(svn r16329) -Fix: possible desync when removing lots of towns in-game (not that we allow removing towns now, but better not have desync prone code lingering around)

This commit is contained in:
rubidium 2009-05-17 10:35:13 +00:00
parent 6b2f9e8c9e
commit f457cff73c
5 changed files with 10 additions and 30 deletions

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@ -68,14 +68,14 @@ static const SaveLoadGlobVarList _date_desc[] = {
SLE_CONDNULL(2, 0, 119),
SLEG_VAR(_random.state[0], SLE_UINT32),
SLEG_VAR(_random.state[1], SLE_UINT32),
SLEG_CONDVAR(_cur_town_ctr, SLE_FILE_U8 | SLE_VAR_U32, 0, 9),
SLEG_CONDVAR(_cur_town_ctr, SLE_UINT32, 10, SL_MAX_VERSION),
SLE_CONDNULL(1, 0, 9),
SLE_CONDNULL(4, 10, 119),
SLEG_VAR(_cur_company_tick_index, SLE_FILE_U8 | SLE_VAR_U32),
SLEG_CONDVAR(_next_competitor_start, SLE_FILE_U16 | SLE_VAR_U32, 0, 108),
SLEG_CONDVAR(_next_competitor_start, SLE_UINT32, 109, SL_MAX_VERSION),
SLEG_VAR(_trees_tick_ctr, SLE_UINT8),
SLEG_CONDVAR(_pause_mode, SLE_UINT8, 4, SL_MAX_VERSION),
SLEG_CONDVAR(_cur_town_iter, SLE_UINT32, 11, SL_MAX_VERSION),
SLE_CONDNULL(4, 10, 119),
SLEG_END()
};

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@ -1583,7 +1583,6 @@ static bool LoadTTDPatchExtraChunks(LoadgameState *ls, int num)
}
extern TileIndex _cur_tileloop_tile;
static uint32 _old_cur_town_ctr;
static const OldChunks main_chunk[] = {
OCL_ASSERT( OC_TTD, 0 ),
OCL_ASSERT( OC_TTO, 0 ),
@ -1618,7 +1617,7 @@ static const OldChunks main_chunk[] = {
OCL_ASSERT( OC_TTD, 0x4B26 ),
OCL_ASSERT( OC_TTO, 0x3A20 ),
OCL_VAR ( OC_UINT32, 1, &_old_cur_town_ctr ),
OCL_NULL( 4 ), ///< town counter, no longer in use
OCL_NULL( 2 ), ///< timer_counter, no longer in use
OCL_NULL( 2 ), ///< land_code, no longer in use
@ -1774,9 +1773,6 @@ bool LoadTTDMain(LoadgameState *ls)
/* Fix some general stuff */
_settings_game.game_creation.landscape = _settings_game.game_creation.landscape & 0xF;
/* Remap some pointers */
_cur_town_ctr = RemapTownIndex(_old_cur_town_ctr);
/* Fix the game to be compatible with OpenTTD */
FixOldTowns();
FixOldVehicles();
@ -1813,8 +1809,6 @@ bool LoadTTOMain(LoadgameState *ls)
_settings_game.game_creation.landscape = 0;
_trees_tick_ctr = 0xFF;
_cur_town_ctr = RemapTownIndex(_old_cur_town_ctr);
if (!FixTTOMapArray() || !FixTTOEngines()) {
DEBUG(oldloader, 0, "Conversion failed");
return false;

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@ -189,11 +189,6 @@ static void Load_TOWN()
_total_towns++;
}
/* This is to ensure all pointers are within the limits of
* the size of the TownPool */
if (_cur_town_ctr > GetMaxTownIndex())
_cur_town_ctr = 0;
}
extern const ChunkHandler _town_chunk_handlers[] = {

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@ -341,8 +341,6 @@ Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
extern Town *_cleared_town;
extern int _cleared_town_rating;
extern uint32 _cur_town_ctr;
extern uint32 _cur_town_iter;
void ResetHouses();

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@ -683,17 +683,12 @@ void OnTick_Town()
{
if (_game_mode == GM_EDITOR) return;
/* Make sure each town's tickhandler invocation frequency is about the
* same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
for (_cur_town_iter += GetMaxTownIndex() + 1;
_cur_town_iter >= TOWN_GROWTH_FREQUENCY;
_cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
uint32 i = _cur_town_ctr;
if (++_cur_town_ctr > GetMaxTownIndex())
_cur_town_ctr = 0;
if (Town::IsValidID(i)) TownTickHandler(Town::Get(i));
Town *t;
FOR_ALL_TOWNS(t) {
/* Run town tick at regular intervals, but not all at once. */
if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
TownTickHandler(t);
}
}
}
@ -2877,8 +2872,6 @@ void InitializeTowns()
s->cargo_type = CT_INVALID;
}
_cur_town_ctr = 0;
_cur_town_iter = 0;
_total_towns = 0;
}