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(svn r26020) [1.3] -Backport from trunk:

- Fix: [Windows] Conditional expression with enumeral with non-enumeral type (r26009)
- Fix: Game script showing vehicle on e.g. a goal, then the vehicle being removed and eventually being replaced by a non-user vehicle (most likely smoke) causing an assertion to trigger [FS#5804] (r26007, r26006)
- Fix: Crash when transferring savegame from server to client [FS#5478] (r26005)
release/1.3
rubidium 2013-11-17 11:24:39 +00:00
parent e026f80caa
commit 5a82846fb0
6 changed files with 96 additions and 53 deletions

View File

@ -2804,6 +2804,9 @@ STR_NEWGRF_INVALID_CARGO_QUANTITY :{COMMA} of <inv
STR_NEWGRF_INVALID_ENGINE :<invalid vehicle model>
STR_NEWGRF_INVALID_INDUSTRYTYPE :<invalid industry>
# Placeholders for other invalid stuff, e.g. vehicles that have gone (Game Script).
STR_INVALID_VEHICLE :<invalid vehicle>
# NewGRF scanning window
STR_NEWGRF_SCAN_CAPTION :{WHITE}Scanning NewGRFs
STR_NEWGRF_SCAN_MESSAGE :{BLACK}Scanning NewGRFs. Depending on the amount this can take a while...

View File

@ -57,30 +57,90 @@ struct PacketWriter : SaveFilter {
ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
Packet *current; ///< The packet we're currently writing to.
size_t total_size; ///< Total size of the compressed savegame.
Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
ThreadMutex *mutex; ///< Mutex for making threaded saving safe.
/**
* Create the packet writer.
* @param cs The socket handler we're making the packets for.
*/
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0)
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0), packets(NULL)
{
this->cs->savegame_mutex = ThreadMutex::New();
this->mutex = ThreadMutex::New();
}
/** Make sure everything is cleaned up. */
~PacketWriter()
{
/* Prevent double frees. */
if (this->cs != NULL) {
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
this->cs->savegame = NULL;
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
if (this->mutex != NULL) this->mutex->BeginCritical();
delete this->cs->savegame_mutex;
this->cs->savegame_mutex = NULL;
if (this->cs != NULL && this->mutex != NULL) {
this->mutex->WaitForSignal();
}
/* This must all wait until the Destroy function is called. */
while (this->packets != NULL) {
Packet *p = this->packets->next;
delete this->packets;
this->packets = p;
}
delete this->current;
if (this->mutex != NULL) this->mutex->EndCritical();
delete this->mutex;
this->mutex = NULL;
}
/**
* Begin the destruction of this packet writer. It can happen in two ways:
* in the first case the client disconnected while saving the map. In this
* case the saving has not finished and killed this PacketWriter. In that
* case we simply set cs to NULL, triggering the appending to fail due to
* the connection problem and eventually triggering the destructor. In the
* second case the destructor is already called, and it is waiting for our
* signal which we will send. Only then the packets will be removed by the
* destructor.
*/
void Destroy()
{
if (this->mutex != NULL) this->mutex->BeginCritical();
this->cs = NULL;
if (this->mutex != NULL) this->mutex->SendSignal();
if (this->mutex != NULL) this->mutex->EndCritical();
}
/**
* Checks whether there are packets.
* It's not 100% threading safe, but this is only asked for when checking
* whether there still is something to send. Then another call will be made
* to actually get the Packet, which will be the only one popping packets
* and thus eventually setting this on false.
*/
bool HasPackets()
{
return this->packets != NULL;
}
/**
* Pop a single created packet from the queue with packets.
*/
Packet *PopPacket()
{
if (this->mutex != NULL) this->mutex->BeginCritical();
Packet *p = this->packets;
this->packets = p->next;
p->next = NULL;
if (this->mutex != NULL) this->mutex->EndCritical();
return p;
}
/** Append the current packet to the queue. */
@ -88,7 +148,7 @@ struct PacketWriter : SaveFilter {
{
if (this->current == NULL) return;
Packet **p = &this->cs->savegame_packets;
Packet **p = &this->packets;
while (*p != NULL) {
p = &(*p)->next;
}
@ -104,7 +164,7 @@ struct PacketWriter : SaveFilter {
if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
if (this->mutex != NULL) this->mutex->BeginCritical();
byte *bufe = buf + size;
while (buf != bufe) {
@ -119,7 +179,7 @@ struct PacketWriter : SaveFilter {
}
}
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
if (this->mutex != NULL) this->mutex->EndCritical();
this->total_size += size;
}
@ -129,7 +189,7 @@ struct PacketWriter : SaveFilter {
/* We want to abort the saving when the socket is closed. */
if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
if (this->mutex != NULL) this->mutex->BeginCritical();
/* Make sure the last packet is flushed. */
this->AppendQueue();
@ -143,7 +203,7 @@ struct PacketWriter : SaveFilter {
p->Send_uint32((uint32)this->total_size);
this->cs->NetworkTCPSocketHandler::SendPacket(p);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
if (this->mutex != NULL) this->mutex->EndCritical();
}
};
@ -172,9 +232,10 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
OrderBackup::ResetUser(this->client_id);
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
if (this->savegame != NULL) this->savegame->cs = NULL;
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
if (this->savegame != NULL) {
this->savegame->Destroy();
this->savegame = NULL;
}
/* Make sure the saving is completely cancelled.
* Yes, we need to handle the save finish as well
@ -182,14 +243,6 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
* just be requesting the map and such. */
WaitTillSaved();
ProcessAsyncSaveFinish();
while (this->savegame_packets != NULL) {
Packet *p = this->savegame_packets->next;
delete this->savegame_packets;
this->savegame_packets = p;
}
delete this->savegame_mutex;
}
Packet *ServerNetworkGameSocketHandler::ReceivePacket()
@ -205,13 +258,6 @@ Packet *ServerNetworkGameSocketHandler::ReceivePacket()
return p;
}
void ServerNetworkGameSocketHandler::SendPacket(Packet *packet)
{
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
this->NetworkTCPSocketHandler::SendPacket(packet);
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
@ -556,18 +602,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
}
if (this->status == STATUS_MAP) {
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
bool last_packet = false;
bool has_packets = false;
for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
Packet *p = this->savegame_packets;
for (uint i = 0; (has_packets = this->savegame->HasPackets()) && i < sent_packets; i++) {
Packet *p = this->savegame->PopPacket();
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;
p->next = NULL;
this->NetworkTCPSocketHandler::SendPacket(p);
this->SendPacket(p);
if (last_packet) {
/* There is no more data, so break the for */
@ -575,10 +617,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
}
}
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
if (last_packet) {
/* Done reading, make sure saving is done as well */
this->savegame->Destroy();
this->savegame = NULL;
WaitTillSaved();
/* Set the status to DONE_MAP, no we will wait for the client
@ -615,7 +658,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
case SPS_ALL_SENT:
/* All are sent, increase the sent_packets */
if (this->savegame_packets != NULL) sent_packets *= 2;
if (has_packets) sent_packets *= 2;
break;
case SPS_PARTLY_SENT:

