diff options
author | rubidium <rubidium@openttd.org> | 2011-02-05 10:38:31 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2011-02-05 10:38:31 +0000 |
commit | 50d646ca7bdbd9e1150280f00bc2da218093c4f4 (patch) | |
tree | 7ca78fc5b6718ea1940eddff968438501f2a62eb | |
parent | bdf5a1c2f7077323c26e1c99a22dcc80a7b50245 (diff) | |
download | openttd-50d646ca7bdbd9e1150280f00bc2da218093c4f4.tar.xz |
(svn r21970) -Fix [FS#4464]: Crash when a multiplayer company goes bankrupt with 'you' in it
-rw-r--r-- | src/economy.cpp | 17 |
1 files changed, 14 insertions, 3 deletions
diff --git a/src/economy.cpp b/src/economy.cpp index a5f338825..2b09a8d26 100644 --- a/src/economy.cpp +++ b/src/economy.cpp @@ -285,13 +285,16 @@ int UpdateCompanyRatingAndValue(Company *c, bool update) /* use INVALID_OWNER as new_owner to delete the company. */ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner) { + /* We need to set _current_company to old_owner before we try to move + * the client. This is needed as it needs to know whether "you" really + * are the current local company. */ + Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE); #ifdef ENABLE_NETWORK /* In all cases, make spectators of clients connected to that company */ if (_networking) NetworkClientsToSpectators(old_owner); #endif /* ENABLE_NETWORK */ Town *t; - Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE); assert(old_owner != new_owner); @@ -520,8 +523,16 @@ static void CompanyCheckBankrupt(Company *c) break; } - /* Actually remove the company. */ - DoCommand(0, 2 | (c->index << 16), 0, DC_EXEC, CMD_COMPANY_CTRL); + /* Actually remove the company, but not when we're a network client. + * In case of network clients we will be getting a command from the + * server. It is done in this way as we are called from the + * StateGameLoop which can't change the current company, and thus + * updating the local company triggers an assert later on. In the + * case of a network game the command will be processed at a time + * that changing the current company is okay. In case of single + * player we are sure (the above check) that we are not the local + * company and thus we won't be moved. */ + if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL); break; } } |