The automatic supply interface has design flaws that make it hard to
use correctly. Its current uses are in fact all wrong (until commit
0179fd86, the update had a few uses that might have been correct).
Some of the bugs can only bite with land unit capability combinations
that don't exist in the stock game, though.
Automatic supply draws supplies from supply sources in range. Since
that can update any supply source in range, all copies of potential
supply sources a caller may keep can get invalidated. Writing back
such an invalid copy wipes out the deduction of supplies and mobility
from a source, triggering a seqno mismatch oops.
This commit redesigns the interface so that callers can safely keep a
copy of the object drawing the supplies (the "supply sink"). The idea
is to pass the sink to the supply code, so it can avoid using it as
source. The actual avoiding will be implemented in a later commit.
Copies other than the supply sink still need to be eliminated. See
commit 65410d16 for an example.
Other improvements to help avoid common errors:
* Supply functions are commonly used to ensure the sink has a certain
amount of supplies. A common error is to fetch that amount
regardless of how many the sink already has. It's more convenient
for such users to pass how many they need to have instead of how
many to get.
* A common use of supply functions is to get supplies for immediate
use. If that use turns out not to be possible after all, the
supplies need to be added somewhere, which is all too easy to
forget. Many bugs of this kind have been fixed over time, and there
are still some left. This class of bugs can be avoided by adding
the supplies to the sink automatically.
In fact, this commit fixes precisely such bugs in mission_pln_equip()
and shp_missile_defense(): plane interception and support missions,
missile interception (abms), launch of ballistic missiles and
anti-sats could all lose shells, or supply more than needed.
Replace supply_commod() by new sct_supply(), shp_supply(),
lnd_supply(), and resupply_all() by new lnd_supply_all(). Simplify
users accordingly.
There's just one use of resupply_commod() left, in landmine(). Use
lnd_supply_all() there, and remove resupply_commod().
Being in supply is relevant for defending and reacting units. The
code used has_supply() to check that.
Contrary to its name, has_supply() does not check whether the land
unit has enough supplies to be in supply, but whether it has or could
draw enough. So, defending and reacting units did not actually draw
any missing supplies.
Fix that in get_dlist() and att_reacting_units() by calling
resupply_all(), then checking with new lnd_in_supply() instead of
has_supply(). The fix of att_reacting_units() is complicated by the
fact that it is also used in the strength command, and should keep not
drawing supplies there.
Rename has_supply() to lnd_could_be_supplied(). Replace its uses
immediately after resupply_all() by lnd_in_supply().
Don't claim "now out of supply" when actually out of mobility.
Don't claim "out of supply" when actually out of shells. A land unit
is out of supply when out of shells, but not necessarily the other way
round.
Reading the sector again invalidates the sector type check. Bug can
currently bite only when the deity redesignates the sector. Call
check_sect_ok() instead.
4.0.9 changed flak not to use up shells, but they still had to be
present. Drop that, because it doesn't really provide any value.
Moreover, this gets rid of the buggy flak shell supply code (seqno
mismatch oopses, lost supplies).
New tel_read_header(), tel_read_body(). Use them in rea(),
show_first_tel(), copy_and_expire().
rea() now stops when it encounters a corrupt telegram, and logs the
problem. Before, error detection was incomplete, and errors were not
logged. Corrupt mailboxes could make it crash.
show_first_tel() and copy_and_expire() can now cope with telegrams of
arbitrary length, like rea(), and sanity-check the header fields they
don't actually use.
The ancients designed interception dead simple: when you overfly a
sector, you get intercepted by the sector owner. Fine print
interception rules govern which planes intercept.
Then complexity got piled on top of it.
Chainsaw 2 added an extra interception by surface ship owners, in the
target sector only.
Chainsaw 3 added an extra interception by land unit owners, in the
target sector only (Empire 4 later merged this extra land unit
interception with the extra surface ship interception).
Chainsaw 3 added an entirely separate kind of interception: air
defense missions. When you enter a sector in some air defense op
area, you get intercepted. Fine print air defense rules govern which
planes intercept. These rules differ significantly from the
interception fine print.
