(svn r16360) -Codechange: don't use _network_playas as a 'second' _local_company, but only as a storage location for the company you want to join in MP.

This commit is contained in:
rubidium 2009-05-19 21:20:14 +00:00
parent 00bc2659f2
commit 9f4d64bda0
11 changed files with 38 additions and 58 deletions

View File

@ -722,10 +722,10 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
/* Joining Client:
* _local_company: COMPANY_SPECTATOR
* _network_playas/cid = requested company/clientid
* cid = clientid
*
* Other client(s)/server:
* _local_company/_network_playas: what they play as
* _local_company: what they play as
* cid = requested company/company of joining client */
ClientID cid = (ClientID)p2;
@ -744,8 +744,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
if (_network_server) {
ci->client_playas = COMPANY_SPECTATOR;
NetworkUpdateClientInfo(ci->client_id);
} else if (_local_company == COMPANY_SPECTATOR) {
_network_playas = COMPANY_SPECTATOR;
}
break;
}

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@ -769,11 +769,6 @@ DEF_CONSOLE_CMD(ConNetworkClients)
DEF_CONSOLE_CMD(ConNetworkConnect)
{
char *ip;
const char *port = NULL;
const char *company = NULL;
uint16 rport;
if (argc == 0) {
IConsoleHelp("Connect to a remote OTTD server and join the game. Usage: 'connect <ip>'");
IConsoleHelp("IP can contain port and company: 'IP[[#Company]:Port]', eg: 'server.ottd.org#2:443'");
@ -784,23 +779,25 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
if (argc < 2) return false;
if (_networking) NetworkDisconnect(); // we are in network-mode, first close it!
ip = argv[1];
const char *port = NULL;
const char *company = NULL;
char *ip = argv[1];
/* Default settings: default port and new company */
rport = NETWORK_DEFAULT_PORT;
_network_playas = COMPANY_NEW_COMPANY;
uint16 rport = NETWORK_DEFAULT_PORT;
CompanyID join_as = COMPANY_NEW_COMPANY;
ParseConnectionString(&company, &port, ip);
IConsolePrintF(CC_DEFAULT, "Connecting to %s...", ip);
if (company != NULL) {
_network_playas = (CompanyID)atoi(company);
IConsolePrintF(CC_DEFAULT, " company-no: %d", _network_playas);
join_as = (CompanyID)atoi(company);
IConsolePrintF(CC_DEFAULT, " company-no: %d", join_as);
/* From a user pov 0 is a new company, internally it's different and all
* companies are offset by one to ease up on users (eg companies 1-8 not 0-7) */
if (_network_playas != COMPANY_SPECTATOR) {
if (_network_playas > MAX_COMPANIES) return false;
_network_playas--;
if (join_as != COMPANY_SPECTATOR) {
if (join_as > MAX_COMPANIES) return false;
join_as--;
}
}
if (port != NULL) {
@ -808,7 +805,7 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
IConsolePrintF(CC_DEFAULT, " port: %s", port);
}
NetworkClientConnectGame(NetworkAddress(ip, rport));
NetworkClientConnectGame(NetworkAddress(ip, rport), join_as);
return true;
}

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@ -448,7 +448,6 @@ static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
if (!_networking) return;
if (current_owner == _local_company) {
_network_playas = new_owner;
SetLocalCompany(new_owner);
}

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@ -714,7 +714,7 @@ public:
/* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress address)
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as)
{
if (!_network_available) return;
@ -722,6 +722,7 @@ void NetworkClientConnectGame(NetworkAddress address)
strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
_settings_client.network.last_port = address.GetPort();
_network_join_as = join_as;
NetworkDisconnect();
NetworkInitialize();
@ -778,9 +779,6 @@ bool NetworkServerStart()
_last_sync_frame = 0;
_network_own_client_id = CLIENT_ID_SERVER;
/* Non-dedicated server will always be company #1 */
if (!_network_dedicated) _network_playas = COMPANY_FIRST;
_network_clients_connected = 0;
NetworkInitGameInfo();
@ -1126,6 +1124,3 @@ bool IsNetworkCompatibleVersion(const char *other)
}
#endif /* ENABLE_NETWORK */
/* NOTE: this variable needs to be always available */
CompanyID _network_playas;

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@ -33,8 +33,4 @@ static inline void NetworkDrawChatMessage() {}
#define _is_network_server 0
#endif /* ENABLE_NETWORK */
/** As which company do we play? */
extern CompanyID _network_playas;
#endif /* NETWORK_H */

