diff options
-rw-r--r-- | src/company_cmd.cpp | 34 | ||||
-rw-r--r-- | src/network/network_internal.h | 4 |
2 files changed, 32 insertions, 6 deletions
diff --git a/src/company_cmd.cpp b/src/company_cmd.cpp index a95bc9fbc..2850ad912 100644 --- a/src/company_cmd.cpp +++ b/src/company_cmd.cpp @@ -810,7 +810,13 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 /* Has the network client a correct ClientIndex? */ if (!(flags & DC_EXEC)) return CommandCost(); NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); +#ifndef DEBUG_DUMP_COMMANDS + /* When replaying the client ID is not a valid client; there + * are actually no clients at all. However, the company has to + * be created, otherwise we cannot rerun the game properly. + * So only allow a NULL client info in that case. */ if (ci == NULL) return CommandCost(); +#endif /* NOT DEBUG_DUMP_COMMANDS */ /* Delete multiplayer progress bar */ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); @@ -842,13 +848,17 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 } if (_network_server) { - ci->client_playas = c->index; - NetworkUpdateClientInfo(ci->client_id); + if (ci != NULL) { + /* ci is only NULL when replaying. + * When replaying no client is actually in need of an update. */ + ci->client_playas = c->index; + NetworkUpdateClientInfo(ci->client_id); + } - if (Company::IsValidID(ci->client_playas)) { + if (Company::IsValidID(c->index)) { _network_company_states[c->index].months_empty = 0; _network_company_states[c->index].password[0] = '\0'; - NetworkServerUpdateCompanyPassworded(ci->client_playas, false); + NetworkServerUpdateCompanyPassworded(c->index, false); /* XXX - When a client joins, we automatically set its name to the * client's name (for some reason). As it stands now only the server @@ -861,12 +871,24 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 * TODO: Perhaps this could be improved by when the client is ready * with joining to let it send itself the command, and not the server? * For example in network_client.c:534? */ - NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, ci->client_playas); + if (ci != NULL) { + /* ci is only NULL when replaying. + * When replaying, the command to rename the president will + * automatically be ran, so this is not even needed to get + * the exact same state. */ + NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, c->index); + } } /* Announce new company on network. */ NetworkAdminCompanyInfo(c, true); - NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, ci->client_playas + 1); + + if (ci != NULL) { + /* ci is only NULL when replaying. + * When replaying, the message that someone started a new company + * is not interesting at all. */ + NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1); + } } #endif /* ENABLE_NETWORK */ break; diff --git a/src/network/network_internal.h b/src/network/network_internal.h index ccbb23b74..18d21c152 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -43,6 +43,10 @@ * Used to load the desync debug logs, i.e. for reproducing a desync. * There's basically no need to ever enable this, unless you really know what * you are doing, i.e. debugging a desync. + * + * NOTE: Define DEBUG_DUMP_COMMANDS in network.h or globally, else it does not + * have enough effects. For example CmdCompanyCtrl needs it to be able + * to create companies when there are not clients on this server. */ #ifdef DEBUG_DUMP_COMMANDS extern bool _ddc_fastforward; |