Age | Commit message (Collapse) | Author |
|
|
|
|
|
leak, causing valgrind warnings
|
|
|
|
some headers
|
|
|
|
caused the introgame to be the server's game causing desyncs when people tried to join
|
|
|
|
|
|
|
|
function and two company globals.
|
|
|
|
|
|
missed :)
|
|
variables and move them to a more logical location
|
|
|
|
VARDEF and put them in a more logical location
|
|
debug is turned on)
|
|
|
|
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.
|
|
|
|
|
|
|
|
before CleanupGeneration() to avoid conflicts with concurrent GUI code.
|
|
sync during GUI operation.
|
|
DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
|
|
of _current_company to ensure proper restoration.
|
|
|
|
don't store just reset values in the savegame but the data from the previous tick
|
|
is overridden and (after a while) there is no company 0 on new year anymore
|
|
they're increadibly useless (or hard to load correctly) in that case
|
|
unify the formatting
|
|
crashes; the max curve speed depends on the 'angle' between wagons and with wagons spinning around randomly without updating the max curve speed cache that leads to "seeing" a difference. As the caches aren't useful for crashed vehicles anymore, just ignore those vehicles
|
|
cache = v->cache doesn't necessarily write all sizeof(Cache) bytes
|
|
airports if a newgrf can't be found
|
|
|
|
function. Also make the drive through and cargo list checks only run when 'desync' debugging is enabled.
|
|
instead of new/delete at the start/end of the game
-Codechange: store the fta in AirportSpec
|
|
was used instead of the stored airport size
-Fix (r19319): detecting if a plane was landed at an airport failed
-Fix: reset the airporttile mapping when restarting a game
|
|
|
|
|
|
user where to download a proper sound setd
|
|
AI+Squirrel
|
|
|
|
|
|
and typedefs
|
|
|
|
if a header require a header make it include that header
|
|
|
|
|