(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
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@@ -19,14 +19,11 @@
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#include "saveload.h"
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#include "vehicle.h"
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#include "station.h"
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#include "settings.h"
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#include "variables.h"
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// This file handles all the server-commands
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static void NetworkHandleCommandQueue(NetworkClientState* cs);
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static void NetworkSendPatchSettings(NetworkClientState* cs);
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void NetworkPopulateCompanyInfo(void);
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// Is the network enabled?
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@@ -322,12 +319,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
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NetworkSend_Packet(p, cs);
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if (feof(file_pointer)) {
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// Done reading!
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Packet *p;
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// XXX - Delete this when patch-settings are saved in-game
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NetworkSendPatchSettings(cs);
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p = NetworkSend_Init(PACKET_SERVER_MAP);
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Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
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NetworkSend_uint8(p, MAP_PACKET_END);
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NetworkSend_Packet(p, cs);
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@@ -1187,43 +1179,6 @@ static NetworkServerPacket* const _network_server_packet[] = {
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// If this fails, check the array above with network_data.h
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assert_compile(lengthof(_network_server_packet) == PACKET_END);
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extern const SettingDesc _patch_settings[];
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// This is a TEMPORARY solution to get the patch-settings
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// to the client. When the patch-settings are saved in the savegame
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// this should be removed!!
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static void NetworkSendPatchSettings(NetworkClientState* cs)
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{
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const SettingDesc *item;
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Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
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NetworkSend_uint8(p, MAP_PACKET_PATCH);
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// Now send all the patch-settings in a pretty order..
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item = _patch_settings;
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for (; item->save.cmd != SL_END; item++) {
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const void *var = ini_get_variable(&item->save, &_patches);
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switch (GetVarMemType(item->save.conv)) {
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case SLE_VAR_BL:
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case SLE_VAR_I8:
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case SLE_VAR_U8:
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NetworkSend_uint8(p, *(uint8 *)var);
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break;
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case SLE_VAR_I16:
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case SLE_VAR_U16:
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NetworkSend_uint16(p, *(uint16 *)var);
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break;
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case SLE_VAR_I32:
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case SLE_VAR_U32:
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NetworkSend_uint32(p, *(uint32 *)var);
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break;
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}
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}
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NetworkSend_Packet(p, cs);
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}
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// This update the company_info-stuff
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void NetworkPopulateCompanyInfo(void)
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{
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