Fix #10568: "can savegame be loaded check" failed in dedicated server

* If loading fails, it usually returns SL_REINIT which doesn't trigger check
 * If savegame has NewGRFs, it complains NewGRFs are not allowed in intro game
pull/507/head
Rubidium 2 years ago committed by rubidium42
parent be69aa6257
commit 24b5033a06

@ -969,37 +969,51 @@ bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileTy
_game_mode = newgm; _game_mode = newgm;
switch (lf == nullptr ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) { SaveOrLoadResult result = (lf == nullptr) ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf);
case SL_OK: return true; if (result == SL_OK) return true;
case SL_REINIT: if (_network_dedicated && ogm == GM_MENU) {
if (_network_dedicated) { /*
/* * If we are a dedicated server *and* we just were in the menu, then we
* We need to reinit a network map... * are loading the first savegame. If that fails, not starting the
* We can't simply load the intro game here as that game has many * server is a better reaction than starting the server with a newly
* special cases which make clients desync immediately. So we fall * generated map as it is quite likely to be started from a script.
* back to just generating a new game with the current settings. */
*/ Debug(net, 0, "Loading requested map failed; closing server.");
Debug(net, 0, "Loading game failed, so a new (random) game will be started"); _exit_game = true;
MakeNewGame(false, true); return false;
return false; }
}
if (_network_server) {
/* We can't load the intro game as server, so disconnect first. */
NetworkDisconnect();
}
switch (ogm) { if (result != SL_REINIT) {
default: _game_mode = ogm;
case GM_MENU: LoadIntroGame(); break; return false;
case GM_EDITOR: MakeNewEditorWorld(); break; }
}
return false; if (_network_dedicated) {
/*
* If we are a dedicated server, have already loaded/started a game,
* and then loading the savegame fails in a manner that we need to
* reinitialize everything. We must not fall back into the menu mode
* with the intro game, as that is unjoinable by clients. So there is
* nothing else to do than start a new game, as it might have failed
* trying to reload the originally loaded savegame/scenario.
*/
Debug(net, 0, "Loading game failed, so a new (random) game will be started");
MakeNewGame(false, true);
return false;
}
if (_network_server) {
/* We can't load the intro game as server, so disconnect first. */
NetworkDisconnect();
}
switch (ogm) {
default: default:
_game_mode = ogm; case GM_MENU: LoadIntroGame(); break;
return false; case GM_EDITOR: MakeNewEditorWorld(); break;
} }
return false;
} }
void SwitchToMode(SwitchMode new_mode) void SwitchToMode(SwitchMode new_mode)

@ -251,17 +251,6 @@ void VideoDriver_Dedicated::MainLoop()
/* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */ /* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */
if (_switch_mode != SM_LOAD_GAME) { if (_switch_mode != SM_LOAD_GAME) {
StartNewGameWithoutGUI(GENERATE_NEW_SEED); StartNewGameWithoutGUI(GENERATE_NEW_SEED);
} else {
/* First we need to test if the savegame can be loaded, else we will end up playing the
* intro game... */
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, BASE_DIR) == SL_ERROR) {
/* Loading failed, pop out.. */
Debug(net, 0, "Loading requested map failed; closing server.");
return;
} else {
/* We can load this game, so go ahead */
_switch_mode = SM_LOAD_GAME;
}
} }
this->is_game_threaded = false; this->is_game_threaded = false;

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