Additional complexity comes from these facts:
* Air defense mission interception happens in addition to non-mission
interception. You can boost your total interception by setting up
air defense. Which means you must set it up, or forgo an advantage.
* Air defense planes are not available for non-mission interception
duty. You need to decide on a split.
* In contrast to non-mission interception, interceptors flying air
defense get intercepted.
Moreover, the air defense code breaks one of the plane code's design
assumptions, namely that just one plane sortie is active at a time.
The air defense sortie runs while the sortie it intercepts is in
progress. This leads to two interceptions being active at the same
time: the one intercepting the original sortie, and the one
intercepting the air defense sortie. The same plane can fly in both
interceptions, and damage received in the interception of the air
defense sortie is wiped out, triggering a seqno mismatch oops.
The previous commit already simplified non-mission interception: you
get intercepted by anyone who owns the sector, or a surface ship or a
land unit there, whether it's the target sector or not.
Now simplify mission interception, by merging air defense back into
ordinary interception: when you overfly a sector, you get intercepted
by anyone who owns the sector, or a surface ship or land unit there,
or has an air defense mission covering the sector. That's all. No
multiple interceptions, no separate air defense rules.
Remove air_defense(). Simplify ac_encounter() and sam_intercept()
accordingly; both lose their last parameter.
Change sam_intercept() and ac_intercept() to intercept in mission op
areas. New parameter only_mission to suppress non-mission
interception. Pass zero when the intercepting country owns the sector
or a surface ship or land unit in the sector.
ac_encounter() can't efficiently predict whether a country intercepts,
so it needs to call ac_intercept() unconditionally. This kills the
optimization to collect interceptors only when needed; simplify
accordingly, replacing getilist() by getilists().
Since the previous two commits, ac_encounter() checks its
mission_flags argument only for proper mission flags PM_R and PM_S,
not for plane flags P_A, P_S, P_I.
This makes the code to put plane flags into mission flags useless.
Remove it from bomb(), drop(), fly(), para(), reco(),
perform_mission(), mission_pln_arm(), air_defense(), pln_arm().
Much of that code was useless even before: P_X and P_H since Chainsaw
3 option STEALTHV became mandatory in Empire 2, and P_MINE since
commit cc0c3e4f (v4.3.0) cleaned up mine drops.
A reconnaissance patrol (recon and sweep) uses sonar when ASW planes
participate. ac_encounter() enabled sonar when P_A was in
mission_flags. These get computed by pln_arm() and callers. However,
they set P_A only when *all* planes were capable, including escorts.
Fix by checking actual plane capabilities instead. Closes#1389451.
Remove the KillIdle thread. Add timeout to struct iop, initialized in
io_open(). Obey it in io_input() by passing it to empth_select(). If
empth_select() times out, report that back through io_input() to
recvclient() and player_login(). If player_login() receives a timeout
indication, print a message and terminate the session. If
recvclient() receives a timeout indication, flash a message to the
player and initiate a shut down the player's session.
Create WIN32 sys/time.h to define struct timeval. This creates some
conflicts with WIN32 windows.h definitions. Including windows.h in
show.c and info.c creates conflicts, so remove that. Modify service.c
to include sys/socket.h instead of windows.h to remove the conflict
with sys/time.h.
Add check to ensure a country by that name does not exist.
Ensure the length is not too long. Note this is a change
behaviour for edit and change commands which used to silently
truncate long names. Enforce that a country name can not have
control characters in it. Ensure that a country name is not
blank or just spaces.
The Chainsaw 3 feature to let you load/unload to a specific amount
through a negative amount argument created loopholes: it let you load
your ships in friendly sectors with the unload command, and unload
friendly ships with the load command. Likewise for land units, with
allied instead of friendly, of course.
Empire 4.0.0 fixed that for the case of loading a land unit from an
allied sector. Get rid of that check, and fix it for good in
load_comm_ok().
