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@ -819,74 +819,81 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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switch (p1) {
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case 0: { /* Create a new player */
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/* Joining Client:
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* _local_player: PLAYER_SPECTATOR
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* _network_playas/cid = requested company/player
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*
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* Other client(s)/server:
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* _local_player/_network_playas: what they play as
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* cid = requested company/player of joining client */
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Player *p;
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uint16 cid = p2; // ClientID
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/* This command is only executed in a multiplayer game */
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if (!_networking) return CMD_ERROR;
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/* ClientID would be valid up to MAX_CLIENT_INFO, but as it has to be a
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* new player, its valid range is restricted to that of players */
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if (!(flags & DC_EXEC) || !IsValidPlayer((PlayerID)cid)) return 0;
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/* Delete multiplayer progress bar */
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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p = DoStartupNewPlayer(false);
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#ifdef ENABLE_NETWORK
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if (_networking && !_network_server && _local_player == PLAYER_SPECTATOR) {
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/* In case we are a client joining a server... */
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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}
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#endif /* ENABLE_NETWORK */
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if (p != NULL) {
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if (_local_player == PLAYER_SPECTATOR) {
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/* Check if we do not want to be a spectator in network */
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if (!_networking ||
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(_network_server && !_network_dedicated) ||
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_network_playas != PLAYER_SPECTATOR) {
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_local_player = p->index;
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MarkWholeScreenDirty();
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}
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} else if (p->index == _local_player) {
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DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
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}
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/* A new player could not be created, revert to being a spectator */
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if (p == NULL) {
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
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* server-side in network_server.c:838, function
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* DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
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NetworkClientInfo *ci = &_network_client_info[cid];
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ci->client_playas = p->index;
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ci->client_playas = PLAYER_SPECTATOR;
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NetworkUpdateClientInfo(ci->client_index);
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if (IsValidPlayer(ci->client_playas)) {
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PlayerID player_backup = _local_player;
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_network_player_info[p->index].months_empty = 0;
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/* XXX - When a client joins, we automatically set its name to the
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* player's name (for some reason). As it stands now only the server
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* knows the client's name, so it needs to send out a "broadcast" to
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* do this. To achieve this we send a network command. However, it
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* uses _local_player to execute the command as. To prevent abuse
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* (eg. only yourself can change your name/company), we 'cheat' by
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* impersonation _local_player as the server. Not the best solution;
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* but it works.
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* TODO: Perhaps this could be improved by when the client is ready
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* with joining to let it send itself the command, and not the server?
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* For example in network_client.c:534? */
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_cmd_text = ci->client_name;
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_local_player = ci->client_playas;
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NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
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_local_player = player_backup;
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}
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} else
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#endif /* ENABLE_NETWORK */
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{
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_local_player = _network_playas = PLAYER_SPECTATOR;
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}
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} else if (_network_server) {
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// Creating player failed, defer client to spectator
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break;
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}
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/* This is the joining client who wants a new company */
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if (_local_player != _network_playas) {
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assert(_local_player == PLAYER_SPECTATOR && _network_playas == p->index);
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_local_player = p->index;
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MarkWholeScreenDirty();
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}
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
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* server-side in network_server.c:838, function
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* DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
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NetworkClientInfo *ci = &_network_client_info[cid];
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ci->client_playas = PLAYER_SPECTATOR;
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ci->client_playas = p->index;
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NetworkUpdateClientInfo(ci->client_index);
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#endif /* ENABLE_NETWORK */
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if (IsValidPlayer(ci->client_playas)) {
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PlayerID player_backup = _local_player;
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_network_player_info[p->index].months_empty = 0;
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/* XXX - When a client joins, we automatically set its name to the
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|
|
* player's name (for some reason). As it stands now only the server
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|
|
|
* knows the client's name, so it needs to send out a "broadcast" to
|
|
|
|
|
* do this. To achieve this we send a network command. However, it
|
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|
|
|
* uses _local_player to execute the command as. To prevent abuse
|
|
|
|
|
* (eg. only yourself can change your name/company), we 'cheat' by
|
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|
|
|
* impersonation _local_player as the server. Not the best solution;
|
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|
|
|
* but it works.
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|
|
|
* TODO: Perhaps this could be improved by when the client is ready
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|
|
|
|
* with joining to let it send itself the command, and not the server?
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|
|
|
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* For example in network_client.c:534? */
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_cmd_text = ci->client_name;
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_local_player = ci->client_playas;
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NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
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_local_player = player_backup;
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}
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}
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#endif /* ENABLE_NETWORK */
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} break;
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case 1: /* Make a new AI player */
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@ -933,6 +940,7 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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ChangeOwnershipOfPlayerItems(pid_old, pid_new);
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DeletePlayerStuff(pid_old);
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} break;
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default: return CMD_ERROR;
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}
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