Fix assert failure in DoStartupNewCompany when called from AfterLoadGame

pull/211/head
Jonathan G Rennison 3 years ago
parent e8d811d472
commit 5721790c5d

@ -545,14 +545,16 @@ void ResetCompanyLivery(Company *c)
/**
* Create a new company and sets all company variables default values
*
* @param is_ai is an AI company?
* @param flags oepration flags
* @param company CompanyID to use for the new company
* @return the company struct
*/
Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY)
Company *DoStartupNewCompany(DoStartupNewCompanyFlag flags, CompanyID company)
{
if (!Company::CanAllocateItem()) return nullptr;
const bool is_ai = (flags & DSNC_AI);
/* we have to generate colour before this company is valid */
Colours colour = GenerateCompanyColour();
@ -595,7 +597,7 @@ Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY)
AI::BroadcastNewEvent(new ScriptEventCompanyNew(c->index), c->index);
Game::NewEvent(new ScriptEventCompanyNew(c->index));
if (!is_ai) UpdateAllTownVirtCoords();
if (!is_ai && !(flags & DSNC_DURING_LOAD)) UpdateAllTownVirtCoords();
return c;
}
@ -849,7 +851,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
/* Delete multiplayer progress bar */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
Company *c = DoStartupNewCompany(false);
Company *c = DoStartupNewCompany(DSNC_NONE);
/* A new company could not be created, revert to being a spectator */
if (c == nullptr) {
@ -884,7 +886,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
if (!(flags & DC_EXEC)) return CommandCost();
if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR;
Company *c = DoStartupNewCompany(true, company_id);
Company *c = DoStartupNewCompany(DSNC_AI, company_id);
if (c != nullptr) {
NetworkServerNewCompany(c, nullptr);
DEBUG(desync, 1, "new_company_ai: date{%08x; %02x; %02x}, company_id: %u", _date, _date_fract, _tick_skip_counter, c->index);

@ -60,4 +60,16 @@ int CompanyServiceInterval(const Company *c, VehicleType type);
CompanyID GetDefaultLocalCompany();
/**
* List of flags for DoStartupNewCompany.
*/
enum DoStartupNewCompanyFlag {
DSNC_NONE = 0x000, ///< no flag is set
DSNC_AI = 0x001, ///< start an AI company
DSNC_DURING_LOAD = 0x002, ///< the save is currently being loaded, do not perform operations which require that loading has completed
};
DECLARE_ENUM_AS_BIT_SET(DoStartupNewCompanyFlag)
Company *DoStartupNewCompany(DoStartupNewCompanyFlag flags, CompanyID company = INVALID_COMPANY);
#endif /* COMPANY_FUNC_H */

@ -94,7 +94,6 @@ void ResetMusic();
void CallWindowGameTickEvent();
bool HandleBootstrap();
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void ShowOSErrorBox(const char *buf, bool system);
extern char *_config_file;
@ -1041,7 +1040,7 @@ static void MakeNewGameDone()
}
/* Create a single company */
DoStartupNewCompany(false);
DoStartupNewCompany(DSNC_NONE);
Company *c = Company::Get(COMPANY_FIRST);
c->settings = _settings_client.company;

@ -64,6 +64,7 @@
#include "../water.h"
#include "../settings_func.h"
#include "../animated_tile.h"
#include "../company_func.h"
#include "saveload_internal.h"
@ -73,8 +74,6 @@
#include "../safeguards.h"
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
/**
* Makes a tile canal or water depending on the surroundings.
*
@ -972,7 +971,7 @@ bool AfterLoadGame()
* 1 exception: network-games. Those can have 0 companies
* But this exception is not true for non-dedicated network servers! */
if (!Company::IsValidID(GetDefaultLocalCompany()) && (!_networking || (_networking && _network_server && !_network_dedicated))) {
Company *c = DoStartupNewCompany(false);
Company *c = DoStartupNewCompany(DSNC_DURING_LOAD);
c->settings = _settings_client.company;
}

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