Make server and all clients run desync checks if a client desyncs.

This commit is contained in:
Jonathan G Rennison
2015-11-23 19:47:59 +00:00
parent 69c89c4881
commit f6a8f27501
5 changed files with 40 additions and 6 deletions

View File

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