Changeset - r15284:a975e22a01ee
[Not reviewed]
master
0 7 0
frosch - 14 years ago 2010-06-05 13:32:42
frosch@openttd.org
(svn r19933) -Fix [FS#3804]: Keep _current_company and _local_company in sync during GUI operation.
7 files changed with 54 insertions and 39 deletions:
0 comments (0 inline, 0 general)
src/command.cpp
Show inline comments
 
@@ -26,6 +26,7 @@
 
#include "company_func.h"
 
#include "company_base.h"
 
#include "signal_func.h"
 
#include "core/backup_type.hpp"
 

	
 
#include "table/strings.h"
 

	
 
@@ -590,17 +591,18 @@ CommandCost DoCommandPInternal(TileIndex
 
	if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR, false);
 

	
 
	/* Always execute server and spectator commands as spectator */
 
	if (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) _current_company = COMPANY_SPECTATOR;
 

	
 
	CompanyID old_company = _current_company;
 
	bool exec_as_spectator = cmd_flags & (CMD_SPECTATOR | CMD_SERVER);
 

	
 
	/* If the company isn't valid it may only do server command or start a new company!
 
	 * The server will ditch any server commands a client sends to it, so effectively
 
	 * this guards the server from executing functions for an invalid company. */
 
	if (_game_mode == GM_NORMAL && (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) == 0 && !Company::IsValidID(_current_company)) {
 
	if (_game_mode == GM_NORMAL && !exec_as_spectator && !Company::IsValidID(_current_company)) {
 
		return_dcpi(CMD_ERROR, false);
 
	}
 

	
 
	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
 
	if (exec_as_spectator) cur_company.Change(COMPANY_SPECTATOR);
 

	
 
	bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0;
 
	bool skip_test = _networking && (cmd & CMD_NO_TEST_IF_IN_NETWORK) != 0;
 

	
 
@@ -622,7 +624,7 @@ CommandCost DoCommandPInternal(TileIndex
 
		SetTownRatingTestMode(false);
 

	
 
		/* Make sure we're not messing things up here. */
 
		assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
 
		assert(exec_as_spectator ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
 

	
 
		/* If the command fails, we're doing an estimate
 
		 * or the player does not have enough money
 
@@ -631,6 +633,7 @@ CommandCost DoCommandPInternal(TileIndex
 
		 * we bail out here. */
 
		if (res.Failed() || estimate_only ||
 
				(!test_and_exec_can_differ && !CheckCompanyHasMoney(res))) {
 
			cur_company.Restore();
 
			return_dcpi(res, false);
 
		}
 
	}
 
@@ -642,6 +645,7 @@ CommandCost DoCommandPInternal(TileIndex
 
	 */
 
	if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
 
		NetworkSend_Command(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
 
		cur_company.Restore();
 

	
 
		/* Don't return anything special here; no error, no costs.
 
		 * This way it's not handled by DoCommand and only the
 
@@ -656,8 +660,17 @@ CommandCost DoCommandPInternal(TileIndex
 
	 * use the construction one */
 
	CommandCost res2 = proc(tile, flags | DC_EXEC, p1, p2, text);
 

	
 
	/* Make sure nothing bad happened, like changing the current company. */
 
	assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
 
	if (cmd_id == CMD_COMPANY_CTRL) {
 
		cur_company.Trash();
 
		/* We are a new company                  -> Switch to new local company.
 
