1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-18 04:23:20 +01:00
Commit Graph

177 Commits

Author SHA1 Message Date
Matt
3f07fd6bed Bump up network version. 2019-02-17 10:12:02 +01:00
Matt
16e371c792 Bump up network version. 2019-02-15 09:01:38 +01:00
ζeh Matt
d143c7b7c6 Fix 8698 (#8709) 2019-02-14 22:09:16 +01:00
duncanspumpkin
af65bc33e7 Increment network version 2019-02-11 10:57:58 +00:00
duncanspumpkin
866d143930 Move Pause Toggle into the GameAction framework 2019-02-11 10:46:12 +00:00
Michael Steenbeek
76603ad1b3 Fix #8696: Setting land height costs money in no-money scenarios 2019-02-10 22:14:23 +01:00
ζeh Matt
be491d3c6f Bump network version 2019-02-09 23:27:26 +01:00
duncanspumpkin
640337159a Increment network version 2019-02-08 14:08:55 +00:00
ζeh Matt
436f15f22e Merge pull request #8692 from ZehMatt/gameaction-things
Handle unregistered game actions with error logging.
2019-02-07 23:39:11 +01:00
ζeh Matt
f5e24bd973 Merge pull request #8652 from ZehMatt/network-window
Network window
2019-02-07 21:10:03 +01:00
Duncan
d03bd95598 Register the ride set appearance action to prevent server crash (#8691)
* Register the ride set appearance action to prevent server crash

* Bump network version

* Copy the type back when deserialising

This should really be fixed by adding RideSetAppearanceType to the dataserialiser

* Switch the types to prevent possible serialiser issues
2019-02-07 19:53:09 +00:00
Matt
ecd4f61115 Add Network window 2019-02-07 18:50:58 +01:00
Matt
2931ac6e31 Track bytes sent and received in Network. 2019-02-07 18:50:58 +01:00
Matt
1553cf8c58 Bump up network version. 2019-02-07 18:36:44 +01:00
Matt
b071be49bd Add checks for unregistered game actions and report errors. 2019-02-07 18:35:03 +01:00
duncanspumpkin
5e319a4a37 Increment network version 2019-02-07 10:16:20 +00:00
Duncan
b27923093c Fix #7987: Broken track designs increase money by MONEY32_UNDEFINED 2019-02-06 22:20:42 +01:00
duncanspumpkin
752df2607a Increment network version 2019-02-05 20:39:53 +00:00
Christopher G. Dolan
19a58fa5fe Fix format, move validation logic to query, update network version 2019-02-04 17:30:45 -08:00
Michał Janiszewski
604da7ce01 Merge pull request #8661 from tomlankhorst/refactor-random
Refactor random engine
2019-02-03 23:29:10 +01:00
Tom Lankhorst
16691b22ba Use state struct 2019-02-01 19:29:43 +01:00
Tom Lankhorst
6a42a95495 Refactor random engine
Introduce RotateEngine and Rct2Engine, FixedSeedSequence and Rct2Seed.
Adhere respectively to requirements `RandomNumberEngine` and `SeedSequence`.
Can be used with C++11 adaptors and distributions in <random>.
2019-02-01 14:32:04 +01:00
Matt
4026ead774 Fix #8653: crash when peeps attempt to enter a ride with no vehicles. 2019-01-30 13:16:45 +01:00
Tom Lankhorst
0233795add Fix #8642: Likely mistake in entrance fee check 2019-01-28 11:15:49 +01:00
Michael Steenbeek
247e89eb53 Revert duck fix 2019-01-24 10:40:04 +01:00
deurklink
5e39147b76 Fix #8584: Ducks spawning function doesnt check tiles 0..63 (original bug) (#8614) 2019-01-20 13:20:01 +01:00
ζeh Matt
a34422dc26 Fix #8591: Game loop does not run at a consistent tick rate of 40 Hz (#8594)
* Fix #8591: Run game loop at consistent tick rate of 40hz.

