Make server and all clients run desync checks if a client desyncs.
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@@ -212,6 +212,8 @@ CommandProc CmdRemovePlan;
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CommandProc CmdRemovePlanLine;
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CommandProc CmdChangePlanVisibility;
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CommandProc CmdDesyncCheck;
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#define DEF_CMD(proc, flags, type) {proc, #proc, (CommandFlags)flags, type}
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/**
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@@ -382,6 +384,8 @@ static const Command _command_proc_table[] = {
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DEF_CMD(CmdRemovePlan, 0, CMDT_OTHER_MANAGEMENT ), // CMD_REMOVE_PLAN
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DEF_CMD(CmdRemovePlanLine, 0, CMDT_OTHER_MANAGEMENT ), // CMD_REMOVE_PLAN_LINE
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DEF_CMD(CmdChangePlanVisibility, 0, CMDT_OTHER_MANAGEMENT ), // CMD_CHANGE_PLAN_VISIBILITY
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DEF_CMD(CmdDesyncCheck, CMD_SERVER, CMDT_SERVER_SETTING ), // CMD_DESYNC_CHECK
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};
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/*!
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@@ -343,6 +343,8 @@ enum Commands {
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CMD_REMOVE_PLAN_LINE,
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CMD_CHANGE_PLAN_VISIBILITY,
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CMD_DESYNC_CHECK, ///< Force desync checks to be run
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CMD_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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@@ -256,6 +256,9 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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DEBUG(desync, 1, "sync_err: %08x; %02x; %02X", _date, _date_fract, _tick_skip_counter);
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DEBUG(net, 0, "Sync error detected!");
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my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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extern void CheckCaches(bool force_check);
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CheckCaches(true);
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return false;
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}
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@@ -1179,6 +1179,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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NetworkAdminClientError(this->client_id, errorno);
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if (errorno == NETWORK_ERROR_DESYNC) {
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// have the server and all clients run some sanity checks
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NetworkSendCommand(0, 0, 0, CMD_DESYNC_CHECK, NULL, NULL, _local_company, 0);
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}
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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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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