@@ -855,59 +855,19 @@ CommandCost CmdCompanyCtrl(TileIndex til
MarkWholeScreenDirty();
}
if (_network_server) {
if (ci != NULL) {
/* ci is only NULL when replaying.
* When replaying no client is actually in need of an update. */
ci->client_playas = c->index;
NetworkUpdateClientInfo(ci->client_id);
if (Company::IsValidID(c->index)) {
_network_company_states[c->index].months_empty = 0;
_network_company_states[c->index].password[0] = '\0';
NetworkServerUpdateCompanyPassworded(c->index, false);
/* XXX - When a client joins, we automatically set its name to the
* client's name (for some reason). As it stands now only the server
* 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
* uses _local_company to execute the command as. To prevent abuse
* (eg. only yourself can change your name/company), we 'cheat' by
* impersonation _local_company as the server. Not the best solution;
* but it works.
* TODO: Perhaps this could be improved by when the client is ready
* with joining to let it send itself the command, and not the server?
* For example in network_client.c:534? */
* When replaying, the command to rename the president will
* automatically be ran, so this is not even needed to get
* the exact same state. */
NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, c->index);
/* Announce new company on network. */
NetworkAdminCompanyInfo(c, true);
* When replaying, the message that someone started a new company
* is not interesting at all. */
NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1);
NetworkServerNewCompany(c, ci);
#endif /* ENABLE_NETWORK */
break;
case 1: // Make a new AI company
case 1: { // Make a new AI company
if (!(flags & DC_EXEC)) return CommandCost();
if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR;
DoStartupNewCompany(true, company_id);
Company *c = DoStartupNewCompany(true, company_id);
if (c != NULL) NetworkServerNewCompany(c, NULL);
case 2: { // Delete a company
CompanyRemoveReason reason = (CompanyRemoveReason)GB(p2, 0, 2);
@@ -71,7 +71,7 @@ void NetworkServerYearlyLoop();
void NetworkServerSendConfigUpdate();
void NetworkServerShowStatusToConsole();
bool NetworkServerStart();
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci);
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name);
@@ -2173,4 +2173,31 @@ void NetworkPrintClients()
/**
* Perform all the server specific administration of a new company.
* @param c The newly created company; can't be NULL.
* @param ci The client information of the client that made the company; can be NULL.
*/
void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci)
{
assert(c != NULL);
if (!_network_server) return;
/* ci is NULL when replaying, or for AIs. In neither case there is a client. */
@@ -123,6 +123,7 @@ public:
void NetworkServer_Tick(bool send_frame);
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
* Iterate over all the sockets from a given starting point.
Status change: