diff --git a/src/network/network_command.cpp b/src/network/network_command.cpp index 111ee7e3f6..725b034d08 100644 --- a/src/network/network_command.cpp +++ b/src/network/network_command.cpp @@ -129,6 +129,24 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c); } +/** + * Sync our local command queue to the command queue of the given + * socket. This is needed for the case where we receive a command + * before saving the game for a joining client, but without the + * execution of those commands. Not syncing those commands means + * that the client will never get them and as such will be in a + * desynced state from the time it started with joining. + * @param cs The client to sync the queue to. + */ +void NetworkSyncCommandQueue(NetworkClientSocket *cs) +{ + for (CommandPacket *p = _local_command_queue; p != NULL; p = p->next) { + CommandPacket c = *p; + c.callback = 0; + NetworkAddCommandQueue(c, cs); + } +} + /** * Execute all commands on the local command queue that ought to be executed this frame. */ diff --git a/src/network/network_internal.h b/src/network/network_internal.h index ef1030a9ea..3131cc10e4 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -163,6 +163,7 @@ struct CommandPacket : CommandContainer { void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL); void NetworkExecuteLocalCommandQueue(); void NetworkFreeLocalCommandQueue(); +void NetworkSyncCommandQueue(NetworkClientSocket *cs); /* from network.c */ NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status); diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index a3cd539540..f4db459cb7 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -353,6 +353,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) sent_packets = 4; // We start with trying 4 packets + NetworkSyncCommandQueue(cs); cs->status = STATUS_MAP; /* Mark the start of download */ cs->last_frame = _frame_counter;