Merged from revision: 7565

Multiplayer Bugfix: Fixed endless clock on enemy interrupt on the server, by reverting the non working interrupt fix which was introduced in revision 5623
- INFO: The endless clock on the client still occurs on certain enemy interrupts, but this can be fixed by pressing ALT + E on the server and giving the turn back to the client.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7566 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-10-14 18:22:18 +00:00
parent 20e3b6cf94
commit 00999d673a
3 changed files with 59 additions and 151 deletions
+1 -69
View File
@@ -1947,74 +1947,6 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
}
// WANNE - MP: Here we have to add AddTopMessage() on the clients
#ifdef INTERRUPT_MP_DEADLOCK_FIX
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam == netbTeam || (is_server && INT->bTeam == 1))//its for us or we are server and its for AI which we control
{
if(INT->bTeam == netbTeam){//for me
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}else{//for ai
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"starting ai" );
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
//AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
//start interrupt turn //real interrupt code
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
else//its not for us, make faux interrupt look while it happens
{
//this following section starts the interrupt, either with faux interrupt look, or real interrupt code, or nothing if already there
//if( INT->bTeam != 0)//not for our team - hayden
//{
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
pMerc->HaultSoldierFromSighting(TRUE);
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
gTacticalStatus.fInterruptOccurred = TRUE;
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
//this needed to add details of who's interrupt it is - hayden
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt with %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
}
}
#else
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
@@ -2054,6 +1986,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
gTacticalStatus.fInterruptOccurred = TRUE;
//this needed to add details of who's interrupt it is - hayden
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt with %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
}
else
@@ -2074,7 +2007,6 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
}
}
#endif
void intAI (SOLDIERTYPE *pSoldier )
{
-4
View File
@@ -148,10 +148,6 @@ extern char cServerName[30];
//OJW - 20081224
#define MAX_CONNECT_RETRIES 5
// WANNE: After some MP-Tests: It seems there are still problems with enemy interupt and if this define is enabled the ALT + E (give turn to client) does not work either. So I disabled this define for now ...
// WANNE: If this define is enabled, it hopefully fixes the "enemy AI got stuck on pure client interrupt". (this "fix" was added in revision 5623)
//#define INTERRUPT_MP_DEADLOCK_FIX
// WANNE: This features seems to work without any errors, so it is enabled :)
#define ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
+13 -33
View File
@@ -1179,21 +1179,14 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"unchecked interrupt call area:(resume interrupted interrupt)...");
#endif
#ifdef INTERRUPT_MP_DEADLOCK_FIX
// INTERRUPT is calculated on the server who controls AI
if (0) //the AI had interrupted someone //experiment with 0 as with doneaddindtointlist func
#else
if ((nbTeam > 0) && (nbTeam <6 ) && is_server) // AI interrupt resume and im server
#endif
{
send_interrupt( npSoldier );
StartInterrupt();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s and AI", TeamNameStrings[npSoldier->bTeam]);//tried to use pSoldier, but its not available. find another way to get correct team
}
// INTERRUPT is calculated on the server who controls AI
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)//its AI's turn (it got interrupted)
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// resume AI interrupted and im server
{
//hayden
send_interrupt( npSoldier );
@@ -1204,16 +1197,11 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
StartInterrupt();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam]);
}
#ifdef INTERRUPT_MP_DEADLOCK_FIX
//its our turn//else// pure client awarding interrupt resume //its our turn
else if(gTacticalStatus.ubCurrentTeam == 0)
#else
// pure client awarding interrupt resume
else
#endif
}
else// pure client awarding interrupt resume //suspect it needs to be: else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s", TeamNameStrings[npSoldier->bTeam]);//this can be simplified if above comment is implemented
//ClearIntList();
//hayden//may need more work.
@@ -2283,15 +2271,10 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
//npSoldier is interruptor
//hayden
#ifdef INTERRUPT_MP_DEADLOCK_FIX
// INTERRUPT is calculated on the server who controls AI
if (0) //the AI has interrupted someone//made this 0 as interrupt should only be calculated by person whos turn it is
#else
// INTERRUPT is calculated on the server
if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is for AI and are server
#endif
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt calculated between %s and AI", TeamNameStrings[pSoldier->bTeam]);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s is interrupt by AI", TeamNameStrings[pSoldier->bTeam]);
// Only display the top message if we (the server) got interrupted
if (pSoldier->bTeam == 0)
@@ -2301,8 +2284,8 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
StartInterrupt();
}
// INTERRUPT is calculated on the server who controls AI
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)//the AI has been interrupted
// INTERRUPT is calculated on the server
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai and are server
{
//hayden
send_interrupt( npSoldier ); //
@@ -2311,20 +2294,17 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
else
StartInterrupt();//
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt calculated with AI and %s", TeamNameStrings[npSoldier->bTeam]);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted by %s", TeamNameStrings[npSoldier->bTeam]);
}
// INTERRUPT is calculated on the pure client or server
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn
// INTERRUPT is calculated on the pure client
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{
#ifdef INTERRUPT_MP_DEADLOCK_FIX
// Do nothing
#else
if (cGameType == MP_TYPE_COOP)
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
#endif
send_interrupt( npSoldier );
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
@@ -2335,7 +2315,7 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt calculated against You by %s", TeamNameStrings[npSoldier->bTeam]);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"You have interrupted %s", TeamNameStrings[npSoldier->bTeam]);
}
else
{