mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r19933) -Fix [FS#3804]: Keep _current_company and _local_company in sync during GUI operation.
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@ -26,6 +26,7 @@
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#include "company_func.h"
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#include "company_base.h"
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#include "signal_func.h"
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#include "core/backup_type.hpp"
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#include "table/strings.h"
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@ -590,17 +591,18 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR, false);
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/* Always execute server and spectator commands as spectator */
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if (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) _current_company = COMPANY_SPECTATOR;
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CompanyID old_company = _current_company;
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bool exec_as_spectator = cmd_flags & (CMD_SPECTATOR | CMD_SERVER);
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/* If the company isn't valid it may only do server command or start a new company!
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* The server will ditch any server commands a client sends to it, so effectively
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* this guards the server from executing functions for an invalid company. */
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if (_game_mode == GM_NORMAL && (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) == 0 && !Company::IsValidID(_current_company)) {
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if (_game_mode == GM_NORMAL && !exec_as_spectator && !Company::IsValidID(_current_company)) {
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return_dcpi(CMD_ERROR, false);
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}
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Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
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if (exec_as_spectator) cur_company.Change(COMPANY_SPECTATOR);
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bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0;
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bool skip_test = _networking && (cmd & CMD_NO_TEST_IF_IN_NETWORK) != 0;
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@ -622,7 +624,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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SetTownRatingTestMode(false);
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/* Make sure we're not messing things up here. */
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assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
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assert(exec_as_spectator ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
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/* If the command fails, we're doing an estimate
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* or the player does not have enough money
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@ -631,6 +633,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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* we bail out here. */
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if (res.Failed() || estimate_only ||
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(!test_and_exec_can_differ && !CheckCompanyHasMoney(res))) {
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cur_company.Restore();
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return_dcpi(res, false);
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}
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}
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@ -642,6 +645,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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*/
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if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
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NetworkSend_Command(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
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cur_company.Restore();
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/* Don't return anything special here; no error, no costs.
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* This way it's not handled by DoCommand and only the
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@ -656,8 +660,17 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
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* use the construction one */
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CommandCost res2 = proc(tile, flags | DC_EXEC, p1, p2, text);
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/* Make sure nothing bad happened, like changing the current company. */
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assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
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if (cmd_id == CMD_COMPANY_CTRL) {
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cur_company.Trash();
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/* We are a new company -> Switch to new local company.
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* We were closed down -> Switch to spectator
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* Some other company opened/closed down -> The outside function will switch back */
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_current_company = _local_company;
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} else {
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/* Make sure nothing bad happened, like changing the current company. */
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assert(exec_as_spectator ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
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cur_company.Restore();
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}
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/* If the test and execution can differ, or we skipped the test
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* we have to check the return of the command. Otherwise we can
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@ -99,7 +99,9 @@ void SetLocalCompany(CompanyID new_company)
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InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);
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#endif
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_local_company = new_company;
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assert(_current_company == _local_company);
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_current_company = _local_company = new_company;
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/* Delete any construction windows... */
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DeleteConstructionWindows();
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@ -736,8 +738,6 @@ void CompanyNewsInformation::FillData(const Company *c, const Company *other)
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*/
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CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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if (flags & DC_EXEC) _current_company = OWNER_NONE;
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InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0);
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switch (p1) {
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@ -783,8 +783,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
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}
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_current_company = _local_company;
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/* Now that we have a new company, broadcast our company settings to
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* all clients so everything is in sync */
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SyncCompanySettings();
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@ -34,6 +34,7 @@
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#include "town.h"
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#include "newgrf.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "table/sprites.h"
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@ -96,6 +97,9 @@ static void CleanupGeneration()
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*/
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static void _GenerateWorld(void *)
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{
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/* Make sure everything is done via OWNER_NONE. */
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Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
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try {
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_generating_world = true;
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_genworld_mapgen_mutex->BeginCritical();
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@ -132,6 +136,7 @@ static void _GenerateWorld(void *)
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/* only generate towns, tree and industries in newgame mode. */
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if (_game_mode != GM_EDITOR) {
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if (!GenerateTowns(_settings_game.economy.town_layout)) {
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_cur_company.Restore();
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HandleGeneratingWorldAbortion();
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return;
