pool.c
author Darkvater
Thu, 02 Mar 2006 02:22:15 +0000
changeset 3121 72fb0554f9f1
parent 2186 db48cf29b983
child 3585 43461f26b729
permissions -rw-r--r--
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "pool.h"

/**
 * Clean a pool in a safe way (does free all blocks)
 */
void CleanPool(MemoryPool *pool)
{
	uint i;

	DEBUG(misc, 4)("[Pool] (%s) Cleaning pool..", pool->name);

	/* Free all blocks */
	for (i = 0; i < pool->current_blocks; i++)
		free(pool->blocks[i]);

	/* Free the block itself */
	free(pool->blocks);

	/* Clear up some critical data */
	pool->total_items = 0;
	pool->current_blocks = 0;
	pool->blocks = NULL;
}

/**
 * This function tries to increase the size of array by adding
 *  1 block too it
 *
 * @return Returns false if the pool could not be increased
 */
bool AddBlockToPool(MemoryPool *pool)
{
	/* Is the pool at his max? */
	if (pool->max_blocks == pool->current_blocks)
		return false;

	pool->total_items = (pool->current_blocks + 1) * (1 << pool->block_size_bits);

	DEBUG(misc, 4)("[Pool] (%s) Increasing size of pool to %d items (%d bytes)", pool->name, pool->total_items, pool->total_items * pool->item_size);

	/* Increase the poolsize */
	pool->blocks = realloc(pool->blocks, sizeof(pool->blocks[0]) * (pool->current_blocks + 1));
	if (pool->blocks == NULL)
		error("Pool: (%s) could not allocate memory for blocks", pool->name);

	/* Allocate memory to the new block item */
	pool->blocks[pool->current_blocks] = malloc(pool->item_size * (1 << pool->block_size_bits));
	if (pool->blocks[pool->current_blocks] == NULL)
		error("Pool: (%s) could not allocate memory for blocks", pool->name);

	/* Clean the content of the new block */
	memset(pool->blocks[pool->current_blocks], 0, pool->item_size * (1 << pool->block_size_bits));

	/* Call a custom function if defined (e.g. to fill indexes) */
	if (pool->new_block_proc != NULL)
		pool->new_block_proc(pool->current_blocks * (1 << pool->block_size_bits));

	/* We have a new block */
	pool->current_blocks++;

	return true;
}

/**
 * Adds blocks to the pool if needed (and possible) till index fits inside the pool
 *
 * @return Returns false if adding failed
 */
bool AddBlockIfNeeded(MemoryPool *pool, uint index)
{
	while (index >= pool->total_items) {
		if (!AddBlockToPool(pool))
			return false;
	}

	return true;
}