(svn r22534) -Fix [FS#4631] (r21250): doing rescan_ai in a game with running AIs caused a crash

This commit is contained in:
yexo 2011-06-03 19:18:39 +00:00
parent b1812c9b02
commit cf11a1e98e
3 changed files with 18 additions and 5 deletions

View File

@ -75,9 +75,9 @@ AIInfo *AIConfig::GetInfo() const
return this->info;
}
bool AIConfig::ResetInfo()
bool AIConfig::ResetInfo(bool force_exact_match)
{
this->info = AI::FindInfo(this->name, -1, false);
this->info = AI::FindInfo(this->name, force_exact_match ? this->version : -1, force_exact_match);
return this->info != NULL;
}

View File

@ -57,10 +57,12 @@ public:
/**
* When ever the AI Scanner is reloaded, all infos become invalid. This
* function tells AIConfig about this.
* @param force_exact_match If true try to find the exact same version
* as specified. If false any version is ok.
* @return \c true if the reset was successful, \c false if the AI was no longer
* found.
*/
bool ResetInfo();
bool ResetInfo(bool force_exact_match);
/**
* Get the AIInfo linked to this AIConfig.

View File

@ -170,13 +170,24 @@
* a random new AI on reload). */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
if (!_settings_game.ai_config[c]->ResetInfo()) {
if (!_settings_game.ai_config[c]->ResetInfo(true)) {
DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
_settings_game.ai_config[c]->ChangeAI(NULL);
if (Company::IsValidAiID(c)) {
/* The code belonging to an already running AI was deleted. We can only do
* one thing here to keep everything sane and that is kill the AI. After
* killing the offending AI we start a random other one in it's place, just
* like what would happen if the AI was missing during loading. */
AI::Stop(c);
AI::StartNew(c, false);
}
} else if (Company::IsValidAiID(c)) {
/* Update the reference in the Company struct. */
Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
}
}
if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
if (!_settings_newgame.ai_config[c]->ResetInfo()) {
if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
_settings_newgame.ai_config[c]->ChangeAI(NULL);
}