mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r23822) -Fix-ish: when replaying make sure companies get created even if their creating client doesn't exist during the replay
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@ -810,7 +810,13 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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/* Has the network client a correct ClientIndex? */
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if (!(flags & DC_EXEC)) return CommandCost();
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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#ifndef DEBUG_DUMP_COMMANDS
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/* When replaying the client ID is not a valid client; there
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* are actually no clients at all. However, the company has to
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* be created, otherwise we cannot rerun the game properly.
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* So only allow a NULL client info in that case. */
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if (ci == NULL) return CommandCost();
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#endif /* NOT DEBUG_DUMP_COMMANDS */
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/* Delete multiplayer progress bar */
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
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@ -842,13 +848,17 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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}
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if (_network_server) {
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ci->client_playas = c->index;
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NetworkUpdateClientInfo(ci->client_id);
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if (ci != NULL) {
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/* ci is only NULL when replaying.
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* When replaying no client is actually in need of an update. */
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ci->client_playas = c->index;
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NetworkUpdateClientInfo(ci->client_id);
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}
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if (Company::IsValidID(ci->client_playas)) {
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if (Company::IsValidID(c->index)) {
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_network_company_states[c->index].months_empty = 0;
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_network_company_states[c->index].password[0] = '\0';
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NetworkServerUpdateCompanyPassworded(ci->client_playas, false);
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NetworkServerUpdateCompanyPassworded(c->index, false);
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/* XXX - When a client joins, we automatically set its name to the
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* client's name (for some reason). As it stands now only the server
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@ -861,12 +871,24 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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* TODO: Perhaps this could be improved by when the client is ready
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* with joining to let it send itself the command, and not the server?
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* For example in network_client.c:534? */
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NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, ci->client_playas);
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if (ci != NULL) {
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/* ci is only NULL when replaying.
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* When replaying, the command to rename the president will
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* automatically be ran, so this is not even needed to get
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* the exact same state. */
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NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, c->index);
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}
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}
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/* Announce new company on network. */
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NetworkAdminCompanyInfo(c, true);
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NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, ci->client_playas + 1);
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if (ci != NULL) {
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/* ci is only NULL when replaying.
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* When replaying, the message that someone started a new company
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* is not interesting at all. */
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NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
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}
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}
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#endif /* ENABLE_NETWORK */
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break;
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@ -43,6 +43,10 @@
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* Used to load the desync debug logs, i.e. for reproducing a desync.
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* There's basically no need to ever enable this, unless you really know what
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* you are doing, i.e. debugging a desync.
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*
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* NOTE: Define DEBUG_DUMP_COMMANDS in network.h or globally, else it does not
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* have enough effects. For example CmdCompanyCtrl needs it to be able
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* to create companies when there are not clients on this server.
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*/
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#ifdef DEBUG_DUMP_COMMANDS
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extern bool _ddc_fastforward;
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