(svn r7125) -Fix: Several errors/glitches related to multiplayer and bankrupcy, mainly such a

thing happening to a server, and non updated company-information. Also fixes FS#393.
This commit is contained in:
Darkvater
2006-11-10 17:52:51 +00:00
parent c5723ab9af
commit bd7649b080
3 changed files with 99 additions and 78 deletions

104
players.c
View File

@@ -819,74 +819,81 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
switch (p1) {
case 0: { /* Create a new player */
/* Joining Client:
* _local_player: PLAYER_SPECTATOR
* _network_playas/cid = requested company/player
*
* Other client(s)/server:
* _local_player/_network_playas: what they play as
* cid = requested company/player of joining client */
Player *p;
uint16 cid = p2; // ClientID
/* This command is only executed in a multiplayer game */
if (!_networking) return CMD_ERROR;
/* ClientID would be valid up to MAX_CLIENT_INFO, but as it has to be a
* new player, its valid range is restricted to that of players */
if (!(flags & DC_EXEC) || !IsValidPlayer((PlayerID)cid)) return 0;
/* Delete multiplayer progress bar */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
p = DoStartupNewPlayer(false);
#ifdef ENABLE_NETWORK
if (_networking && !_network_server && _local_player == PLAYER_SPECTATOR) {
/* In case we are a client joining a server... */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
}
#endif /* ENABLE_NETWORK */
if (p != NULL) {
if (_local_player == PLAYER_SPECTATOR) {
/* Check if we do not want to be a spectator in network */
if (!_networking ||
(_network_server && !_network_dedicated) ||
_network_playas != PLAYER_SPECTATOR) {
_local_player = p->index;
MarkWholeScreenDirty();
}
} else if (p->index == _local_player) {
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
}
/* A new player could not be created, revert to being a spectator */
if (p == NULL) {
#ifdef ENABLE_NETWORK
if (_network_server) {
/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
* server-side in network_server.c:838, function
* DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
NetworkClientInfo *ci = &_network_client_info[cid];
ci->client_playas = p->index;
ci->client_playas = PLAYER_SPECTATOR;
NetworkUpdateClientInfo(ci->client_index);
if (IsValidPlayer(ci->client_playas)) {
PlayerID player_backup = _local_player;
_network_player_info[p->index].months_empty = 0;
/* XXX - When a client joins, we automatically set its name to the
* player'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_player to execute the command as. To prevent abuse
* (eg. only yourself can change your name/company), we 'cheat' by
* impersonation _local_player 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? */
_cmd_text = ci->client_name;
_local_player = ci->client_playas;
NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
_local_player = player_backup;
}
} else
#endif /* ENABLE_NETWORK */
{
_local_player = _network_playas = PLAYER_SPECTATOR;
}
} else if (_network_server) {
// Creating player failed, defer client to spectator
break;
}
/* This is the joining client who wants a new company */
if (_local_player != _network_playas) {
assert(_local_player == PLAYER_SPECTATOR && _network_playas == p->index);
_local_player = p->index;
MarkWholeScreenDirty();
}
#ifdef ENABLE_NETWORK
if (_network_server) {
/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
* server-side in network_server.c:838, function
* DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
NetworkClientInfo *ci = &_network_client_info[cid];
ci->client_playas = PLAYER_SPECTATOR;
ci->client_playas = p->index;
NetworkUpdateClientInfo(ci->client_index);
#endif /* ENABLE_NETWORK */
if (IsValidPlayer(ci->client_playas)) {
PlayerID player_backup = _local_player;
_network_player_info[p->index].months_empty = 0;
/* XXX - When a client joins, we automatically set its name to the
* player'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_player to execute the command as. To prevent abuse
* (eg. only yourself can change your name/company), we 'cheat' by
* impersonation _local_player 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? */
_cmd_text = ci->client_name;
_local_player = ci->client_playas;
NetworkSend_Command(0, 0, 0, CMD_CHANGE_PRESIDENT_NAME, NULL);
_local_player = player_backup;
}
}
#endif /* ENABLE_NETWORK */
} break;
case 1: /* Make a new AI player */
@@ -933,6 +940,7 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
ChangeOwnershipOfPlayerItems(pid_old, pid_new);
DeletePlayerStuff(pid_old);
} break;
default: return CMD_ERROR;
}