diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/ai/ai_config.cpp | 4 | ||||
-rw-r--r-- | src/ai/ai_config.hpp | 4 | ||||
-rw-r--r-- | src/ai/ai_core.cpp | 15 |
3 files changed, 18 insertions, 5 deletions
diff --git a/src/ai/ai_config.cpp b/src/ai/ai_config.cpp index 8ec213cd8..a00cf4867 100644 --- a/src/ai/ai_config.cpp +++ b/src/ai/ai_config.cpp @@ -75,9 +75,9 @@ AIInfo *AIConfig::GetInfo() const return this->info; } -bool AIConfig::ResetInfo() +bool AIConfig::ResetInfo(bool force_exact_match) { - this->info = AI::FindInfo(this->name, -1, false); + this->info = AI::FindInfo(this->name, force_exact_match ? this->version : -1, force_exact_match); return this->info != NULL; } diff --git a/src/ai/ai_config.hpp b/src/ai/ai_config.hpp index ee6f8b416..3ed06d346 100644 --- a/src/ai/ai_config.hpp +++ b/src/ai/ai_config.hpp @@ -57,10 +57,12 @@ public: /** * When ever the AI Scanner is reloaded, all infos become invalid. This * function tells AIConfig about this. + * @param force_exact_match If true try to find the exact same version + * as specified. If false any version is ok. * @return \c true if the reset was successful, \c false if the AI was no longer * found. */ - bool ResetInfo(); + bool ResetInfo(bool force_exact_match); /** * Get the AIInfo linked to this AIConfig. diff --git a/src/ai/ai_core.cpp b/src/ai/ai_core.cpp index 1c7005b74..f92d511c2 100644 --- a/src/ai/ai_core.cpp +++ b/src/ai/ai_core.cpp @@ -170,13 +170,24 @@ * a random new AI on reload). */ for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) { - if (!_settings_game.ai_config[c]->ResetInfo()) { + if (!_settings_game.ai_config[c]->ResetInfo(true)) { DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName()); _settings_game.ai_config[c]->ChangeAI(NULL); + if (Company::IsValidAiID(c)) { + /* The code belonging to an already running AI was deleted. We can only do + * one thing here to keep everything sane and that is kill the AI. After + * killing the offending AI we start a random other one in it's place, just + * like what would happen if the AI was missing during loading. */ + AI::Stop(c); + AI::StartNew(c, false); + } + } else if (Company::IsValidAiID(c)) { + /* Update the reference in the Company struct. */ + Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo(); } } if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) { - if (!_settings_newgame.ai_config[c]->ResetInfo()) { + if (!_settings_newgame.ai_config[c]->ResetInfo(false)) { DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName()); _settings_newgame.ai_config[c]->ChangeAI(NULL); } |