The game generally doesn't let you give away civilians. But the check
in load_comm_ok() for that compared the sector old owner to the player
instead of the ship's or land unit's owner, which is incorrect for
foreign ships or land units. Fix that.
Also make fix the message there not to assume that the civilians are
owned by the player. This can't currently happen, but will when these
commands support use by deities properly.
This is for consistency with load and unload.
Before, you could use lunload for allied land units and lload in
allied sectors, but the command failed when stuff was loaded in allied
sectors. Doing that with lload no longer fails the command, because
the check that does that in load_comm_land() is now masked by the new
checks in lload(). Note that loading with lunload still fails the
command; that inconsistency will be removed in a later commit.
load_plane_land() already refused to load planes from foreign sectors.
This commit makes that check redundant, so remove it. Functional
change: lload now refuses to load foreign planes silently, unless both
land unit and plane were named by number. This is consistent with
load.
load and unload work on foreign ships only when their argument
explicitely names them, i.e. you have to ask for them by number. When
any other syntax is used, load() ignores foreign ships. This makes
sense. Change lload() to work just like that.
The check for ship owner's relations to the player was backward: it
checked the player's relations to the ship's owner instead. Abusable:
you could load and unload any ship by declaring friendly to its owner.
Broken since Chainsaw let you load and unload friendly ships.
The check for land unit owner's relations to the player was similarly
backward, similarly abusable, and also broken since day one.
lload and lunload checked sector owner's relations to the land unit's
owner instead of to the player. Harmless, because the two must be the
same to reach the check.
The contents of the line was partly useless (repetition of the command
argument) and partly misleading (modification time of the formatted
info file, ifndef _WIN32).
Change nstr_mkselval() to generate values with promoted types only,
and replace nstr_coerce_val() by new and simpler nstr_optype() in
nstr_comp().
Replace the only remaining use of nstr_coerce_val() in surv() by
nstr_promote(), and remove nstr_coerce_val().
This loses one half of the unimplemented sketch of coercions to
NSC_STRING. Drop the other half from nstr_exec_val().
getsect() can fail here only when the coordinates are invalid. The
first check uses coordinates from a successful sarg_xy(), so they
can't be invalid. The second check uses coordinates of an object to
be put on the mission. If these are invalid, game state is corrupt,
and failing the mission command doesn't improve the situation a bit.
Before, the escort mission didn't support an op-area, and planes on
escort mission escorted anywhere. Change mission() to define the
op-area for escort missions as well. Show it in mission() and
show_mission(). Check it in find_escorts().
Land unit reactions are overly complex because we have two different
concepts controlling them: reaction radius (set with lrange) and
reserve mission (set with mission). You need to deal with both to set
up or query reactions.
Commit 8d0e1af5 "fixed" this by making reserve missions meaningless.
The previous commit made reserve missions meaningful again: they
support an op-area now. This brought back the problem of having to
deal with two separate commands to accomplish one thing.
Fix this for good by removing non-mission land unit reaction
alltogether. The only feature we lose by that is the ability to order
land units to react until the order is explicitely cancelled. That's
because missions are implicitely cleared by many commands and events,
while non-mission reaction wasn't. Closes#858121 and #858122.
Remove the non-mission reaction case from att_reacting_units().
Don't limit reserve missions to the land unit's reaction radius: make
lnd_reaction_range() return the type's maximum radius instead of
lnd_rad_max.
The reaction radius is now useless. Remove the lrange command, and
struct lndstr member lnd_rad_max along with its selector react.
Remove land command's column rd. Make ldump show column react as
zero. Deprecate edit key 'P' in dounit(), and don't show it in
pr_land().
Before, they always reacted to their maximum range, and the op-area
was unused. Change mission() to define the op-area for reserve
missions as well. Remove the special-case for showing reserve
missions from mission() and show_mission(). New lnd_reaction_range()
factored out of att_reacting_units(). Use it in oprange() to cover
reserve missions. Pass the mission as separate parameter to oprange()
for now, because miss() doesn't set it in the object until later.