(svn r19620) -Fix: desync when a command is received and in the queue while a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients).

pull/155/head
rubidium 15 years ago
parent 36c1cf6129
commit 34cdcaf8b2

@ -129,6 +129,24 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
}
/**
* Sync our local command queue to the command queue of the given
* socket. This is needed for the case where we receive a command
* before saving the game for a joining client, but without the
* execution of those commands. Not syncing those commands means
* that the client will never get them and as such will be in a
* desynced state from the time it started with joining.
* @param cs The client to sync the queue to.
*/
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
{
for (CommandPacket *p = _local_command_queue; p != NULL; p = p->next) {
CommandPacket c = *p;
c.callback = 0;
NetworkAddCommandQueue(c, cs);
}
}
/**
* Execute all commands on the local command queue that ought to be executed this frame.
*/

@ -163,6 +163,7 @@ struct CommandPacket : CommandContainer {
void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL);
void NetworkExecuteLocalCommandQueue();
void NetworkFreeLocalCommandQueue();
void NetworkSyncCommandQueue(NetworkClientSocket *cs);
/* from network.c */
NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status);

@ -353,6 +353,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
sent_packets = 4; // We start with trying 4 packets
NetworkSyncCommandQueue(cs);
cs->status = STATUS_MAP;
/* Mark the start of download */
cs->last_frame = _frame_counter;

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