- MP: Put the interrupt fix code in a define "INTERRUPT_MP_DEADLOCK_FIX

o It seems the fix does not work 100% and if the fix code is enabled the ALT + E feature does not work correctly (for now, disabled the fix)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6036 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-04-29 19:45:32 +00:00
parent cdc3abc694
commit 4456539663
3 changed files with 150 additions and 59 deletions
+28 -9
View File
@@ -1176,8 +1176,14 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
#ifdef BETAVERSION
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)//(nbTeam > 0) && (nbTeam <6 ) && is_server) //the AI had interrupted someone //experiment with 0 as with doneaddindtointlist func
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();
@@ -1196,11 +1202,16 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
StartInterrupt();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam]);
}
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn//else// pure client awarding interrupt resume //its our turn
#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
{
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.
@@ -1208,7 +1219,6 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
send_interrupt( npSoldier ); //
}
}
}
else
{
@@ -2272,11 +2282,16 @@ 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)//((nbTeam > 0) && (nbTeam <6 ) && is_server) //the AI has interrupted someone//made this 0 as interrupt should only be calculated by person whos turn it is
{
if (0) //the AI has interrupted someone//made this 0 as interrupt should only be calculated by person whos turn it is
#else
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]);
// Only display the top message if we (the server) got interrupted
if (pSoldier->bTeam == 0)
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
@@ -2300,7 +2315,11 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
// INTERRUPT is calculated on the pure client or server
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn
{
//ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
#ifdef INTERRUPT_MP_DEADLOCK_FIX
// Do nothing
#else
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
#endif
send_interrupt( npSoldier );