GrfLoadingStages: Difference between revisions
m 6 revisions |
version tags |
||
| (4 intermediate revisions by 3 users not shown) | |||
| Line 1: | Line 1: | ||
== Introduction == |
|||
'''''Stages of loading a GRF file''''' |
|||
=The stages of loading a grf file= |
=The stages of loading a grf file= |
||
Processing of .grf files is done in several passes, most of which happen repeatedly, once per activations, which is whenever a game is started/loaded or the |
Processing of .grf files is done in several passes, most of which happen repeatedly, once per activations, which is whenever a game is started/loaded or the "Apply" button in the GRF Status Window is pressed. Each pass processes all files in the order they appear in the GRF Status Window. |
||
Essentially, initialization is a two-pass system (first resolve jump targets, then initialize everything) that happens only once, activation is a two-pass system (first define cargos and reserve GRM IDs, then activate) that happens multiple times, and testing is a one-pass system run per click on a red/green flag in the GRF Status Window. |
Essentially, initialization is a two-pass system (first resolve jump targets, then initialize everything) that happens only once, activation is a two-pass system (first define cargos and reserve GRM IDs, then activate) that happens multiple times, and testing is a one-pass system run per click on a red/green flag in the GRF Status Window. |
||
{| |
|||
!Pass!!Description |
|||
|- |
|||
Post-Load|Run once after loading all files. Initializes the targets of action 7&9 (to resolve goto jumps), ignores all other actions. |
|Post-Load||Run once after loading all files. Initializes the targets of action 7&9 (to resolve goto jumps), ignores all other actions. |
||
|- |
|||
Initialization|Run once after the post-load pass. Checks action 0 for validity, records action 1 sprite numbers, resolves action 2 references (to the sprite numbers within the grf file of action 1 sprites and references to variational/random action 2), executes actions 6, 9, B, D and F, initializes action 3, 4, 8 and 11, and ignores the rest of the actions (including in particular action 7). |
|Initialization||Run once after the post-load pass. Checks action 0 for validity, records action 1 sprite numbers, resolves action 2 references (to the sprite numbers within the grf file of action 1 sprites and references to variational/random action 2), executes actions 6, 9, B, D and F, initializes action 3, 4, 8 and 11, and ignores the rest of the actions (including in particular action 7). |
||
|- |
|||
Reserve|Called just before activation, to reserve GRM IDs. Also applies action 0 for cargos to make cargo labels valid to check in action 7/9 independent of order of .grf files. Ignores all actions except action 0 (for cargos), 6, 7, 8, 9, B, D and E. |
|Reserve||{{ottdp|0.6|2.5}} Called just before activation, to reserve GRM IDs. Also applies action 0 for cargos to make cargo labels valid to check in action 7/9 independent of order of .grf files. Ignores all actions except action 0 (for cargos), 6, 7, 8, 9, B, D and E. |
||
|- |
|||
Activate|Called during activation. Applies all actions except F and 10. |
|Activate||Called during activation. Applies all actions except F and 10. |
||
|- |
|||
Test|Called when user clicks to enable/disable file in the GRF Status Window to check which other files react to the change. Ignores all actions except 6, 7, 8, 9, B, D and E. |
|Test||{{ottdp|no|2.5}} Called when user clicks to enable/disable file in the GRF Status Window to check which other files react to the change. Ignores all actions except 6, 7, 8, 9, B, D and E. |
||
|} |
|||
A .grf file is activated only if it was active when the game was started. If a game is loaded, only its active .grfs will be reactivated. A .grf file is considered active if its action 8 has been processed, i.e. its action 8 hasn't been skipped using an action 7. |
A .grf file is activated only if it was active when the game was started. If a game is loaded, only its active .grfs will be reactivated. A .grf file is considered active if its action 8 has been processed, i.e. its action 8 hasn't been skipped using an action 7. |
||
| Line 24: | Line 31: | ||
The following table shows exactly which actions are excuted in which passes (X=action executed, I=action initialized, empty=action ignored). |
The following table shows exactly which actions are excuted in which passes (X=action executed, I=action initialized, empty=action ignored). |
||
{| |
|||
!Action!!Load!!Init!!Res!!Act!!Test!!Notes |
|||
|- |
|||
0| | |
|0|| ||<center>X</center>||<center>X<ref>During reservation stage especially cargo- and railtypes are reserved, so their existence can be tested by all GRFs in activation stage independent of loading order.</ref></center>||<center>X</center>|| || |
||
|- |
|||
1| |<center>I</center>| |<center>X</center>| | |
