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Author | SHA1 | Date |
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Muxy | 4b5b40a092 | |
Muxy | 31b90308d5 | |
Muxy | a45bcfcd82 | |
MuxyDuGoulp | ea9c0dede5 | |
translators | a5c2543efc | |
Rubidium | cef9417c9f | |
Rubidium | a313676189 | |
Rubidium | ed888c617b |
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@ -151,7 +151,7 @@ bool IsCommandAllowedWhilePaused(Commands cmd)
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CMDPL_NO_CONSTRUCTION, ///< CMDT_VEHICLE_MANAGEMENT
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CMDPL_NO_CONSTRUCTION, ///< CMDT_ROUTE_MANAGEMENT
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CMDPL_NO_CONSTRUCTION, ///< CMDT_OTHER_MANAGEMENT
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CMDPL_NO_CONSTRUCTION, ///< CMDT_COMPANY_SETTING
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CMDPL_NO_ACTIONS, ///< CMDT_COMPANY_SETTING
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CMDPL_NO_ACTIONS, ///< CMDT_SERVER_SETTING
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CMDPL_NO_ACTIONS, ///< CMDT_CHEAT
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};
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@ -898,8 +898,12 @@ CommandCost CmdCompanyCtrl(DoCommandFlag flags, CompanyCtrlAction cca, CompanyID
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assert(_local_company == COMPANY_SPECTATOR);
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SetLocalCompany(c->index);
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/* In network games, we need to try setting the company manager face here to sync it to all clients.
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* If a favorite company manager face is selected, choose it. Otherwise, use a random face. */
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/*
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* If a favorite company manager face is selected, choose it. Otherwise, use a random face.
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* Because this needs to be synchronised over the network, only the client knows
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* its configuration and we are currently in the execution of a command, we have
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* to circumvent the normal ::Post logic for commands and just send the command.
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*/
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if (_company_manager_face != 0) Command<CMD_SET_COMPANY_MANAGER_FACE>::SendNet(STR_NULL, c->index, _company_manager_face);
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/* Now that we have a new company, broadcast our company settings to
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@ -28,9 +28,9 @@ CommandCost CmdSetCompanyColour(DoCommandFlag flags, LiveryScheme scheme, bool p
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DEF_CMD_TRAIT(CMD_COMPANY_CTRL, CmdCompanyCtrl, CMD_SPECTATOR | CMD_CLIENT_ID | CMD_NO_EST, CMDT_SERVER_SETTING)
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DEF_CMD_TRAIT(CMD_COMPANY_ADD_ALLOW_LIST, CmdCompanyAddAllowList, CMD_NO_EST, CMDT_SERVER_SETTING)
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DEF_CMD_TRAIT(CMD_GIVE_MONEY, CmdGiveMoney, 0, CMDT_MONEY_MANAGEMENT)
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DEF_CMD_TRAIT(CMD_RENAME_COMPANY, CmdRenameCompany, 0, CMDT_OTHER_MANAGEMENT)
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DEF_CMD_TRAIT(CMD_RENAME_PRESIDENT, CmdRenamePresident, 0, CMDT_OTHER_MANAGEMENT)
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DEF_CMD_TRAIT(CMD_SET_COMPANY_MANAGER_FACE, CmdSetCompanyManagerFace, 0, CMDT_OTHER_MANAGEMENT)
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DEF_CMD_TRAIT(CMD_SET_COMPANY_COLOUR, CmdSetCompanyColour, 0, CMDT_OTHER_MANAGEMENT)
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DEF_CMD_TRAIT(CMD_RENAME_COMPANY, CmdRenameCompany, 0, CMDT_COMPANY_SETTING)
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DEF_CMD_TRAIT(CMD_RENAME_PRESIDENT, CmdRenamePresident, 0, CMDT_COMPANY_SETTING)
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DEF_CMD_TRAIT(CMD_SET_COMPANY_MANAGER_FACE, CmdSetCompanyManagerFace, 0, CMDT_COMPANY_SETTING)
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DEF_CMD_TRAIT(CMD_SET_COMPANY_COLOUR, CmdSetCompanyColour, 0, CMDT_COMPANY_SETTING)
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#endif /* COMPANY_CMD_H */
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@ -955,6 +955,7 @@ STR_GAME_OPTIONS_VOLUME :音量
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STR_GAME_OPTIONS_SFX_VOLUME :音效
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STR_GAME_OPTIONS_MUSIC_VOLUME :音乐
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STR_GAME_OPTIONS_VOLUME_MARK :{NUM}%
