Files @ r16658:c5444a43aa65
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Location: cpp/openttd-patchpack/source/src/network/network_command.cpp - annotation

rubidium
(svn r21399) -Change/Feature/Fix [FS#4284]: perform the compression of savegames to send to the client asynchroniously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression). This should also fix the lag message people get when the savegame compression takes more than a few seconds.
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/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file network_command.cpp Command handling over network connections. */

#ifdef ENABLE_NETWORK

#include "../stdafx.h"
#include "../debug.h"
#include "network_client.h"
#include "network_server.h"
#include "network.h"
#include "../command_func.h"
#include "../company_func.h"
#include "../settings_type.h"

/** Table with all the callbacks we'll use for conversion*/
static CommandCallback * const _callback_table[] = {
	/* 0x00 */ NULL,
	/* 0x01 */ CcBuildPrimaryVehicle,
	/* 0x02 */ CcBuildAirport,
	/* 0x03 */ CcBuildBridge,
	/* 0x04 */ CcBuildCanal,
	/* 0x05 */ CcBuildDocks,
	/* 0x06 */ CcFoundTown,
	/* 0x07 */ CcBuildRoadTunnel,
	/* 0x08 */ CcBuildRailTunnel,
	/* 0x09 */ CcBuildWagon,
	/* 0x0A */ CcRoadDepot,
	/* 0x0B */ CcRailDepot,
	/* 0x0C */ CcPlaceSign,
	/* 0x0D */ CcPlaySound10,
	/* 0x0E */ CcPlaySound1D,
	/* 0x0F */ CcPlaySound1E,
	/* 0x10 */ CcStation,
	/* 0x11 */ CcTerraform,
#ifdef ENABLE_AI
	/* 0x12 */ CcAI,
#else
	/* 0x12 */ NULL,
#endif /* ENABLE_AI */
	/* 0x13 */ CcCloneVehicle,
	/* 0x14 */ CcGiveMoney,
	/* 0x15 */ CcCreateGroup,
	/* 0x16 */ CcFoundRandomTown,
	/* 0x17 */ CcRoadStop,
	/* 0x18 */ CcBuildIndustry,
	/* 0x19 */ CcStartStopVehicle,
};

/**
 * Append a CommandPacket at the end of the queue.
 * @param p The packet to append to the queue.
 * @note A new instance of the CommandPacket will be made.
 */
void CommandQueue::Append(CommandPacket *p)
{
	CommandPacket *add = MallocT<CommandPacket>(1);
	*add = *p;
	add->next = NULL;
	if (this->first == NULL) {
		this->first = add;
	} else {
		this->last->next = add;
	}
	this->last = add;
	this->count++;
}

/**
 * Return the first item in the queue and remove it from the queue.
 * @return the first item in the queue.
 */
CommandPacket *CommandQueue::Pop()
{
	CommandPacket *ret = this->first;
	if (ret != NULL) {
		this->first = this->first->next;
		this->count--;
	}
	return ret;
}

/**
 * Return the first item in the queue, but don't remove it.
 * @return the first item in the queue.
 */
CommandPacket *CommandQueue::Peek()
{
	return this->first;
}

/** Free everything that is in the queue. */
void CommandQueue::Free()
{
	CommandPacket *cp;
	while ((cp = this->Pop()) != NULL) {
		free(cp);
	}
	assert(this->count == 0);
}

/** Local queue of packets waiting for handling. */
static CommandQueue _local_wait_queue;
/** Local queue of packets waiting for execution. */
static CommandQueue _local_execution_queue;

/**
 * Prepare a DoCommand to be send over the network
 * @param tile The tile to perform a command on (see #CommandProc)
 * @param p1 Additional data for the command (see #CommandProc)
 * @param p2 Additional data for the command (see #CommandProc)
 * @param cmd The command to execute (a CMD_* value)
 * @param callback A callback function to call after the command is finished
 * @param text The text to pass
 * @param company The company that wants to send the command
 */
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
{
	assert((cmd & CMD_FLAGS_MASK) == 0);