|1|| ||<center>I</center>|| ||<center>X</center>|| || |
||
|- |
|||
2| |<center>I</center>| |<center>X</center>| | |
|2|| ||<center>I</center>|| ||<center>X</center>|| || |
||
|- |
|||
3| |<center>I</center>| |<center>X</center>| | |
|3|| ||<center>I</center>|| ||<center>X</center>|| || |
||
|- |
|||
4| |<center>I</center>| |<center>X</center>| | |
|4|| ||<center>I</center>|| ||<center>X</center>|| || |
||
|- |
|||
5| | | |<center>X</center>| | |
|5|| || || ||<center>X</center>|| || |
||
|- |
|||
| ⚫ | |||
|6|| ||<center>X</center>||<center>X</center>||<center>X<ref>{{ottdp|0.6|2.5|ttdprev=2.0.1 alpha 51}} Processed during activation in TTDPatch 2.0.1 alpha 51 and later.</ref></center>||<center>X</center>|| |
|||
|- |
|||
7|<center>I</center>| |<center>X</center>|<center>X</center>|<center>X</center>| |
|7||<center>I</center>|| ||<center>X</center>||<center>X</center>||<center>X</center>|| |
||
|- |
|||
8| |<center>I</center>|<center>X</center>|<center>X</center>|<center>X</center>|When executed for an inactive file, skips remainder of file. |
|8|| ||<center>I</center>||<center>X</center>||<center>X</center>||<center>X</center>||When executed for an inactive file, skips remainder of file. |
||
|- |
|||
9|<center>I</center>|<center>X</center>|<center>X</center>|<center>X</center>|<center>X</center>| |
|9||<center>I</center>||<center>X</center>||<center>X</center>||<center>X</center>||<center>X</center>|| |
||
|- |
|||
A| | | |<center>X</center>| | |
|A|| || || ||<center>X</center>|| || |
||
|- |
|||
B| |<center>X*</center>|<center>X</center>|<center>X</center>|<center>X</center>|Processed during initialization only if bit 7 of severity is set. |
|||
| ⚫ | |||
|- |
|||
C| | | | | | |
|C|| || || || || || |
||
|- |
|||
| ⚫ | |||
| ⚫ | |||
|- |
|||
E| | |<center>X</center>|<center>X</center>|<center>X</center>| |
|E|| || ||<center>X</center>||<center>X</center>||<center>X</center>|| |
||
|- |
|||
F| |<center>X</center>| | | | |
|F|| ||<center>X</center>|| || || || |
||
|- |
|||
10|<center>X</center>| | | | | |
|10||<center>X</center>|| || || || || |
||
|- |
|||
11| |<center>I</center>| |<center>X</center>| | |
|11|| ||<center>I</center>|| ||<center>X</center>|| || |
||
|- |
|||
12| | | |<center>X</center>| | If TTDPatch encounters any Action12 during any stage (including |
|12|| || || ||<center>X</center>|| || If TTDPatch encounters any Action12 during any stage (including "Load"), Unicode handling is enabled. |
||
|- |
|||
13| | | |<center>X</center>| | |
|13|| || || ||<center>X</center>|| || |
||
|- |
|||
14| | | | | | Processed by OpenTTD only when scanning for files. Not processed during the normal loading/activation. |
|14|| || || || || || Processed by OpenTTD only when scanning for files. Not processed during the normal loading/activation. |
||
|} |
|||
<references/> |
|||
Latest revision as of 14:26, 23 July 2011
Introduction
The stages of loading a grf file
Processing of .grf files is done in several passes, most of which happen repeatedly, once per activations, which is whenever a game is started/loaded or the "Apply" button in the GRF Status Window is pressed. Each pass processes all files in the order they appear in the GRF Status Window.
Essentially, initialization is a two-pass system (first resolve jump targets, then initialize everything) that happens only once, activation is a two-pass system (first define cargos and reserve GRM IDs, then activate) that happens multiple times, and testing is a one-pass system run per click on a red/green flag in the GRF Status Window.
A .grf file is activated only if it was active when the game was started. If a game is loaded, only its active .grfs will be reactivated. A .grf file is considered active if its action 8 has been processed, i.e. its action 8 hasn't been skipped using an action 7.
The following table shows exactly which actions are excuted in which passes (X=action executed, I=action initialized, empty=action ignored).
| Action | Load | Init | Res | Act | Test | Notes |
|---|---|---|---|---|---|---|
| 0 | ||||||
| 1 | ||||||
| 2 | ||||||
| 3 | ||||||
| 4 | ||||||
| 5 | ||||||
| 6 | ||||||
| 7 | ||||||
| 8 | When executed for an inactive file, skips remainder of file. | |||||
| 9 | ||||||
| A | ||||||
| B | ||||||
| C | ||||||
| D | ||||||
| E | ||||||
| F | ||||||
| 10 | ||||||
| 11 | ||||||
| 12 | If TTDPatch encounters any Action12 during any stage (including "Load"), Unicode handling is enabled. | |||||
| 13 | ||||||
| 14 | Processed by OpenTTD only when scanning for files. Not processed during the normal loading/activation. |
- ↑ During reservation stage especially cargo- and railtypes are reserved, so their existence can be tested by all GRFs in activation stage independent of loading order.
- ↑
0.6
2.5 Processed during activation in TTDPatch 2.0.1 alpha 51 and later.
- ↑ Processed during initialization only if bit 7 of severity is set.