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STR_GAME_OPTIONS_CURRENCY_UNITS_FRAME :{BLACK}货币单位
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STR_GAME_OPTIONS_CURRENCY_UNITS_DROPDOWN_TOOLTIP :{BLACK}货币单位选择
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@ -1052,6 +1053,7 @@ STR_GAME_OPTIONS_GUI_FONT_SPRITE_TOOLTIP :{BLACK}如果
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STR_GAME_OPTIONS_GUI_FONT_AA :字体抗锯齿
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STR_GAME_OPTIONS_GUI_FONT_AA_TOOLTIP :{BLACK}勾选此框以对游戏字体应用抗锯齿
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STR_GAME_OPTIONS_GUI_SCALE_MARK :{DECIMAL}x
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STR_GAME_OPTIONS_PARTICIPATE_SURVEY_FRAME :{BLACK}自动体验调查
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STR_GAME_OPTIONS_PARTICIPATE_SURVEY :{BLACK}参与自动体验调查
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@ -1080,6 +1082,8 @@ STR_GAME_OPTIONS_BASE_MUSIC :{BLACK}基础
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STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP :{BLACK}选择要使用的基础音乐组
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STR_GAME_OPTIONS_BASE_MUSIC_DESCRIPTION_TOOLTIP :{BLACK}有关基础音乐组的附加信息
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STR_GAME_OPTIONS_ONLINE_CONTENT :获取内容
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STR_GAME_OPTIONS_ONLINE_CONTENT_TOOLTIP :查询并下载最新内容
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STR_GAME_OPTIONS_SOCIAL_PLUGINS_NONE :{LTBLUE}(未安装社交平台插件)
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@ -1823,6 +1827,9 @@ STR_CONFIG_SETTING_SERVINT_AIRCRAFT_HELPTEXT :如果没有为
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STR_CONFIG_SETTING_SERVINT_SHIPS :船只默认保养周期:{STRING}
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STR_CONFIG_SETTING_SERVINT_SHIPS_HELPTEXT :如果没有为船只设定保养周期,按照这里设定的默认保养周期执行
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###length 3
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STR_CONFIG_SETTING_SERVINT_VALUE_DAYS :{COMMA}{NBSP}日
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STR_CONFIG_SETTING_SERVINT_VALUE_MINUTES :{COMMA}{NBSP}分
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STR_CONFIG_SETTING_SERVINT_VALUE_PERCENTAGE :{COMMA}{NBSP}%
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###setting-zero-is-special
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STR_CONFIG_SETTING_SERVINT_DISABLED :关闭
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@ -2478,6 +2485,7 @@ STR_NETWORK_CLIENT_LIST_PLAYER_NAME_QUERY_CAPTION :你的玩家名
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STR_NETWORK_CLIENT_LIST_ADMIN_CLIENT_TOOLTIP :{BLACK}要在此客户端执行的管理命令
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STR_NETWORK_CLIENT_LIST_ADMIN_COMPANY_TOOLTIP :{BLACK}要在此公司执行的管理命令
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STR_NETWORK_CLIENT_LIST_JOIN_TOOLTIP :{BLACK}加入该公司
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STR_NETWORK_CLIENT_LIST_COMPANY_AUTHORIZE_TOOLTIP :{BLACK}授权此客户端加入你的公司
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STR_NETWORK_CLIENT_LIST_CHAT_CLIENT_TOOLTIP :{BLACK}给这位玩家发消息
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STR_NETWORK_CLIENT_LIST_CHAT_COMPANY_TOOLTIP :{BLACK}给公司中的所有玩家发消息
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STR_NETWORK_CLIENT_LIST_CHAT_SPECTATOR_TOOLTIP :{BLACK}给所有旁观者发消息
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@ -3469,7 +3477,9 @@ STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_ROAD_TYPE :道路类型
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STR_NEWGRF_INSPECT_QUERY_CAPTION :{WHITE}NewGRF variable 60+x 参数 (十六进制)
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# Sprite aligner window
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STR_SPRITE_ALIGNER_CAPTION_NO_ACTION :{WHITE}对齐中的 Sprite:({STRING}:{NUM})
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STR_SPRITE_ALIGNER_CAPTION_ACTIONA :{WHITE}对齐中的 Sprite:Action 0xA, {COMMA} ({STRING}:{NUM})
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STR_SPRITE_ALIGNER_CAPTION_ACTION5 :{WHITE}对齐中的 Sprite:Action 0x5, 类别 {HEX}, {COMMA} ({STRING}:{NUM})
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STR_SPRITE_ALIGNER_NEXT_BUTTON :{BLACK}下一个 sprite
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STR_SPRITE_ALIGNER_NEXT_TOOLTIP :{BLACK}继续处理下个正常的图形元素,略过任何虚位/重新着色/文字字型相关的图形元素;并且在处理到最后的图形元素后,返回第一个图形元素继续处理。
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STR_SPRITE_ALIGNER_GOTO_BUTTON :{BLACK}前往 sprite
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@ -3478,6 +3488,7 @@ STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}上一
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STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}继续处理上一个正常的图形元素,略过任何虚位/重新着色/文字字型相关的图形元素;并且在处理到第一个图形元素后,返回最后的图形元素继续处理。
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STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}显示目前选取的 sprite。当 sprite 正在描绘时会忽略其定位。
