(svn r15440) -Fix: Backup AIObject::GetAllowDoCommand and restore the old value so AIs can't work around it.
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@@ -272,13 +272,13 @@ void AIInstance::GameLoop()
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if (!this->is_started) {
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try {
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AIObject::SetAllowDoCommand(false);
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/* Run the constructor if it exists. Don't allow any DoCommands in it. */
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if (this->engine->MethodExists(*this->instance, "constructor")) {
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AIObject::SetAllowDoCommand(false);
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this->engine->CallMethod(*this->instance, "constructor");
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AIObject::SetAllowDoCommand(true);
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}
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this->CallLoad();
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AIObject::SetAllowDoCommand(true);
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/* Start the AI by calling Start() */
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if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend)) this->Died();
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} catch (AI_VMSuspend e) {
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@@ -524,9 +524,10 @@ void AIInstance::Save()
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} else if (this->engine->MethodExists(*this->instance, "Save")) {
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HSQOBJECT savedata;
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/* We don't want to be interrupted during the save function. */
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bool backup_allow = AIObject::GetAllowDoCommand();
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AIObject::SetAllowDoCommand(false);
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this->engine->CallMethod(*this->instance, "Save", &savedata);
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AIObject::SetAllowDoCommand(true);
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AIObject::SetAllowDoCommand(backup_allow);
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if (!sq_istable(savedata)) {
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AILog::Error("Save function should return a table.");
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@@ -653,8 +654,6 @@ void AIInstance::CallLoad()
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return;
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}
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AIObject::SetAllowDoCommand(false);
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/* Go to the instance-root */
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sq_pushobject(vm, *this->instance);
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/* Find the function-name inside the script */
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@@ -673,6 +672,4 @@ void AIInstance::CallLoad()
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/* Pop 1) The version, 2) the savegame data, 3) the object instance, 4) the function pointer. */
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sq_pop(vm, 4);
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AIObject::SetAllowDoCommand(true);
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}
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