script/script_instance.cpp (revision 24343) +++ src/script/script_instance.cpp (working copy) @@ -55,6 +55,7 @@ is_dead(false), is_save_data_on_stack(false), suspend(0), + is_paused(false), callback(NULL) { this->storage = new ScriptStorage(); @@ -137,6 +138,7 @@ ScriptObject::ActiveInstance active(this); if (this->IsDead()) return; + if (this->is_paused) return; if (this->engine->HasScriptCrashed()) { /* The script crashed during saving, kill it here. */ this->Died(); @@ -497,12 +499,26 @@ } } -void ScriptInstance::Suspend() +void ScriptInstance::Pause() { + // Suspend script HSQUIRRELVM vm = this->engine->GetVM(); Squirrel::DecreaseOps(vm, _settings_game.script.script_max_opcode_till_suspend); + + // Set the paused flag + this->is_paused = true; } +void ScriptInstance::Unpause() +{ + this->is_paused = false; +} + +bool ScriptInstance::IsPaused() +{ + return this->is_paused; +} + /* static */ bool ScriptInstance::LoadObjects(HSQUIRRELVM vm) { SlObject(NULL, _script_byte); Index: src/script/script_instance.hpp =================================================================== --- src/script/script_instance.hpp (revision 24343) +++ src/script/script_instance.hpp (working copy) @@ -139,14 +139,26 @@ static void LoadEmpty(); /** - * Reduces the number of opcodes the script have left to zero. Unless - * the script is in a state where it cannot suspend it will be suspended - * for the reminder of the current tick. This function is safe to - * call from within a function called by the script. + * Suspends the script for the current tick and then pause the execution + * of script. The script will not be resumed from its suspended state + * until the script has been unpaused. */ - void Suspend(); + void Pause(); /** + * Checks if the script is paused. + * @return true if the script is paused, otherwise false + */ + bool IsPaused(); + + /** + * Resume execution of the script. This function will not actually execute + * the script, but set a flag so that the script is executed my the usual + * mechanism that executes the script. + */ + void Unpause(); + + /** * Get the number of operations the script can execute before being suspended. * This function is safe to call from within a function called by the script. * @return The number of operations to execute. @@ -170,7 +182,8 @@ /** * Check if the instance is sleeping, which either happened because the - * script executed a DoCommand, or executed this.Sleep(). + * script executed a DoCommand, executed this.Sleep() or it has been + * paused. */ bool IsSleeping() { return this->suspend != 0; } @@ -206,6 +219,7 @@ bool is_dead; ///< True if the script has been stopped. bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack? int suspend; ///< The amount of ticks to suspend this script before it's allowed to continue. + bool is_paused; ///< Is the script paused? (a paused script will not be executed until unpaused) Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the script runs. /** Index: src/misc_cmd.cpp =================================================================== --- src/misc_cmd.cpp (revision 24343) +++ src/misc_cmd.cpp (working copy) @@ -178,7 +178,6 @@ } else { _pause_mode = _pause_mode | p1; } - InvalidateWindowClassesData(WC_AI_DEBUG, -2); #ifdef ENABLE_NETWORK NetworkHandlePauseChange(prev_mode, (PauseMode)p1);