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}从 X 及 Y 座标方向移动图形元素。如按住 Ctrl 键再点击,可一次移动 8 个单位
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STR_SPRITE_ALIGNER_SPRITE :{STRING}:{NUM}
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###length 2
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STR_SPRITE_ALIGNER_CENTRE_OFFSET :{BLACK}偏移居中
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@ -886,7 +886,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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Debug(net, 9, "Client::join_status = REGISTERING");
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_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
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ShowJoinStatusWindow();
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Command<CMD_COMPANY_CTRL>::SendNet(STR_NULL, _local_company, CCA_NEW, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
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Command<CMD_COMPANY_CTRL>::Post(CCA_NEW, INVALID_COMPANY, CRR_NONE, _network_own_client_id);
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}
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} else {
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/* take control over an existing company */
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@ -1460,11 +1460,7 @@ private:
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*/
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static void OnClickCompanyNew([[maybe_unused]] NetworkClientListWindow *w, [[maybe_unused]] Point pt, CompanyID)
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{
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if (_network_server) {
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Command<CMD_COMPANY_CTRL>::Post(CCA_NEW, INVALID_COMPANY, CRR_NONE, _network_own_client_id);
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} else {
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Command<CMD_COMPANY_CTRL>::SendNet(STR_NULL, _local_company, CCA_NEW, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
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}
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Command<CMD_COMPANY_CTRL>::Post(CCA_NEW, INVALID_COMPANY, CRR_NONE, _network_own_client_id);
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}
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/**
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@ -2157,6 +2157,13 @@ void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
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/* ci is nullptr 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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/*
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* This function is called from a command, but is only called for the server.
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* The client information is managed out-of-band from the commands, so to not have a
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* different state/president/company name in the different clients, we need to
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* circumvent the normal ::Post logic and go directly to sending the command.
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*/
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Command<CMD_COMPANY_ADD_ALLOW_LIST>::SendNet(STR_NULL, c->index, ci->public_key);
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Command<CMD_RENAME_PRESIDENT>::SendNet(STR_NULL, c->index, ci->client_name);
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@ -1790,6 +1790,11 @@ void SyncCompanySettings()
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const SettingDesc *sd = GetSettingDesc(desc);
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uint32_t old_value = (uint32_t)sd->AsIntSetting()->Read(old_object);
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uint32_t new_value = (uint32_t)sd->AsIntSetting()->Read(new_object);
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/*
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* This is called from a command, and since it contains local configuration information
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* that the rest of the clients do not know about, we need to circumvent the normal ::Post
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* local command validation and immediately send the command to the server.
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*/
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if (old_value != new_value) Command<CMD_CHANGE_COMPANY_SETTING>::SendNet(STR_NULL, _local_company, sd->GetName(), new_value);
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}
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}
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