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(svn r22391) [1.1] -Backport from trunk:

- Fix: Vehicles skipped orders when inserting automatic orders failed (r22324)
- Fix: [NewGRF] When determining refittability use the cargo translation table of the GRF setting the refitmask instead of the GRF defining the action 3 (r22316)
- Fix: Make road vehicles, ships and aircraft skip orders if they are leaving a depot and heading to the same one again; just like trains (r22309)
- Fix: Waiting on a server could kick the client, or rather the client would kick itself due to an unexpected packet [FS#4574] (r22308)
release/1.1
rubidium 2011-04-30 20:42:50 +00:00
parent 41fe2dea36
commit 3330813d95
7 changed files with 73 additions and 37 deletions

View File

@ -1311,6 +1311,12 @@ static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *ap
!v->current_order.IsType(OT_GOTO_DEPOT))
return;
/* We are leaving a hangar, but have to go to the exact same one; re-enter */
if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
VehicleEnterDepot(v);
return;
}
/* if the block of the next position is busy, stay put */
if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;

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@ -719,17 +719,14 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
{
if (this->status != STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_MAP_WAIT;
/* We set the internal wait state when requesting the map. */
if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* But... only now we set the join status to waiting, instead of requesting. */
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = p->Recv_uint8();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
/* We are put on hold for receiving the map.. we need GUI for this ;) */
DEBUG(net, 1, "The server is currently busy sending the map to someone else, please wait..." );
DEBUG(net, 1, "There are %d clients in front of you", _network_join_waiting);
return NETWORK_RECV_STATUS_OKAY;
}

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@ -539,9 +539,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
if (this->status == STATUS_MAP) {
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
bool last_packet = false;
for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
Packet *p = this->savegame_packets;
bool last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
/* Remove the packet from the savegame queue and put it in the real queue. */
this->savegame_packets = p->next;
@ -549,31 +551,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
this->NetworkTCPSocketHandler::SendPacket(p);
if (last_packet) {
/* Done reading! */
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
this->status = STATUS_DONE_MAP;
NetworkClientSocket *new_cs;
bool new_map_client = false;
/* Check if there is a client waiting for receiving the map
* and start sending him the map */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) {
/* Check if we already have a new client to send the map to */
if (!new_map_client) {
/* If not, this client will get the map */
new_cs->status = STATUS_AUTHORIZED;
new_map_client = true;
new_cs->SendMap();
} else {
/* Else, send the other clients how many clients are in front of them */
new_cs->SendWait();
}
}
}
/* There is no more data, so break the for */
break;
}
@ -581,6 +558,34 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
if (last_packet) {
/* Done reading, make sure saving is done as well */
WaitTillSaved();
/* Set the status to DONE_MAP, no we will wait for the client
* to send it is ready (maybe that happens like never ;)) */
this->status = STATUS_DONE_MAP;
NetworkClientSocket *new_cs;
bool new_map_client = false;
/* Check if there is a client waiting for receiving the map
* and start sending him the map */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) {
/* Check if we already have a new client to send the map to */
if (!new_map_client) {
/* If not, this client will get the map */
new_cs->status = STATUS_AUTHORIZED;
new_map_client = true;
new_cs->SendMap();
} else {
/* Else, send the other clients how many clients are in front of them */
new_cs->SendWait();
}
}
}
}
switch (this->SendPackets()) {
case SPS_CLOSED:
return NETWORK_RECV_STATUS_CONN_LOST;

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@ -188,6 +188,7 @@ struct GRFTempEngineData {
uint16 cargo_allowed;
uint16 cargo_disallowed;
RailTypeLabel railtypelabel;
const GRFFile *refitmask_grf; ///< GRF providing the cargo translation table for the refitmask.
bool refitmask_valid; ///< Did the newgrf set any refittability property? If not, default refittability will be applied.
bool prop27_set; ///< Did the NewGRF set property 27 (misc flags)?
uint8 rv_max_speed; ///< Temporary storage of RV prop 15, maximum speed in mph/0.8
@ -700,6 +701,7 @@ static ChangeInfoResult RailVehicleChangeInfo(uint engine, int numinfo, int prop
case 0x1D: // Refit cargo
ei->refit_mask = buf->ReadDWord();
_gted[e->index].refitmask_valid = true;
_gted[e->index].refitmask_grf = _cur_grffile;
break;
case 0x1E: // Callback
@ -857,6 +859,7 @@ static ChangeInfoResult RoadVehicleChangeInfo(uint engine, int numinfo, int prop
case 0x16: // Cargos available for refitting
ei->refit_mask = buf->ReadDWord();
_gted[e->index].refitmask_valid = true;
_gted[e->index].refitmask_grf = _cur_grffile;
break;
case 0x17: // Callback mask
@ -986,6 +989,7 @@ static ChangeInfoResult ShipVehicleChangeInfo(uint engine, int numinfo, int prop
case 0x11: // Cargos available for refitting
ei->refit_mask = buf->ReadDWord();
_gted[e->index].refitmask_valid = true;
_gted[e->index].refitmask_grf = _cur_grffile;
break;
case 0x12: // Callback mask
@ -1116,6 +1120,7 @@ static ChangeInfoResult AircraftVehicleChangeInfo(uint engine, int numinfo, int
case 0x13: // Cargos available for refitting
ei->refit_mask = buf->ReadDWord();
_gted[e->index].refitmask_valid = true;
_gted[e->index].refitmask_grf = _cur_grffile;
break;
case 0x14: // Callback mask
@ -7431,7 +7436,8 @@ static void CalculateRefitMasks()
/* Did the newgrf specify any refitting? If not, use defaults. */
if (_gted[engine].refitmask_valid) {
if (ei->refit_mask != 0) {
const GRFFile *file = e->grf_prop.grffile;
const GRFFile *file = _gted[engine].refitmask_grf;
if (file == NULL) file = e->grf_prop.grffile;
if (file != NULL && file->cargo_max != 0) {
/* Apply cargo translation table to the refit mask */
uint num_cargo = min(32, file->cargo_max);

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@ -941,6 +941,12 @@ static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
if (first) {
/* We are leaving a depot, but have to go to the exact same one; re-enter */
if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
VehicleEnterDepot(v);
return true;
}
if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true;
VehicleServiceInDepot(v);

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@ -266,9 +266,16 @@ static const TileIndexDiffC _ship_leave_depot_offs[] = {
{ 0, -1}
};
static void CheckShipLeaveDepot(Ship *v)
static bool CheckShipLeaveDepot(Ship *v)
{
if (!v->IsInDepot()) return;
if (!v->IsInDepot()) return false;
/* We are leaving a depot, but have to go to the exact same one; re-enter */
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
VehicleEnterDepot(v);
return true;
}
TileIndex tile = v->tile;
Axis axis = GetShipDepotAxis(tile);
@ -280,7 +287,7 @@ static void CheckShipLeaveDepot(Ship *v)
} else if (DiagdirReachesTracks((DiagDirection)(axis + 2)) & GetTileShipTrackStatus(TILE_ADD(tile, -2 * ToTileIndexDiff(_ship_leave_depot_offs[axis])))) {
v->direction = AxisToDirection(axis);
} else {
return;
return false;
}
v->state = AxisToTrackBits(axis);
@ -294,6 +301,8 @@ static void CheckShipLeaveDepot(Ship *v)
VehicleServiceInDepot(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
SetWindowClassesDirty(WC_SHIPS_LIST);
return false;
}
static bool ShipAccelerate(Vehicle *v)
@ -446,7 +455,7 @@ static void ShipController(Ship *v)
if (v->current_order.IsType(OT_LOADING)) return;
CheckShipLeaveDepot(v);
if (CheckShipLeaveDepot(v)) return;
v->ShowVisualEffect();

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@ -1919,6 +1919,13 @@ void Vehicle::HandleLoading(bool mode)
this->LeaveStation();
/* Only advance to next order if we just loaded at the current one */
const Order *order = this->GetOrder(this->cur_auto_order_index);
if (order == NULL ||
(!order->IsType(OT_AUTOMATIC) && !order->IsType(OT_GOTO_STATION)) ||
order->GetDestination() != this->last_station_visited) {
return;
}
break;
}