(svn r2343) - Fix (regression): dedicated server caused desyncs with its commands, because the player sent over the network is OWNER_SPECTATOR as well, which on clients cannot execute anything. So *hack*hack* it into temporarily player 0.

pull/155/head
Darkvater 19 years ago
parent 6dbc015291
commit 0f7b2b673d

@ -476,10 +476,16 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
}
#ifdef ENABLE_NETWORK
// If we are in network, and the command is not from the network
// send it to the command-queue and abort execution
/** If we are in network, and the command is not from the network
* send it to the command-queue and abort execution
* If we are a dedicated server temporarily switch local player, otherwise
* the other parties won't be able to execute our command and will desync.
* @todo Rewrite dedicated server to something more than a dirty hack!
*/
if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
if (_network_dedicated) _local_player = 0;
NetworkSend_Command(tile, p1, p2, cmd, callback);
if (_network_dedicated) _local_player = OWNER_SPECTATOR;
_docommand_recursive = 0;
_cmd_text = NULL;
return true;

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