mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r17685) -Fix: autounpausing kept trying to unpause a loaded game that was paused due to an error. Just reject such savegames in dedicated servers.
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@ -367,7 +367,7 @@ static uint NetworkCountActiveClients()
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/* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */
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static void CheckMinActiveClients()
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{
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if (!_network_dedicated || _settings_client.network.min_active_clients == 0) return;
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if (!_network_dedicated || _settings_client.network.min_active_clients == 0 || (_pause_mode & PM_PAUSED_ERROR) != 0) return;
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if (NetworkCountActiveClients() < _settings_client.network.min_active_clients) {
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if ((_pause_mode & PM_PAUSED_NORMAL) != 0) return;
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@ -408,6 +408,12 @@ bool AfterLoadGame()
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if (CheckSavegameVersion(119)) {
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_pause_mode = (_pause_mode == 2) ? PM_PAUSED_NORMAL : PM_UNPAUSED;
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} else if (_network_dedicated && (_pause_mode & PM_PAUSED_ERROR) != 0) {
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DEBUG(net, 0, "The loading savegame was paused due to an error state.");
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DEBUG(net, 0, " The savegame cannot be used for multiplayer!");
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/* Restore the signals */
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ResetSignalHandlers();
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return false;
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}
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/* in very old versions, size of train stations was stored differently */
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