		 * We were closed down                   -> Switch to spectator
 
		 * Some other company opened/closed down -> The outside function will switch back */
 
		_current_company = _local_company;
 
	} else {
 
		/* Make sure nothing bad happened, like changing the current company. */
 
		assert(exec_as_spectator ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
 
		cur_company.Restore();
 
	}
 

	
 
	/* If the test and execution can differ, or we skipped the test
 
	 * we have to check the return of the command. Otherwise we can
src/company_cmd.cpp
Show inline comments
 
@@ -99,7 +99,9 @@ void SetLocalCompany(CompanyID new_compa
 
	InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);
 
#endif
 

	
 
	_local_company = new_company;
 
	assert(_current_company == _local_company);
 

	
 
	_current_company = _local_company = new_company;
 

	
 
	/* Delete any construction windows... */
 
	DeleteConstructionWindows();
 
@@ -736,8 +738,6 @@ void CompanyNewsInformation::FillData(co
 
 */
 
CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 
{
 
	if (flags & DC_EXEC) _current_company = OWNER_NONE;
 

	
 
	InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0);
 

	
 
	switch (p1) {
 
@@ -783,8 +783,6 @@ CommandCost CmdCompanyCtrl(TileIndex til
 
					NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
 
				}
 

	
 
				_current_company = _local_company;
 

	
 
				/* Now that we have a new company, broadcast our company settings to
 
				 * all clients so everything is in sync */
 
				SyncCompanySettings();
src/genworld.cpp
Show inline comments
 
@@ -34,6 +34,7 @@
 
#include "town.h"
 
#include "newgrf.h"
 
#include "core/random_func.hpp"
 
#include "core/backup_type.hpp"
 

	
 
#include "table/sprites.h"
 

	
 
@@ -96,6 +97,9 @@ static void CleanupGeneration()
 
 */
 
static void _GenerateWorld(void *)
 
{
 
	/* Make sure everything is done via OWNER_NONE. */
 
	Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
 

	
 
	try {
 
		_generating_world = true;
 
		_genworld_mapgen_mutex->BeginCritical();
 
@@ -132,6 +136,7 @@ static void _GenerateWorld(void *)
 
			/* only generate towns, tree and industries in newgame mode. */
 
			if (_game_mode != GM_EDITOR) {
 
				if (!GenerateTowns(_settings_game.economy.town_layout)) {
 
					_cur_company.Restore();
 
					HandleGeneratingWorldAbortion();
 
					return;
 
				}
 
@@ -164,7 +169,8 @@ static void _GenerateWorld(void *)
 
		}
 

	
 
		ResetObjectToPlace();
 
		_local_company = _gw.lc;
 
		_cur_company.Trash();
 
		_current_company = _local_company = _gw.lc;
 

	
 
		SetGeneratingWorldProgress(GWP_GAME_START, 1);
 
		/* Call any callback */
 
@@ -185,6 +191,7 @@ static void _GenerateWorld(void *)
 
			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
 
		}
 
	} catch (...) {
 
		if (_cur_company.IsValid()) _cur_company.Restore();
 
		_generating_world = false;
 
		_genworld_mapgen_mutex->EndCritical();
 
		throw;
 
@@ -287,8 +294,6 @@ void GenerateWorld(GenWorldMode mode, ui
 

	
 
	/* This disables some commands and stuff */
 
	SetLocalCompany(COMPANY_SPECTATOR);
 
	/* Make sure everything is done via OWNER_NONE */
 
	_current_company = OWNER_NONE;
 

	
 
	/* Set the date before loading sprites as some newgrfs check it */
 
	SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
src/network/network_command.cpp
Show inline comments
 
@@ -153,6 +153,8 @@ void NetworkSyncCommandQueue(NetworkClie
 
 */
 
void NetworkExecuteLocalCommandQueue()
 
{
 
	assert(_current_company == _local_company);
 

	
 
	while (_local_command_queue != NULL) {
 

	
 
		/* The queue is always in order, which means
 
@@ -175,6 +177,9 @@ void NetworkExecuteLocalCommandQueue()
 
		_local_command_queue = _local_command_queue->next;
 
		free(cp);
 
	}
 

	
 
	/* Local company may have changed, so we should not restore the old value */
 
	_current_company = _local_company;
 
}
 

	
 
/**
src/openttd.cpp
Show inline comments
 
@@ -809,7 +809,6 @@ static void MakeNewGameDone()
 
	IConsoleCmdExec("exec scripts/game_start.scr 0");
 

	
 
	SetLocalCompany(COMPANY_FIRST);
 
