mirror of https://github.com/OpenTTD/OpenTTD
(svn r26576) -Fix [FS#6003]: [Network] AIs would not reset certain network state information upon creation of their company
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a363b2c317
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4a52300838
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@ -855,59 +855,19 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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MarkWholeScreenDirty();
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}
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if (_network_server) {
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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(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(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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* knows the client's name, so it needs to send out a "broadcast" to
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* do this. To achieve this we send a network command. However, it
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* uses _local_company to execute the command as. To prevent abuse
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* (eg. only yourself can change your name/company), we 'cheat' by
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* impersonation _local_company as the server. Not the best solution;
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* but it works.
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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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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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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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NetworkServerNewCompany(c, ci);
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#endif /* ENABLE_NETWORK */
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break;
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}
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case 1: // Make a new AI company
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case 1: { // Make a new AI company
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if (!(flags & DC_EXEC)) return CommandCost();
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if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR;
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DoStartupNewCompany(true, company_id);
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Company *c = DoStartupNewCompany(true, company_id);
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if (c != NULL) NetworkServerNewCompany(c, NULL);
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break;
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}
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case 2: { // Delete a company
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CompanyRemoveReason reason = (CompanyRemoveReason)GB(p2, 0, 2);
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@ -71,7 +71,7 @@ void NetworkServerYearlyLoop();
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void NetworkServerSendConfigUpdate();
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void NetworkServerShowStatusToConsole();
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bool NetworkServerStart();
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void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
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void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci);
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bool NetworkServerChangeClientName(ClientID client_id, const char *new_name);
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@ -2173,4 +2173,31 @@ void NetworkPrintClients()
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}
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}
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/**
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* Perform all the server specific administration of a new company.
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* @param c The newly created company; can't be NULL.
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* @param ci The client information of the client that made the company; can be NULL.
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*/
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void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
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{
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assert(c != NULL);
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if (!_network_server) return;
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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(c->index, false);
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if (ci != NULL) {
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/* ci is NULL when replaying, or for AIs. In neither case there is a client. */
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ci->client_playas = c->index;
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NetworkUpdateClientInfo(ci->client_id);
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NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, c->index);
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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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/* Announce new company on network. */
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NetworkAdminCompanyInfo(c, true);
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}
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#endif /* ENABLE_NETWORK */
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@ -123,6 +123,7 @@ public:
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void NetworkServer_Tick(bool send_frame);
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void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
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void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
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/**
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* Iterate over all the sockets from a given starting point.
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