forked from mirror/OpenTTD
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
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@@ -16,7 +16,6 @@
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#include "command.h"
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#include "gfx.h"
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#include "window.h"
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#include "settings.h"
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#include "console.h"
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#include "variables.h"
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#include "ai/ai.h"
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@@ -32,8 +31,6 @@ extern const char _openttd_revision[];
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static uint32 last_ack_frame;
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static void NetworkRecvPatchSettings(NetworkClientState* cs, Packet* p);
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// **********
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// Sending functions
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// DEF_CLIENT_SEND_COMMAND has no parameters
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@@ -504,10 +501,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
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}
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if (maptype == MAP_PACKET_PATCH) {
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NetworkRecvPatchSettings(MY_CLIENT, p);
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}
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// Check if this was the last packet
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if (maptype == MAP_PACKET_END) {
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fclose(file_pointer);
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@@ -826,37 +819,6 @@ static NetworkClientPacket* const _network_client_packet[] = {
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// If this fails, check the array above with network_data.h
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assert_compile(lengthof(_network_client_packet) == PACKET_END);
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extern const SettingDesc _patch_settings[];
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// This is a TEMPORARY solution to get the patch-settings
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// to the client. When the patch-settings are saved in the savegame
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// this should be removed!!
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static void NetworkRecvPatchSettings(NetworkClientState* cs, Packet* p)
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{
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const SettingDesc *item;
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item = _patch_settings;
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for (; item->save.cmd != SL_END; item++) {
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void *var = ini_get_variable(&item->save, &_patches);
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switch (GetVarMemType(item->save.conv)) {
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case SLE_VAR_BL:
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case SLE_VAR_I8:
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case SLE_VAR_U8:
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*(uint8 *)(var) = NetworkRecv_uint8(cs, p);
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break;
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case SLE_VAR_I16:
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case SLE_VAR_U16:
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*(uint16 *)(var) = NetworkRecv_uint16(cs, p);
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break;
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case SLE_VAR_I32:
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case SLE_VAR_U32:
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*(uint32 *)(var) = NetworkRecv_uint32(cs, p);
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break;
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}
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}
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}
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// Is called after a client is connected to the server
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void NetworkClient_Connected(void)
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{
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