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(svn r22391) [1.1] -Backport from trunk:
- Fix: Vehicles skipped orders when inserting automatic orders failed (r22324) - Fix: [NewGRF] When determining refittability use the cargo translation table of the GRF setting the refitmask instead of the GRF defining the action 3 (r22316) - Fix: Make road vehicles, ships and aircraft skip orders if they are leaving a depot and heading to the same one again; just like trains (r22309) - Fix: Waiting on a server could kick the client, or rather the client would kick itself due to an unexpected packet [FS#4574] (r22308)
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@@ -539,9 +539,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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if (this->status == STATUS_MAP) {
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if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
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bool last_packet = false;
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for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
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Packet *p = this->savegame_packets;
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bool last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
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last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
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/* Remove the packet from the savegame queue and put it in the real queue. */
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this->savegame_packets = p->next;
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@@ -549,31 +551,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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this->NetworkTCPSocketHandler::SendPacket(p);
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if (last_packet) {
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/* Done reading! */
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/* Set the status to DONE_MAP, no we will wait for the client
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* to send it is ready (maybe that happens like never ;)) */
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this->status = STATUS_DONE_MAP;
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NetworkClientSocket *new_cs;
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bool new_map_client = false;
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/* Check if there is a client waiting for receiving the map
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* and start sending him the map */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status == STATUS_MAP_WAIT) {
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/* Check if we already have a new client to send the map to */
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if (!new_map_client) {
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/* If not, this client will get the map */
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new_cs->status = STATUS_AUTHORIZED;
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new_map_client = true;
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new_cs->SendMap();
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} else {
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/* Else, send the other clients how many clients are in front of them */
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new_cs->SendWait();
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}
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}
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}
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/* There is no more data, so break the for */
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break;
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}
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@@ -581,6 +558,34 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
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if (last_packet) {
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/* Done reading, make sure saving is done as well */
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WaitTillSaved();
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/* Set the status to DONE_MAP, no we will wait for the client
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* to send it is ready (maybe that happens like never ;)) */
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this->status = STATUS_DONE_MAP;
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NetworkClientSocket *new_cs;
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bool new_map_client = false;
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/* Check if there is a client waiting for receiving the map
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* and start sending him the map */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status == STATUS_MAP_WAIT) {
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/* Check if we already have a new client to send the map to */
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if (!new_map_client) {
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/* If not, this client will get the map */
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new_cs->status = STATUS_AUTHORIZED;
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new_map_client = true;
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new_cs->SendMap();
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} else {
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/* Else, send the other clients how many clients are in front of them */
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new_cs->SendWait();
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}
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}
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}
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}
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switch (this->SendPackets()) {
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case SPS_CLOSED:
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return NETWORK_RECV_STATUS_CONN_LOST;
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