(svn r21970) -Fix [FS#4464]: Crash when a multiplayer company goes bankrupt with 'you' in it

pull/155/head
rubidium 14 years ago
parent e3a35f7d40
commit f923391838

@ -285,13 +285,16 @@ int UpdateCompanyRatingAndValue(Company *c, bool update)
/* use INVALID_OWNER as new_owner to delete the company. */
void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
{
/* We need to set _current_company to old_owner before we try to move
* the client. This is needed as it needs to know whether "you" really
* are the current local company. */
Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
#ifdef ENABLE_NETWORK
/* In all cases, make spectators of clients connected to that company */
if (_networking) NetworkClientsToSpectators(old_owner);
#endif /* ENABLE_NETWORK */
Town *t;
Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
assert(old_owner != new_owner);
@ -520,8 +523,16 @@ static void CompanyCheckBankrupt(Company *c)
break;
}
/* Actually remove the company. */
DoCommand(0, 2 | (c->index << 16), 0, DC_EXEC, CMD_COMPANY_CTRL);
/* Actually remove the company, but not when we're a network client.
* In case of network clients we will be getting a command from the
* server. It is done in this way as we are called from the
* StateGameLoop which can't change the current company, and thus
* updating the local company triggers an assert later on. In the
* case of a network game the command will be processed at a time
* that changing the current company is okay. In case of single
* player we are sure (the above check) that we are not the local
* company and thus we won't be moved. */
if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL);
break;
}
}

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