	_current_company = _local_company;
 

	
 
	InitializeRailGUI();
 

	
 
@@ -895,7 +894,6 @@ static void StartScenario()
 
	StartupDisasters();
 

	
 
	SetLocalCompany(COMPANY_FIRST);
 
	_current_company = _local_company;
 
	Company *c = Company::Get(COMPANY_FIRST);
 
	c->settings = _settings_client.company;
 

	
 
@@ -1231,6 +1229,8 @@ void StateGameLoop()
 
		NewsLoop();
 
		cur_company.Restore();
 
	}
 

	
 
	assert(_current_company == _local_company);
 
}
 

	
 
/** Create an autosave. The default name is "autosave#.sav". However with
src/video/dedicated_v.cpp
Show inline comments
 
@@ -263,7 +263,7 @@ void VideoDriver_Dedicated::MainLoop()
 
	/* Load the dedicated server stuff */
 
	_is_network_server = true;
 
	_network_dedicated = true;
 
	_local_company = COMPANY_SPECTATOR;
 
	_current_company = _local_company = COMPANY_SPECTATOR;
 

	
 
	/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
 
	if (_switch_mode != SM_LOAD) {
src/window.cpp
Show inline comments
 
@@ -1918,16 +1918,9 @@ static bool MaybeBringWindowToFront(Wind
 
 */
 
void HandleKeypress(uint32 raw_key)
 
{
 
	/*
 
	 * During the generation of the world, there might be
 
	 * another thread that is currently building for example
 
	 * a road. To not interfere with those tasks, we should
 
	 * NOT change the _current_company here.
 
	 *
 
	 * This is not necessary either, as the only events that
 
	 * can be handled are the 'close application' events
 
	 */
 
	if (!IsGeneratingWorld()) _current_company = _local_company;
 
	/* World generation is multithreaded and messes with companies.
 
	 * But there is no company related window open anyway, so _current_company is not used. */
 
	assert(IsGeneratingWorld() || _local_company == _current_company);
 

	
 
	/* Setup event */
 
	uint16 key     = GB(raw_key,  0, 16);
 
@@ -2083,6 +2076,10 @@ static void HandleKeyScrolling()
 

	
 
static void MouseLoop(MouseClick click, int mousewheel)
 
{
 
	/* World generation is multithreaded and messes with companies.
 
	 * But there is no company related window open anyway, so _current_company is not used. */
 
	assert(IsGeneratingWorld() || _local_company == _current_company);
 

	
 
	HandlePlacePresize();
 
	UpdateTileSelection();
 

	
 
@@ -2183,21 +2180,14 @@ static void MouseLoop(MouseClick click, 
 
 */
 
void HandleMouseEvents()
 
{
 
	/* World generation is multithreaded and messes with companies.
 
	 * But there is no company related window open anyway, so _current_company is not used. */
 
	assert(IsGeneratingWorld() || _local_company == _current_company);
 

	
 
	static int double_click_time = 0;
 
	static int double_click_x = 0;
 
	static int double_click_y = 0;
 

	
 
	/*
 
	 * During the generation of the world, there might be
 
	 * another thread that is currently building for example
 
	 * a road. To not interfere with those tasks, we should
 
	 * NOT change the _current_company here.
 
	 *
 
	 * This is not necessary either, as the only events that
 
	 * can be handled are the 'close application' events
 
	 */
 
	if (!IsGeneratingWorld()) _current_company = _local_company;
 

	
 
	/* Mouse event? */
 
	MouseClick click = MC_NONE;
 
	if (_left_button_down && !_left_button_clicked) {
 
@@ -2280,6 +2270,10 @@ static void CheckSoftLimit()
 
 */
 
void InputLoop()
 
{
 
	/* World generation is multithreaded and messes with companies.
 
	 * But there is no company related window open anyway, so _current_company is not used. */
 
	assert(IsGeneratingWorld() || _local_company == _current_company);
 

	
 
	CheckSoftLimit();
 
	HandleKeyScrolling();
 

	
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