Difference between revisions of "GrfLoadingStages"
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||Action|Load|Init|Res|Act|Test|Notes |
||Action|Load|Init|Res|Act|Test|Notes |
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− | 0| |<center>X</center>|<center>X*</center>|<center>X</center>| |During reservation stage especially cargo and |
+ | 0| |<center>X</center>|<center>X*</center>|<center>X</center>| |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. |
1| |<center>I</center>| |<center>X</center>| | |
1| |<center>I</center>| |<center>X</center>| | |
Revision as of 19:42, 17 March 2011
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 "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.
||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.
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.
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.||
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| |
|
|
| |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. 1| |
| |
| | 2| |
| |
| | 3| |
| |
| | 4| |
| |
| | 5| | | |
| | 6| |
|
|
|
|Processed during activation in a51 and later. 7|
| |
|
|
| 8| |
|
|
|
|When executed for an inactive file, skips remainder of file. 9|
|
|
|
|
| A| | | |
| | B| |
|
|
|
|Processed during initialization only if bit 7 of severity is set.
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. ||