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Fix: placing random trees in SE crashes the game #8892

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merged 1 commit into from Mar 25, 2021

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TrueBrain
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Motivation / Problem

Go to SE, try to place random trees. KABOOM.

Description

This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.

With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.

Limitations

Checklist for review

Some things are not automated, and forgotten often. This list is a reminder for the reviewers.

  • The bug fix is important enough to be backported? (label: 'backport requested')
  • This PR affects the save game format? (label 'savegame upgrade')
  • This PR affects the GS/AI API? (label 'needs review: Script API')
    • ai_changelog.hpp, gs_changelog.hpp need updating.
    • The compatibility wrappers (compat_*.nut) need updating.
  • This PR affects the NewGRF API? (label 'needs review: NewGRF')

@LordAro LordAro added the backport requested This PR should be backport to current release (RC / stable) label Mar 25, 2021
LordAro
LordAro previously approved these changes Mar 25, 2021
This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.

With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.
@TrueBrain TrueBrain merged commit 751434e into OpenTTD:master Mar 25, 2021
@TrueBrain TrueBrain deleted the fix-the-trees branch March 25, 2021 10:57
2TallTyler pushed a commit to 2TallTyler/OpenTTD that referenced this pull request Mar 29, 2021
This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.

With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.
TrueBrain added a commit to TrueBrain/OpenTTD that referenced this pull request Mar 30, 2021
This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.

With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.
TrueBrain added a commit that referenced this pull request Apr 1, 2021
This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.

With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.
@TrueBrain TrueBrain added backported This PR is backported to a current release (RC / stable) and removed backport requested This PR should be backport to current release (RC / stable) labels Apr 1, 2021
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2 participants