* Update distribution/changelog.txt

Co-Authored-By: ZehMatt <m.moninger.h@gmail.com>
2019-01-17 23:22:27 +01:00
deurklink
51fc2fe84a Feature #8583: Add booster pieces for water coaster
Co-Authored-By: deurklink
2019-01-14 22:17:52 +01:00
Michał Janiszewski
0d2fd33fd8 Bump network version
Co-Authored-By: ZehMatt <m.moninger.h@gmail.com>
2019-01-07 09:04:51 +01:00
Michał Janiszewski
c5e1abcfb1 Fix implicit fallthroughs 2019-01-02 22:30:57 +01:00
Matt
6e2514cd0d Refactor sprite_checksum, returns rct_sprite_checksum now. 2018-12-29 19:23:27 +01:00
Michael Steenbeek
2530cd1ac3 Fix #8426: Queue banner left behind after ride demolition 2018-12-22 15:34:17 +01:00
Michael Steenbeek
65dcdf77ea Fix #8508: Underground roto-drop is not going up 2018-12-22 11:56:00 +01:00
ζeh Matt
b572fffafa Merge pull request #8457 from ZehMatt/refactor/game-action-name
Automatically expose game action name via macro.
2018-12-20 23:17:49 +01:00
Matt
4ff2dbd108 Automatically expose game action name via macro. 2018-12-20 22:20:58 +01:00
ζeh Matt
7568123a9d Fix #8482: Pending player list not being reset. (#8483) 2018-12-19 20:34:41 +01:00
ζeh Matt
183e508c4d Merge pull request #8465 from ZehMatt/fix-8464
Fix #8464: Crash on game shutdown.
2018-12-18 00:55:22 +01:00
Michał Janiszewski
ea61be5ebe Prevent logging from using already-freed game command (#8473)
gc variable is held by reference in the scope above, pointing to the
queue's beginning.
2018-12-17 23:56:01 +01:00
Matt
8e2e60b117 Fix #8464: Crash on game shutdown. 2018-12-17 23:51:43 +01:00
ζeh Matt
7d19a5bc77 Refactor memcpy to std::memcpy and memset to std::memset (#8408) 2018-12-15 22:23:31 +01:00
Gymnasiast
748da25f78 Fix omission from #8453 2018-12-15 21:34:14 +01:00
Gymnasiast
600d32807d Fix #8033: Crash when placing 64th sign 2018-12-15 20:34:28 +01:00
Michael Steenbeek
cf44ea7e24 Fix #3832: Track piece colour scheme paint not network-safe 2018-12-11 22:17:52 +01:00
roosen5
d9806305b0 Fix #8358: infinite loop when changing vehicle count on stopped ride. (#8375)
The sprite_remove in Sprite.cpp tries to find itself inside the quadrant.
It does not find itself, and because the rest of the code assumes that it will always find it
The normal code tries to set the value of the next_in_quadrant so that whoever points at it, will now point at its next sprite.
But because it didn't find whoever was pointing to it, it would set the pointer to SPRITE_INDEX_NULL to its next sprite.
This would lead to cycles in the linked list

The reason that the sprite was not found is that during the entry of a ride, the position of a peep is set to LOCATION_NULL
Exiting a ride sets it back to whatever the location is of an exit.
However stopping a ride that still has people in it would go wrong, as the people are removed from the ride through ride_remove_peeps

This function was called during the PaintWindows.
The fact that this function is called during the painting is the problem, because of the tweening:
Before painting all the positions are stored (Which would at that point be the LOCATION_NULL), during the painting
the peep would be removed from the ride, setting their location to the enrance/exit
After painting is done all the positions are restored again, so the patched position is forgotten and then it would be
removing a sprite with location LOCATION_NULL and that goes wrong

The fix is to have the window update outside of paint
2018-12-09 20:46:04 +01:00
ζeh Matt
04af3932ac Fix #5684: Refactor player list updates being bound on ticks. (#8399) 2018-12-09 20:39:44 +01:00
Michael Steenbeek
a9a583dcd1 Fix #8200: Incorrect behaviour when removing entrances/exits on the same tile 2018-11-27 22:59:31 +01:00
Hielke Morsink
354d973a48 Use std::size instead of Util::CountOf 2018-11-23 21:59:08 +01:00
ζeh Matt
1abb31a159 Implement game action logging. (#8138) 2018-11-20 06:04:42 +01:00
Michał Janiszewski
0d2751a54e Hide the network class declaration to Network.cpp (#8276)
The Network class is not used by anyone other than free functions in
Network.cpp, nor should it be used by anyone with the current design.

This change leaves only the publicly-exposed functions left in the
header, drastically reducing amount of required headers in network.h,
one of the heaviest headers we had so far.
2018-11-19 23:10:54 +01:00
Michael Steenbeek
82aba96728 Cheats: use 'weather' instead of 'climate' (#8246) 2018-11-10 14:30:41 +01:00