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authorrubidium <rubidium@openttd.org>2010-06-30 21:38:51 +0000
committerrubidium <rubidium@openttd.org>2010-06-30 21:38:51 +0000
commit939145c50b3ad9613342bc1132bae0d0cbf63439 (patch)
tree3ae325198516bcfdc884049d0909782875e4f1e0 /src/openttd.cpp
parent827a97a5ce8248675ee770c1f349b0dc5a01844f (diff)
downloadopenttd-939145c50b3ad9613342bc1132bae0d0cbf63439.tar.xz
(svn r20039) -Fix [FS#3907]: instead of loading the intro game when loading a savegame fails on the dedicated server, generate a new game.
Generating a new game is the least bad solution: * loading the intro game: desyncs due to GM_MENU on the server and GM_NORMAL on the clients, NewGRFs not being loaded on the server but being loaded on the client; * creating an empty map: OpenTTD will go crazy due to missing towns. Also clients can't properly join because of the missing towns; * loading the last saved game: doesn't always exist and loading it might fail causing an infinite loop; * stopping being a server: breaks the dedicated server horribly; if you loaded the game via rcon you can't connect with it anymore as you can't join the server; * generating a new game: should always succeed, although people might think a scenario loaded fine because there are no companies and such.
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r--src/openttd.cpp17
1 files changed, 14 insertions, 3 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 0d37c2a8e..2fe662fb0 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -872,6 +872,18 @@ bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory
case SL_OK: return true;
case SL_REINIT:
+ if (_network_dedicated) {
+ /*
+ * We need to reinit a network map...
+ * We can't simply load the intro game here as that game has many
+ * special cases which make clients desync immediately. So we fall
+ * back to just generating a new game with the current settings.
+ */
+ DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
+ MakeNewGame(false, true);
+ return false;
+ }
+
switch (ogm) {
default:
case GM_MENU: LoadIntroGame(); break;
@@ -911,10 +923,10 @@ static void StartScenario()
ResetGRFConfig(true);
/* Load game */
- if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
- LoadIntroGame();
+ if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
+ return;
}
_settings_game.difficulty = _settings_newgame.difficulty;
@@ -996,7 +1008,6 @@ void SwitchToMode(SwitchMode new_mode)
ResetWindowSystem();
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
- LoadIntroGame();
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
} else {