Age | Commit message (Collapse) | Author |
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leak, causing valgrind warnings
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some headers
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caused the introgame to be the server's game causing desyncs when people tried to join
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function and two company globals.
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missed :)
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variables and move them to a more logical location
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VARDEF and put them in a more logical location
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debug is turned on)
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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.
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before CleanupGeneration() to avoid conflicts with concurrent GUI code.
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sync during GUI operation.
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DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
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of _current_company to ensure proper restoration.
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don't store just reset values in the savegame but the data from the previous tick
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is overridden and (after a while) there is no company 0 on new year anymore
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they're increadibly useless (or hard to load correctly) in that case
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unify the formatting
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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
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cache = v->cache doesn't necessarily write all sizeof(Cache) bytes
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airports if a newgrf can't be found
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function. Also make the drive through and cargo list checks only run when 'desync' debugging is enabled.
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instead of new/delete at the start/end of the game
-Codechange: store the fta in AirportSpec
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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
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user where to download a proper sound setd
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AI+Squirrel
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and typedefs
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if a header require a header make it include that header
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savegame as scenario
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do it at the moment it's requested.
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