From b14c5fdf74ccc0b137df57ac50396a0d755b8a39 Mon Sep 17 00:00:00 2001 From: KUDr Date: Tue, 11 Jul 2006 19:04:50 +0000 Subject: [PATCH] (svn r5483) -Fix: [YAPF] desync - for MP games invalidate YAPF cache on every tick to keep it exactly the same on server and clients (it doesn't fix the real source of the problem, but should solve it). Thanks TrueLight for hunting this bug. --- vehicle.c | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/vehicle.c b/vehicle.c index 988d997cd4..b9bca4bfbf 100644 --- a/vehicle.c +++ b/vehicle.c @@ -29,6 +29,8 @@ #include "industry_map.h" #include "station_map.h" #include "water_map.h" +#include "network.h" +#include "yapf/yapf.h" #define INVALID_COORD (-0x8000) #define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0))) @@ -611,6 +613,14 @@ void CallVehicleTicks(void) { Vehicle *v; +#ifdef ENABLE_NETWORK + // hotfix for desync problem: + // for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients + if (_networking) { + YapfNotifyTrackLayoutChange(0, 0); + } +#endif //ENABLE_NETWORK + _first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick FOR_ALL_VEHICLES(v) {