Mercurial > hg > openttd
changeset 17230:2933d0e4edcb draft
(svn r21970) -Fix [FS#4464]: Crash when a multiplayer company goes bankrupt with 'you' in it
author | rubidium <rubidium@openttd.org> |
---|---|
date | Sat, 05 Feb 2011 10:38:31 +0000 |
parents | 7b48e75bd53c |
children | c542d58008e3 |
files | src/economy.cpp |
diffstat | 1 files changed, 14 insertions(+), 3 deletions(-) [+] |
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--- a/src/economy.cpp +++ b/src/economy.cpp @@ -285,13 +285,16 @@ /* use INVALID_OWNER as new_owner to delete the company. */ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner) { + /* We need to set _current_company to old_owner before we try to move + * the client. This is needed as it needs to know whether "you" really + * are the current local company. */ + Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE); #ifdef ENABLE_NETWORK /* In all cases, make spectators of clients connected to that company */ if (_networking) NetworkClientsToSpectators(old_owner); #endif /* ENABLE_NETWORK */ Town *t; - Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE); assert(old_owner != new_owner); @@ -520,8 +523,16 @@ break; } - /* Actually remove the company. */ - DoCommand(0, 2 | (c->index << 16), 0, DC_EXEC, CMD_COMPANY_CTRL); + /* Actually remove the company, but not when we're a network client. + * In case of network clients we will be getting a command from the + * server. It is done in this way as we are called from the + * StateGameLoop which can't change the current company, and thus + * updating the local company triggers an assert later on. In the + * case of a network game the command will be processed at a time + * that changing the current company is okay. In case of single + * player we are sure (the above check) that we are not the local + * company and thus we won't be moved. */ + if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL); break; } }