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@ -44,6 +44,9 @@ static uint8 _network_server_max_companies;
/** Maximum number of spectators of the currently joined server. */
static uint8 _network_server_max_spectators;
/** Who would we like to join as. */
CompanyID _network_join_as;
/** Make sure the unique ID length is the same as a md5 hash. */
assert_compile(NETWORK_UNIQUE_ID_LENGTH == 16 * 2 + 1);
@ -135,7 +138,7 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
p = NetworkSend_Init(PACKET_CLIENT_JOIN);
p->Send_string(_openttd_revision);
p->Send_string(_settings_client.network.client_name); // Client name
p->Send_uint8 (_network_playas); // PlayAs
p->Send_uint8 (_network_join_as); // PlayAs
p->Send_uint8 (NETLANG_ANY); // Language
p->Send_string(_settings_client.network.network_id);
MY_CLIENT->Send_Packet(p);
@ -406,9 +409,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
/* Do we receive a change of data? Most likely we changed playas */
if (client_id == _network_own_client_id) _network_playas = playas;
ci = NetworkFindClientInfoFromClientID(client_id);
if (ci != NULL) {
if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
@ -620,10 +620,10 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
/* New company/spectator (invalid company) or company we want to join is not active
* Switch local company to spectator and await the server's judgement */
if (_network_playas == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_playas)) {
if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
SetLocalCompany(COMPANY_SPECTATOR);
if (_network_playas != COMPANY_SPECTATOR) {
if (_network_join_as != COMPANY_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new company;
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
@ -632,7 +632,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
}
} else {
/* take control over an existing company */
SetLocalCompany(_network_playas);
SetLocalCompany(_network_join_as);
}
}
@ -845,7 +845,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
if (client_id == _network_own_client_id) {
_network_playas = company_id;
SetLocalCompany(company_id);
}

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@ -23,6 +23,8 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientSocket *cs);
void NetworkClient_Connected();
extern CompanyID _network_join_as;
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CLIENT_H */

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@ -39,7 +39,7 @@ void NetworkStartDebugLog(NetworkAddress address);
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
void NetworkUpdateClientInfo(ClientID client_id);
void NetworkClientConnectGame(NetworkAddress address);
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as);
void NetworkClientRequestMove(CompanyID company, const char *pass = "");
void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);

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@ -23,6 +23,7 @@
#include "../querystring_gui.h"
#include "../sortlist_type.h"
#include "../company_base.h"
#include "../company_func.h"
#include "table/strings.h"
#include "../table/sprites.h"
@ -1534,18 +1535,15 @@ struct NetworkLobbyWindow : public Window {
case NLWW_JOIN: // Join company
/* Button can be clicked only when it is enabled */
_network_playas = this->company;
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), this->company);
break;
case NLWW_NEW: // New company
_network_playas = COMPANY_NEW_COMPANY;
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_NEW_COMPANY);
break;
case NLWW_SPECTATE: // Spectate game
_network_playas = COMPANY_SPECTATOR;
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
break;
case NLWW_REFRESH: // Refresh
@ -1817,7 +1815,7 @@ struct NetworkClientListPopupWindow : Window {
if (_network_own_client_id != ci->client_id) {
/* We are no spectator and the company we want to give money to is no spectator and money gifts are allowed */
if (Company::IsValidID(_network_playas) && Company::IsValidID(ci->client_playas) && _settings_game.economy.give_money) {
if (Company::IsValidID(_local_company) && Company::IsValidID(ci->client_playas) && _settings_game.economy.give_money) {
GetString(this->action[i], STR_NETWORK_CLIENTLIST_GIVE_MONEY, lastof(this->action[i]));
this->proc[i++] = &ClientList_GiveMoney;
}

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@ -675,26 +675,24 @@ int ttd_main(int argc, char *argv[])
if (network_conn != NULL) {
const char *port = NULL;
const char *company = NULL;
uint16 rport;
rport = NETWORK_DEFAULT_PORT;
_network_playas = COMPANY_NEW_COMPANY;
uint16 rport = NETWORK_DEFAULT_PORT;
CompanyID join_as = COMPANY_NEW_COMPANY;
ParseConnectionString(&company, &port, network_conn);
if (company != NULL) {
_network_playas = (CompanyID)atoi(company);
join_as = (CompanyID)atoi(company);
if (_network_playas != COMPANY_SPECTATOR) {
_network_playas--;
if (_network_playas >= MAX_COMPANIES) return false;
if (join_as != COMPANY_SPECTATOR) {
join_as--;
if (join_as >= MAX_COMPANIES) return false;
}
}
if (port != NULL) rport = atoi(port);
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(NetworkAddress(network_conn, rport));
NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as);
}
}
#endif /* ENABLE_NETWORK */
@ -1197,8 +1195,7 @@ void GameLoop()
if (_network_reconnect > 0 && --_network_reconnect == 0) {
/* This means that we want to reconnect to the last host
* We do this here, because it means that the network is really closed */
_network_playas = COMPANY_SPECTATOR;
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
}
/* Singleplayer */
StateGameLoop();

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@ -255,7 +255,6 @@ void VideoDriver_Dedicated::MainLoop()
/* Load the dedicated server stuff */
_is_network_server = true;
_network_dedicated = true;
_network_playas = COMPANY_SPECTATOR;
_local_company = COMPANY_SPECTATOR;
/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */