(svn r19933) -Fix [FS#3804]: Keep _current_company and _local_company in sync during GUI operation.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
frosch 14 years ago
parent e852bf154f
commit 9e53f1e004

@ -26,6 +26,7 @@
#include "company_func.h"
#include "company_base.h"
#include "signal_func.h"
#include "core/backup_type.hpp"
#include "table/strings.h"
@ -590,17 +591,18 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR, false);
/* Always execute server and spectator commands as spectator */
if (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) _current_company = COMPANY_SPECTATOR;
CompanyID old_company = _current_company;
bool exec_as_spectator = cmd_flags & (CMD_SPECTATOR | CMD_SERVER);
/* If the company isn't valid it may only do server command or start a new company!
* The server will ditch any server commands a client sends to it, so effectively
* this guards the server from executing functions for an invalid company. */
if (_game_mode == GM_NORMAL && (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) == 0 && !Company::IsValidID(_current_company)) {
if (_game_mode == GM_NORMAL && !exec_as_spectator && !Company::IsValidID(_current_company)) {
return_dcpi(CMD_ERROR, false);
}
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
if (exec_as_spectator) cur_company.Change(COMPANY_SPECTATOR);
bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0;
bool skip_test = _networking && (cmd & CMD_NO_TEST_IF_IN_NETWORK) != 0;
@ -622,7 +624,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
SetTownRatingTestMode(false);
/* Make sure we're not messing things up here. */
assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
assert(exec_as_spectator ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
/* If the command fails, we're doing an estimate
* or the player does not have enough money
@ -631,6 +633,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
* we bail out here. */
if (res.Failed() || estimate_only ||
(!test_and_exec_can_differ && !CheckCompanyHasMoney(res))) {
cur_company.Restore();
return_dcpi(res, false);
}
}
@ -642,6 +645,7 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
*/
if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
NetworkSend_Command(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
cur_company.Restore();
/* Don't return anything special here; no error, no costs.
* This way it's not handled by DoCommand and only the
@ -656,8 +660,17 @@ CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd,
* use the construction one */
CommandCost res2 = proc(tile, flags | DC_EXEC, p1, p2, text);
/* Make sure nothing bad happened, like changing the current company. */
assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
if (cmd_id == CMD_COMPANY_CTRL) {
cur_company.Trash();
/* We are a new company -> Switch to new local company.
* We were closed down -> Switch to spectator
* Some other company opened/closed down -> The outside function will switch back */
_current_company = _local_company;
} else {
/* Make sure nothing bad happened, like changing the current company. */
assert(exec_as_spectator ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
cur_company.Restore();
}
/* If the test and execution can differ, or we skipped the test
* we have to check the return of the command. Otherwise we can

@ -99,7 +99,9 @@ void SetLocalCompany(CompanyID new_company)
InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);
#endif
_local_company = new_company;
assert(_current_company == _local_company);
_current_company = _local_company = new_company;
/* Delete any construction windows... */
DeleteConstructionWindows();
@ -736,8 +738,6 @@ void CompanyNewsInformation::FillData(const Company *c, const Company *other)
*/
CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
if (flags & DC_EXEC) _current_company = OWNER_NONE;
InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0);
switch (p1) {
@ -783,8 +783,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
}
_current_company = _local_company;
/* Now that we have a new company, broadcast our company settings to
* all clients so everything is in sync */
SyncCompanySettings();

@ -34,6 +34,7 @@
#include "town.h"
#include "newgrf.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "table/sprites.h"
@ -96,6 +97,9 @@ static void CleanupGeneration()
*/
static void _GenerateWorld(void *)
{
/* Make sure everything is done via OWNER_NONE. */
Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
try {
_generating_world = true;
_genworld_mapgen_mutex->BeginCritical();
@ -132,6 +136,7 @@ static void _GenerateWorld(void *)
/* only generate towns, tree and industries in newgame mode. */
if (_game_mode != GM_EDITOR) {
if (!GenerateTowns(_settings_game.economy.town_layout)) {
_cur_company.Restore();
HandleGeneratingWorldAbortion();
return;
}
@ -164,7 +169,8 @@ static void _GenerateWorld(void *)
}
ResetObjectToPlace();
_local_company = _gw.lc;
_cur_company.Trash();
_current_company = _local_company = _gw.lc;
SetGeneratingWorldProgress(GWP_GAME_START, 1);
/* Call any callback */
@ -185,6 +191,7 @@ static void _GenerateWorld(void *)
SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
}
} catch (...) {
if (_cur_company.IsValid()) _cur_company.Restore();
_generating_world = false;
_genworld_mapgen_mutex->EndCritical();
throw;
@ -287,8 +294,6 @@ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_setti
/* This disables some commands and stuff */
SetLocalCompany(COMPANY_SPECTATOR);
/* Make sure everything is done via OWNER_NONE */
_current_company = OWNER_NONE;
/* Set the date before loading sprites as some newgrfs check it */
SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));

@ -153,6 +153,8 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs)
*/
void NetworkExecuteLocalCommandQueue()
{
assert(_current_company == _local_company);
while (_local_command_queue != NULL) {
/* The queue is always in order, which means
@ -175,6 +177,9 @@ void NetworkExecuteLocalCommandQueue()
_local_command_queue = _local_command_queue->next;
free(cp);
}
/* Local company may have changed, so we should not restore the old value */
_current_company = _local_company;
}
/**

@ -809,7 +809,6 @@ static void MakeNewGameDone()
IConsoleCmdExec("exec scripts/game_start.scr 0");
SetLocalCompany(COMPANY_FIRST);
_current_company = _local_company;
InitializeRailGUI();
@ -895,7 +894,6 @@ static void StartScenario()
StartupDisasters();
SetLocalCompany(COMPANY_FIRST);
_current_company = _local_company;
Company *c = Company::Get(COMPANY_FIRST);
c->settings = _settings_client.company;
@ -1231,6 +1229,8 @@ void StateGameLoop()
NewsLoop();
cur_company.Restore();
}
assert(_current_company == _local_company);
}
/** Create an autosave. The default name is "autosave#.sav". However with

@ -263,7 +263,7 @@ void VideoDriver_Dedicated::MainLoop()
/* Load the dedicated server stuff */
_is_network_server = true;
_network_dedicated = true;
_local_company = COMPANY_SPECTATOR;
_current_company = _local_company = COMPANY_SPECTATOR;
/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
if (_switch_mode != SM_LOAD) {

@ -1918,16 +1918,9 @@ static bool MaybeBringWindowToFront(Window *w)
*/
void HandleKeypress(uint32 raw_key)
{
/*
* During the generation of the world, there might be
* another thread that is currently building for example
* a road. To not interfere with those tasks, we should
* NOT change the _current_company here.
*
* This is not necessary either, as the only events that
* can be handled are the 'close application' events
*/
if (!IsGeneratingWorld()) _current_company = _local_company;
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(IsGeneratingWorld() || _local_company == _current_company);
/* Setup event */
uint16 key = GB(raw_key, 0, 16);
@ -2083,6 +2076,10 @@ static void HandleKeyScrolling()
static void MouseLoop(MouseClick click, int mousewheel)
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(IsGeneratingWorld() || _local_company == _current_company);
HandlePlacePresize();
UpdateTileSelection();
@ -2183,21 +2180,14 @@ static void MouseLoop(MouseClick click, int mousewheel)
*/
void HandleMouseEvents()
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(IsGeneratingWorld() || _local_company == _current_company);
static int double_click_time = 0;
static int double_click_x = 0;
static int double_click_y = 0;
/*
* During the generation of the world, there might be
* another thread that is currently building for example
* a road. To not interfere with those tasks, we should
* NOT change the _current_company here.
*
* This is not necessary either, as the only events that
* can be handled are the 'close application' events
*/
if (!IsGeneratingWorld()) _current_company = _local_company;
/* Mouse event? */
MouseClick click = MC_NONE;
if (_left_button_down && !_left_button_clicked) {
@ -2280,6 +2270,10 @@ static void CheckSoftLimit()
*/
void InputLoop()
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(IsGeneratingWorld() || _local_company == _current_company);
CheckSoftLimit();
HandleKeyScrolling();

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