# HG changeset patch # Parent 633c7ebd107c6d6202913f69da3ac03ef484a93c diff -r 633c7ebd107c src/ai/ai.hpp --- a/src/ai/ai.hpp Tue Aug 21 19:13:18 2012 +0200 +++ b/src/ai/ai.hpp Tue Aug 21 20:32:16 2012 +0200 @@ -68,13 +68,30 @@ 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. diff -r 633c7ebd107c src/ai/ai_core.cpp --- a/src/ai/ai_core.cpp Tue Aug 21 19:13:18 2012 +0200 +++ b/src/ai/ai_core.cpp Tue Aug 21 20:32:16 2012 +0200 @@ -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 */ diff -r 633c7ebd107c src/ai/ai_gui.cpp --- a/src/ai/ai_gui.cpp Tue Aug 21 19:13:18 2012 +0200 +++ b/src/ai/ai_gui.cpp Tue Aug 21 20:32:16 2012 +0200 @@ -961,11 +961,16 @@ * state of the script. (dead or alive) * @param button the button to update. * @param dead true if the script is dead, otherwise false. + * @param paused true if the script is paused, otherwise false. * @return true if the colour was changed and the window need to be marked as dirty. */ -static bool SetScriptButtonColour(NWidgetCore &button, bool dead) +static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused) { - Colours colour = dead ? COLOUR_RED : COLOUR_GREY; + /* Dead scripts are indicated with red background and + * paused scripts are indicated with yellow background. + */ + Colours colour = dead ? COLOUR_RED : + (paused ? COLOUR_YELLOW : COLOUR_GREY); if (button.colour != colour) { button.colour = colour; return true; @@ -1035,8 +1040,10 @@ /* 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); @@ -1099,11 +1106,12 @@ dirty = true; } - /* Mark dead AIs by red background. */ + /* Mark dead/paused AIs by setting the background colour. */ bool dead = valid && Company::Get(i)->ai_instance->IsDead(); + bool paused = valid && Company::Get(i)->ai_instance->IsPaused(); /* Re-paint if the button was updated. * (note that it is intentional that SetScriptButtonColour is always called) */ - dirty = SetScriptButtonColour(*button, dead) || dirty; + dirty = SetScriptButtonColour(*button, dead, paused) || dirty; /* Do we need a repaint? */ if (dirty) this->SetDirty(); @@ -1117,8 +1125,9 @@ /* Set button colour for Game Script. */ GameInstance *game = Game::GetInstance(); bool dead = game != NULL && game->IsDead(); + bool paused = game && game->IsPaused(); NWidgetCore *button = this->GetWidget(WID_AID_SCRIPT_GAME); - if (SetScriptButtonColour(*button, dead)) { + if (SetScriptButtonColour(*button, dead, paused)) { /* Re-paint if the button was updated. */ this->SetWidgetDirty(WID_AID_SCRIPT_GAME); } @@ -1235,10 +1244,13 @@ 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(); @@ -1284,8 +1296,35 @@ break; case WID_AID_CONTINUE_BTN: - /* Unpause */ - DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); + /* Unpause current AI / game script and mark the corresponding script button dirty. */ + if (ai_debug_company == OWNER_DEITY) { + Game::Unpause(); + this->SetWidgetDirty(WID_AID_SCRIPT_GAME); + } else { + AI::Unpause(ai_debug_company); + this->SetWidgetDirty(WID_AID_COMPANY_BUTTON_START + 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; @@ -1324,21 +1363,9 @@ { 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(); @@ -1346,7 +1373,14 @@ 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); } diff -r 633c7ebd107c src/game/game.hpp --- a/src/game/game.hpp Tue Aug 21 19:13:18 2012 +0200 +++ b/src/game/game.hpp Tue Aug 21 20:32:16 2012 +0200 @@ -47,6 +47,26 @@ 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); diff -r 633c7ebd107c src/game/game_core.cpp --- a/src/game/game_core.cpp Tue Aug 21 19:13:18 2012 +0200 +++ b/src/game/game_core.cpp Tue Aug 21 20:32:16 2012 +0200 @@ -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 */ diff -r 633c7ebd107c src/misc_cmd.cpp --- a/src/misc_cmd.cpp Tue Aug 21 19:13:18 2012 +0200 +++ b/src/misc_cmd.cpp Tue Aug 21 20:32:16 2012 +0200 @@ -178,7 +178,6 @@ } else { _pause_mode = _pause_mode | p1; } - InvalidateWindowClassesData(WC_AI_DEBUG, -2); #ifdef ENABLE_NETWORK NetworkHandlePauseChange(prev_mode, (PauseMode)p1); diff -r 633c7ebd107c src/script/script_instance.cpp --- a/src/script/script_instance.cpp Tue Aug 21 19:13:18 2012 +0200 +++ b/src/script/script_instance.cpp Tue Aug 21 20:32:16 2012 +0200 @@ -54,6 +54,7 @@ instance(NULL), is_started(false), is_dead(false), + is_paused(false), is_save_data_on_stack(false), suspend(0), callback(NULL) @@ -160,6 +161,7 @@ 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(); @@ -520,10 +522,24 @@ } } -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) diff -r 633c7ebd107c src/script/script_instance.hpp --- a/src/script/script_instance.hpp Tue Aug 21 19:13:18 2012 +0200 +++ b/src/script/script_instance.hpp Tue Aug 21 20:32:16 2012 +0200 @@ -140,12 +140,24 @@ 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. @@ -171,7 +183,8 @@ /** * 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; } @@ -216,6 +229,7 @@ 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. /**