View File

@ -75,16 +75,13 @@ public:
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
int receive_limit; ///< Amount of bytes that we can receive at this moment
Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client.
struct PacketWriter *savegame; ///< Writer used to write the savegame.
ThreadMutex *savegame_mutex; ///< Mutex for making threaded saving safe.
NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
virtual Packet *ReceivePacket();
virtual void SendPacket(Packet *packet);
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
void GetClientName(char *client_name, size_t size) const;

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@ -233,7 +233,10 @@ char *GetStringWithArgs(char *buffr, StringID string, StringParameters *args, co
case 15:
/* Old table for custom names. This is no longer used */
error("Incorrect conversion of custom name string.");
if (!game_script) {
error("Incorrect conversion of custom name string.");
}
break;
case GAME_TEXT_TAB:
return FormatString(buffr, GetGameStringPtr(index), args, last, case_index, true);
@ -254,9 +257,6 @@ char *GetStringWithArgs(char *buffr, StringID string, StringParameters *args, co
case 30:
return FormatString(buffr, GetGRFStringPtr(index + 0x1000), args, last, case_index);
case 31:
NOT_REACHED();
}
if (index >= _langtab_num[tab]) {
@ -1478,7 +1478,7 @@ static char *FormatString(char *buff, const char *str_arg, StringParameters *arg
StringID str;
switch (v->type) {
default: NOT_REACHED();
default: str = STR_INVALID_VEHICLE; break;
case VEH_TRAIN: str = STR_SV_TRAIN_NAME; break;
case VEH_ROAD: str = STR_SV_ROAD_VEHICLE_NAME; break;
case VEH_SHIP: str = STR_SV_SHIP_NAME; break;

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@ -275,7 +275,7 @@ static void QZ_KeyEvent(unsigned short keycode, unsigned short unicode, BOOL dow
if (down) {
uint32 pressed_key = QZ_MapKey(keycode);
/* Don't handle normal characters if an edit box has the focus. */
if (!EditBoxInGlobalFocus() || (!IsInsideMM(pressed_key, 'A', 'Z' + 1) && !IsInsideMM(pressed_key, '0', '9' + 1))) {
if (!EditBoxInGlobalFocus() || ((pressed_key & ~WKC_SPECIAL_KEYS) <= WKC_TAB) || IsInsideMM(pressed_key & ~WKC_SPECIAL_KEYS, WKC_F1, WKC_PAUSE + 1)) {
HandleKeypress(pressed_key, unicode);
}
DEBUG(driver, 2, "cocoa_v: QZ_KeyEvent: %x (%x), down, mapping: %x", keycode, unicode, pressed_key);

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@ -670,7 +670,7 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
case WM_KEYDOWN: {
/* No matter the keyboard layout, we will map the '~' to the console. */
uint scancode = GB(lParam, 16, 8);
keycode = scancode == 41 ? WKC_BACKQUOTE : MapWindowsKey(wParam);
keycode = scancode == 41 ? (uint)WKC_BACKQUOTE : MapWindowsKey(wParam);
/* Silently drop all messages handled by WM_CHAR. */
MSG msg;