Make server and all clients run desync checks if a client desyncs.
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@@ -1232,13 +1232,15 @@ void SwitchToMode(SwitchMode new_mode)
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* the cached value and what the value would
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* be when calculated from the 'base' data.
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*/
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static void CheckCaches()
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void CheckCaches(bool force_check)
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{
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/* Return here so it is easy to add checks that are run
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* always to aid testing of caches. */
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if (_debug_desync_level < 1) return;
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if (!force_check) {
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/* Return here so it is easy to add checks that are run
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* always to aid testing of caches. */
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if (_debug_desync_level < 1) return;
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if (_debug_desync_level == 1 && CURRENT_SCALED_TICKS % 500 != 0) return;
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if (_debug_desync_level == 1 && CURRENT_SCALED_TICKS % 500 != 0) return;
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}
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/* Check the town caches. */
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SmallVector<TownCache, 4> old_town_caches;
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@@ -1432,6 +1434,24 @@ static void CheckCaches()
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}
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}
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/**
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* Network-safe forced desync check.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 unused
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* @param p2 unused
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* @param text unused
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* @return the cost of this operation or an error
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*/
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CommandCost CmdDesyncCheck(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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if (flags & DC_EXEC) {
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CheckCaches(true);
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}
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return CommandCost();
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}
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/**
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* State controlling game loop.
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* The state must not be changed from anywhere but here.
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@@ -1475,7 +1495,7 @@ void StateGameLoop()
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
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}
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CheckCaches();
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CheckCaches(false);
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/* All these actions has to be done from OWNER_NONE
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* for multiplayer compatibility */
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