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author | rubidium <rubidium@openttd.org> | 2010-06-30 21:38:51 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-06-30 21:38:51 +0000 |
commit | 939145c50b3ad9613342bc1132bae0d0cbf63439 (patch) | |
tree | 3ae325198516bcfdc884049d0909782875e4f1e0 /src/sprite.cpp | |
parent | 827a97a5ce8248675ee770c1f349b0dc5a01844f (diff) | |
download | openttd-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/sprite.cpp')
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