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(svn r8182) -Backport from trunk (r8137, r8147, r8157):

- (FS#551) roadstop->num_vehicles was wrong for old savegames loaded for MP (r8137)
 - v->leave_depot_instantly was not always reset correctly (r8147)
 - moving cargo during auto replaces did not update the cached vehicle weight for trains properly (r8157)
 *NOTE* This fixes several desync issues. Big props to Rubidium for finding, debugging
 and fixing them!
release/0.5
Darkvater 2007-01-17 01:23:50 +00:00
parent a74b15af79
commit 6c3b245d88
3 changed files with 19 additions and 11 deletions

View File

@ -1462,6 +1462,11 @@ bool AfterLoadGame(void)
v->u.road.slot_age = 0; v->u.road.slot_age = 0;
} }
} }
} else {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Road && v->u.road.slot != NULL) v->u.road.slot->num_vehicles++;
}
} }
if (CheckSavegameVersion(26)) { if (CheckSavegameVersion(26)) {

View File

@ -3133,7 +3133,6 @@ static void Save_ROADSTOP(void)
static void Load_ROADSTOP(void) static void Load_ROADSTOP(void)
{ {
int index; int index;
Vehicle *v;
while ((index = SlIterateArray()) != -1) { while ((index = SlIterateArray()) != -1) {
RoadStop *rs; RoadStop *rs;
@ -3144,10 +3143,6 @@ static void Load_ROADSTOP(void)
rs = GetRoadStop(index); rs = GetRoadStop(index);
SlObject(rs, _roadstop_desc); SlObject(rs, _roadstop_desc);
} }
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Road && v->u.road.slot != NULL) v->u.road.slot->num_vehicles++;
}
} }
const ChunkHandler _station_chunk_handlers[] = { const ChunkHandler _station_chunk_handlers[] = {

View File

@ -1903,6 +1903,14 @@ static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
} while (source->cargo_count > 0 && (dest = dest->next) != NULL); } while (source->cargo_count > 0 && (dest = dest->next) != NULL);
dest = v; dest = v;
} while ((source = source->next) != NULL); } while ((source = source->next) != NULL);
/*
* The of the train will be incorrect at this moment. This is due
* to the fact that removing the old wagon updates the weight of
* the complete train, which is without the weight of cargo we just
* moved back into some (of the) new wagon(s).
*/
if (dest->type == VEH_Train) TrainConsistChanged(dest->first);
} }
static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type) static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type)
@ -2140,7 +2148,7 @@ static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
const Player *p = GetPlayer(v->owner); const Player *p = GetPlayer(v->owner);
byte flags = 0; byte flags = 0;
int32 cost, temp_cost = 0; int32 cost, temp_cost = 0;
bool stopped = false; bool stopped;
/* Remember the length in case we need to trim train later on /* Remember the length in case we need to trim train later on
* If it's not a train, the value is unused * If it's not a train, the value is unused
@ -2158,11 +2166,11 @@ static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
if (v->leave_depot_instantly) { /* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold
// we stopped the vehicle to do this, so we have to remember to start it again when we are done * If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again.
// we need to store this info as the engine might be replaced and lose this info * We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */
stopped = true; stopped = v->leave_depot_instantly;
} v->leave_depot_instantly = false;
for (;;) { for (;;) {
cost = 0; cost = 0;