mirror of https://github.com/OpenTTD/OpenTTD
(svn r24075) [1.2] -Backport from trunk:
- Fix: Reversing trains while they were entering or leaving a depot could lead to stuck trains [FS#5093] (r24071) - Fix: The 'last joined' server was not properly selected anymore [FS#5098] (r24070) - Fix: Immediately start querying the last joined server instead of waiting for the requery loop [FS#5097] (r24069, r24062) - Fix: Make the full snowedness level of houses the same as roads and rails [FS#5121] (r24064)release/1.2
parent
557be445af
commit
2a13e8c184
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@ -62,7 +62,7 @@ static void NetworkGameListHandleDelayedInsert()
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}
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item->manually |= ins_item->manually;
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if (item->manually) NetworkRebuildHostList();
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UpdateNetworkGameWindow(false);
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UpdateNetworkGameWindow();
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}
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free(ins_item);
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}
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@ -105,7 +105,7 @@ NetworkGameList *NetworkGameListAddItem(NetworkAddress address)
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}
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DEBUG(net, 4, "[gamelist] added server to list");
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UpdateNetworkGameWindow(false);
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UpdateNetworkGameWindow();
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return item;
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}
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@ -132,7 +132,7 @@ void NetworkGameListRemoveItem(NetworkGameList *remove)
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DEBUG(net, 4, "[gamelist] removed server from list");
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NetworkRebuildHostList();
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UpdateNetworkGameWindow(false);
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UpdateNetworkGameWindow();
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return;
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}
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prev_item = item;
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@ -72,9 +72,9 @@ void SortNetworkLanguages()
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* found on the network.
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* @param unselect unselect the currently selected item
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*/
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void UpdateNetworkGameWindow(bool unselect)
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void UpdateNetworkGameWindow()
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{
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InvalidateWindowData(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME, unselect ? 1 : 0);
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InvalidateWindowData(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME, 0);
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}
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typedef GUIList<NetworkGameList*> GUIGameServerList;
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@ -438,6 +438,9 @@ protected:
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public:
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NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(NETWORK_CLIENT_NAME_LENGTH)
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{
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this->list_pos = SLP_INVALID;
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this->server = NULL;
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this->CreateNestedTree(desc);
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this->vscroll = this->GetScrollbar(WID_NG_SCROLLBAR);
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this->FinishInitNested(desc, WN_NETWORK_WINDOW_GAME);
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@ -447,11 +450,10 @@ public:
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InitializeTextBuffer(&this->text, this->edit_str_buf, this->edit_str_size, 120);
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this->SetFocusedWidget(WID_NG_CLIENT);
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UpdateNetworkGameWindow(true);
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this->field = WID_NG_CLIENT;
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this->last_joined = NetworkGameListAddItem(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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this->server = this->last_joined;
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if (this->last_joined != NULL) NetworkUDPQueryServer(this->last_joined->address);
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this->servers.SetListing(this->last_sorting);
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this->servers.SetSortFuncs(this->sorter_funcs);
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@ -790,10 +792,6 @@ public:
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*/
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virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
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{
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if (data == 1) {
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this->server = NULL;
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this->list_pos = SLP_INVALID;
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}
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this->servers.ForceRebuild();
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this->SetDirty();
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}
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@ -145,7 +145,7 @@ void NetworkTCPQueryServer(NetworkAddress address);
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void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
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void NetworkAddServer(const char *b);
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void NetworkRebuildHostList();
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void UpdateNetworkGameWindow(bool unselect);
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void UpdateNetworkGameWindow();
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bool IsNetworkCompatibleVersion(const char *version);
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@ -395,7 +395,7 @@ void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *p, NetworkAd
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item->online = true;
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UpdateNetworkGameWindow(false);
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UpdateNetworkGameWindow();
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}
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void ClientNetworkUDPSocketHandler::Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr)
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@ -369,7 +369,8 @@ Train *GetTrainForReservation(TileIndex tile, Track track)
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*/
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bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bool include_line_end, bool forbid_90deg)
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{
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if (IsRailDepotTile(tile)) return true;
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/* A depot is safe if we enter it, but not when we exit. */
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if (IsRailDepotTile(tile) && TrackdirToExitdir(trackdir) != GetRailDepotDirection(tile)) return true;
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if (IsTileType(tile, MP_RAILWAY)) {
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/* For non-pbs signals, stop on the signal tile. */
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@ -2171,8 +2171,8 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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/* no house allowed at all, bail out */
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if (!CanBuildHouseHere(tile, t->index, false)) return false;
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int z;
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Slope slope = GetTileSlope(tile, &z);
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Slope slope = GetTileSlope(tile);
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int maxz = GetTileMaxZ(tile);
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/* Get the town zone type of the current tile, as well as the climate.
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* This will allow to easily compare with the specs of the new house to build */
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@ -2180,7 +2180,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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/* Above snow? */
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int land = _settings_game.game_creation.landscape;
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if (land == LT_ARCTIC && z >= HighestSnowLine()) land = -1;
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if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
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uint bitmask = (1 << rad) + (1 << (land + 12));
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@ -2215,7 +2215,6 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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houses[num++] = (HouseID)i;
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}
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int maxz = GetTileMaxZ(tile);
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TileIndex baseTile = tile;
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while (probability_max > 0) {
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@ -2200,6 +2200,8 @@ void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_t
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bool free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
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StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
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/* A train inside a depot can't have a reservation. */
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if (v->track == TRACK_BIT_DEPOT) return;
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/* Don't free reservation if it's not ours. */
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if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
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