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}
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@ -164,7 +169,8 @@ static void _GenerateWorld(void *)
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}
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ResetObjectToPlace();
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_local_company = _gw.lc;
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_cur_company.Trash();
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_current_company = _local_company = _gw.lc;
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SetGeneratingWorldProgress(GWP_GAME_START, 1);
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/* Call any callback */
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@ -185,6 +191,7 @@ static void _GenerateWorld(void *)
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
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}
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} catch (...) {
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if (_cur_company.IsValid()) _cur_company.Restore();
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_generating_world = false;
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_genworld_mapgen_mutex->EndCritical();
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throw;
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@ -287,8 +294,6 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
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/* This disables some commands and stuff */
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SetLocalCompany(COMPANY_SPECTATOR);
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/* Make sure everything is done via OWNER_NONE */
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_current_company = OWNER_NONE;
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/* Set the date before loading sprites as some newgrfs check it */
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SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
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@ -153,6 +153,8 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs)
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*/
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void NetworkExecuteLocalCommandQueue()
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{
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assert(_current_company == _local_company);
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while (_local_command_queue != NULL) {
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/* The queue is always in order, which means
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@ -175,6 +177,9 @@ void NetworkExecuteLocalCommandQueue()
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_local_command_queue = _local_command_queue->next;
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free(cp);
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}
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/* Local company may have changed, so we should not restore the old value */
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_current_company = _local_company;
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}
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/**
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@ -809,7 +809,6 @@ static void MakeNewGameDone()
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IConsoleCmdExec("exec scripts/game_start.scr 0");
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SetLocalCompany(COMPANY_FIRST);
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_current_company = _local_company;
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InitializeRailGUI();
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@ -895,7 +894,6 @@ static void StartScenario()
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StartupDisasters();
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SetLocalCompany(COMPANY_FIRST);
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_current_company = _local_company;
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Company *c = Company::Get(COMPANY_FIRST);
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c->settings = _settings_client.company;
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@ -1231,6 +1229,8 @@ void StateGameLoop()
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NewsLoop();
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cur_company.Restore();
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}
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assert(_current_company == _local_company);
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}
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/** Create an autosave. The default name is "autosave#.sav". However with
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@ -263,7 +263,7 @@ void VideoDriver_Dedicated::MainLoop()
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/* Load the dedicated server stuff */
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_is_network_server = true;
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_network_dedicated = true;
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_local_company = COMPANY_SPECTATOR;
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_current_company = _local_company = COMPANY_SPECTATOR;
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/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
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if (_switch_mode != SM_LOAD) {
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@ -1918,16 +1918,9 @@ static bool MaybeBringWindowToFront(Window *w)
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*/
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void HandleKeypress(uint32 raw_key)
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{
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/*
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* During the generation of the world, there might be
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* another thread that is currently building for example
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* a road. To not interfere with those tasks, we should
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* NOT change the _current_company here.
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*
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* This is not necessary either, as the only events that
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* can be handled are the 'close application' events
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*/
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if (!IsGeneratingWorld()) _current_company = _local_company;
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || _local_company == _current_company);
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/* Setup event */
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uint16 key = GB(raw_key, 0, 16);
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@ -2083,6 +2076,10 @@ static void HandleKeyScrolling()
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static void MouseLoop(MouseClick click, int mousewheel)
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{
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || _local_company == _current_company);
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HandlePlacePresize();
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UpdateTileSelection();
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@ -2183,21 +2180,14 @@ static void MouseLoop(MouseClick click, int mousewheel)
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*/
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void HandleMouseEvents()
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{
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || _local_company == _current_company);
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static int double_click_time = 0;
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static int double_click_x = 0;
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static int double_click_y = 0;
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/*
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* During the generation of the world, there might be
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* another thread that is currently building for example
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* a road. To not interfere with those tasks, we should
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* NOT change the _current_company here.
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*
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* This is not necessary either, as the only events that
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* can be handled are the 'close application' events
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*/
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if (!IsGeneratingWorld()) _current_company = _local_company;
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/* Mouse event? */
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MouseClick click = MC_NONE;
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if (_left_button_down && !_left_button_clicked) {
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@ -2280,6 +2270,10 @@ static void CheckSoftLimit()
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*/
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void InputLoop()
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{
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || _local_company == _current_company);
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CheckSoftLimit();
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HandleKeyScrolling();
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