Mercurial > hg > openttd
changeset 13617:7d3438d227a4 draft
(svn r18141) -Fix (r18051): one couldn't (easily) continue a game in single player that was 'not enough players'/'waiting on join'-paused
author | rubidium <rubidium@openttd.org> |
---|---|
date | Tue, 17 Nov 2009 14:06:28 +0000 |
parents | 74356f063275 |
children | 7bfaf85c544c |
files | src/openttd.h src/saveload/afterload.cpp |
diffstat | 2 files changed, 12 insertions(+), 0 deletions(-) [+] |
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--- a/src/openttd.h +++ b/src/openttd.h @@ -57,6 +57,9 @@ PM_PAUSED_JOIN = 1 << 2, ///< A game paused for 'pause_on_join' PM_PAUSED_ERROR = 1 << 3, ///< A game paused because a (critical) error PM_PAUSED_ACTIVE_CLIENTS = 1 << 4, ///< A game paused for 'min_active_clients' + + /* Pause mode bits when paused for network reasons */ + PMB_PAUSED_NETWORK = PM_PAUSED_ACTIVE_CLIENTS | PM_PAUSED_JOIN, }; DECLARE_ENUM_AS_BIT_SET(PauseMode); typedef SimpleTinyEnumT<PauseMode, byte> PauseModeByte;
--- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -411,6 +411,15 @@ /* Restore the signals */ ResetSignalHandlers(); return false; + } else if (!_networking || _network_server) { + /* If we are in single player, i.e. not networking, and loading the + * savegame or we are loading the savegame as network server we do + * not want to be bothered by being paused because of the automatic + * reason of a network server, e.g. joining clients or too few + * active clients. Note that resetting these values for a network + * client are very bad because then the client is going to execute + * the game loop when the server is not, i.e. it desyncs. */ + _pause_mode &= ~PMB_PAUSED_NETWORK; } /* in very old versions, size of train stations was stored differently */