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(svn r15327) -Fix (r15027): AIs could access the map and other data in their constructor and Load() function while the savegame was not completely loaded.

release/0.7
Yexo 2009-02-03 20:49:08 +00:00
parent 9c4c0ff3a1
commit 1892c34ac6
2 changed files with 79 additions and 40 deletions

View File

@ -132,12 +132,9 @@ AIInstance::AIInstance(AIInfo *info) :
/* Register the API functions and classes */ /* Register the API functions and classes */
this->RegisterAPI(); this->RegisterAPI();
/* Run the constructor if it exists. Don't allow any DoCommands in it. */ /* The topmost stack item is true if there is data from a savegame
if (this->engine->MethodExists(*this->instance, "constructor")) { * and false otherwise. */
AIObject::SetAllowDoCommand(false); sq_pushbool(this->engine->vm, false);
this->engine->CallMethod(*this->instance, "constructor");
AIObject::SetAllowDoCommand(true);
}
} }
AIInstance::~AIInstance() AIInstance::~AIInstance()
@ -271,8 +268,15 @@ void AIInstance::GameLoop()
this->callback = NULL; this->callback = NULL;
if (!this->is_started) { if (!this->is_started) {
/* Start the AI by calling Start() */
try { try {
/* Run the constructor if it exists. Don't allow any DoCommands in it. */
if (this->engine->MethodExists(*this->instance, "constructor")) {
AIObject::SetAllowDoCommand(false);
this->engine->CallMethod(*this->instance, "constructor");
AIObject::SetAllowDoCommand(true);
}
this->CallLoad();
/* Start the AI by calling Start() */
if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend)) this->Died(); if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend)) this->Died();
} catch (AI_VMSuspend e) { } catch (AI_VMSuspend e) {
this->suspend = e.GetSuspendTime(); this->suspend = e.GetSuspendTime();
@ -494,20 +498,33 @@ void AIInstance::Save()
return; return;
} }
/* We don't want to be interrupted during the save function. */ HSQUIRRELVM vm = this->engine->GetVM();
AIObject::SetAllowDoCommand(false); if (!this->is_started) {
SQBool res;
HSQOBJECT savedata; sq_getbool(vm, -1, &res);
if (this->engine->MethodExists(*this->instance, "Save")) { if (!res) {
this->engine->CallMethod(*this->instance, "Save", &savedata); SaveEmpty();
if (!sq_istable(savedata)) { return;
AILog::Error("Save function should return a table."); }
_ai_sl_byte = 0; /* Push the loaded savegame data to the top of the stack. */
SlObject(NULL, _ai_byte); sq_push(vm, -3);
AIObject::SetAllowDoCommand(true); _ai_sl_byte = 1;
SlObject(NULL, _ai_byte);
/* Save the data that was just loaded. */
SaveObject(vm, -1, AISAVE_MAX_DEPTH, false);
sq_poptop(vm);
} else if (this->engine->MethodExists(*this->instance, "Save")) {
HSQOBJECT savedata;
/* We don't want to be interrupted during the save function. */
AIObject::SetAllowDoCommand(false);
this->engine->CallMethod(*this->instance, "Save", &savedata);
AIObject::SetAllowDoCommand(true);
if (!sq_istable(savedata)) {
AILog::Error("Save function should return a table.");
SaveEmpty();
return; return;
} }
HSQUIRRELVM vm = this->engine->GetVM();
sq_pushobject(vm, savedata); sq_pushobject(vm, savedata);
if (SaveObject(vm, -1, AISAVE_MAX_DEPTH, true)) { if (SaveObject(vm, -1, AISAVE_MAX_DEPTH, true)) {
_ai_sl_byte = 1; _ai_sl_byte = 1;
@ -524,7 +541,6 @@ void AIInstance::Save()
SlObject(NULL, _ai_byte); SlObject(NULL, _ai_byte);
} }
AIObject::SetAllowDoCommand(true);
} }
/* static */ bool AIInstance::LoadObjects(HSQUIRRELVM vm) /* static */ bool AIInstance::LoadObjects(HSQUIRRELVM vm)
@ -600,37 +616,55 @@ void AIInstance::Load(int version)
return; return;
} }
HSQUIRRELVM vm = this->engine->GetVM(); HSQUIRRELVM vm = this->engine->GetVM();
SQInteger old_top = sq_gettop(vm);
SlObject(NULL, _ai_byte); SlObject(NULL, _ai_byte);
/* Check if there was anything saved at all. */ /* Check if there was anything saved at all. */
if (_ai_sl_byte == 0) return; if (_ai_sl_byte == 0) return;
/* First remove the value "false" since we have data to load. */
sq_poptop(vm);
LoadObjects(vm);
sq_pushinteger(vm, version);
sq_pushbool(vm, true);
}
void AIInstance::CallLoad()
{
HSQUIRRELVM vm = this->engine->GetVM();
/* Is there save data that we should load? */
SQBool res;
sq_getbool(vm, -1, &res);
sq_poptop(vm);
if (!res) return;
if (!this->engine->MethodExists(*this->instance, "Load")) {
AILog::Warning("Loading failed: there was data for the AI to load, but the AI does not have a Load() function.");
/* Pop the savegame data and version. */
sq_pop(vm, 2);
return;
}
AIObject::SetAllowDoCommand(false); AIObject::SetAllowDoCommand(false);
/* Go to the instance-root */ /* Go to the instance-root */
sq_pushobject(vm, *this->instance); sq_pushobject(vm, *this->instance);
/* Find the function-name inside the script */ /* Find the function-name inside the script */
sq_pushstring(vm, OTTD2FS("Load"), -1); sq_pushstring(vm, OTTD2FS("Load"), -1);
if (SQ_FAILED(sq_get(vm, -2))) sq_pushnull(vm); /* Change the "Load" string in a function pointer */
sq_get(vm, -2);
/* Push the main instance as "this" object */
sq_pushobject(vm, *this->instance); sq_pushobject(vm, *this->instance);
sq_pushinteger(vm, version); /* Push the savegame data and version as arguments */
sq_push(vm, -5);
sq_push(vm, -5);
LoadObjects(vm); /* Call the AI load function. sq_call removes the arguments (but not the
* function pointer) from the stack. */
sq_call(vm, 3, SQFalse, SQFalse);
if (this->engine->MethodExists(*this->instance, "Load")) { /* Pop 1) The savegame data, 2) the version, 3) the object instance, 4) the function pointer. */
sq_call(vm, 3, SQFalse, SQFalse); sq_pop(vm, 4);
/* Pop 1) the object instance, 2) the (null) result. */
sq_pop(vm, 2);
} else {
AILog::Warning("Loading failed: there was data for the AI to load, but the AI does not have a Load() function.");
/* Pop 1) the object instance, 2) the function name, 3) the instance again, 4) the version */
sq_pop(vm, 4);
}
assert(sq_gettop(vm) == old_top);
AIObject::SetAllowDoCommand(true); AIObject::SetAllowDoCommand(true);
return;
} }

View File

@ -85,13 +85,18 @@ public:
static void SaveEmpty(); static void SaveEmpty();
/** /**
* Load data from a savegame and call the AI Load function if it * Load data from a savegame and store it on the stack.
* exists.
* @param version The version of the AI when saving, or -1 if this was * @param version The version of the AI when saving, or -1 if this was
* not the original AI saving the game. * not the original AI saving the game.
*/ */
void Load(int version); void Load(int version);
/**
* Call the AI Load function if it exists and data was loaded
* from a savegame.
*/
void CallLoad();
/** /**
* Load and discard data from a savegame. * Load and discard data from a savegame.
*/ */