(svn r20039) -Fix [FS#3907]: instead of loading the intro game when loading 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.
pull/155/head
rubidium 14 years ago
parent 188f5f8e4d
commit d8716dfa8a

@ -872,6 +872,18 @@ bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory
case SL_OK: return true;
case SL_REINIT:
if (_network_dedicated) {
/*
* We need to reinit a network map...
* We can't simply load the intro game here as that game has many
* special cases which make clients desync immediately. So we fall
* back to just generating a new game with the current settings.
*/
DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
MakeNewGame(false, true);
return false;
}
switch (ogm) {
default:
case GM_MENU: LoadIntroGame(); break;
@ -911,10 +923,10 @@ static void StartScenario()
ResetGRFConfig(true);
/* Load game */
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
LoadIntroGame();
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
return;
}
_settings_game.difficulty = _settings_newgame.difficulty;
@ -996,7 +1008,6 @@ void SwitchToMode(SwitchMode new_mode)
ResetWindowSystem();
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
LoadIntroGame();
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
} else {

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