	CommandPacket c;
	c.company  = company;
	c.tile     = tile;
	c.p1       = p1;
	c.p2       = p2;
	c.cmd      = cmd;
	c.callback = callback;

	strecpy(c.text, (text != NULL) ? text : "", lastof(c.text));

	if (_network_server) {
		/* If we are the server, we queue the command in our 'special' queue.
		 *   In theory, we could execute the command right away, but then the
		 *   client on the server can do everything 1 tick faster than others.
		 *   So to keep the game fair, we delay the command with 1 tick
		 *   which gives about the same speed as most clients.
		 */
		c.frame = _frame_counter_max + 1;
		c.my_cmd = true;

		_local_wait_queue.Append(&c);
		return;
	}

	c.frame = 0; // The client can't tell which frame, so just make it 0

	/* Clients send their command to the server and forget all about the packet */
	MyClient::SendCommand(&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_execution_queue.Peek(); p != NULL; p = p->next) {
		CommandPacket c = *p;
		c.callback = 0;
		cs->outgoing_queue.Append(&c);
	}
}

/**
 * Execute all commands on the local command queue that ought to be executed this frame.
 */
void NetworkExecuteLocalCommandQueue()
{
	assert(IsLocalCompany());

	CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);

	CommandPacket *cp;
	while ((cp = queue.Peek()) != NULL) {
		/* The queue is always in order, which means
		 * that the first element will be executed first. */
		if (_frame_counter < cp->frame) break;

		if (_frame_counter > cp->frame) {
			/* If we reach here, it means for whatever reason, we've already executed
			 * past the command we need to execute. */
			error("[net] Trying to execute a packet in the past!");
		}

		/* We can execute this command */
		_current_company = cp->company;
		cp->cmd |= CMD_NETWORK_COMMAND;
		DoCommandP(cp, cp->my_cmd);

		queue.Pop();
		free(cp);
	}

	/* Local company may have changed, so we should not restore the old value */
	_current_company = _local_company;
}

/**
 * Free the local command queue.
 */
void NetworkFreeLocalCommandQueue()
{
	_local_execution_queue.Free();
}

/**
 * "Send" a particular CommandPacket to all clients.
 * @param cp    The command that has to be distributed.
 * @param owner The client that owns the command,
 */
static void DistributeCommandPacket(CommandPacket cp, const NetworkClientSocket *owner)
{
	CommandCallback *callback = cp.callback;
	cp.frame = _frame_counter_max + 1;

	NetworkClientSocket *cs;
	FOR_ALL_CLIENT_SOCKETS(cs) {
		if (cs->status >= NetworkClientSocket::STATUS_MAP) {
			/* Callbacks are only send back to the client who sent them in the
			 *  first place. This filters that out. */
			cp.callback = (cs != owner) ? NULL : callback;
			cp.my_cmd = (cs == owner);
			cs->outgoing_queue.Append(&cp);
		}
	}

	cp.callback = (cs != owner) ? NULL : callback;
	cp.my_cmd = (cs == owner);
	_local_execution_queue.Append(&cp);
}

/**
 * "Send" a particular CommandQueue to all clients.
 * @param queue The queue of commands that has to be distributed.
 * @param owner The client that owns the commands,
 */
static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
{
	int to_go = _settings_client.network.commands_per_frame;

	CommandPacket *cp;
	while (--to_go >= 0 && (cp = queue->Pop()) != NULL) {
		DistributeCommandPacket(*cp, owner);
		free(cp);
	}
}

void NetworkDistributeCommands()
{
	/* First send the server's commands. */
	DistributeQueue(&_local_wait_queue, NULL);

	/* Then send the queues of the others. */
	NetworkClientSocket *cs;
	FOR_ALL_CLIENT_SOCKETS(cs) {
		DistributeQueue(&cs->incoming_queue, cs);
	}
}

/**
 * Receives a command from the network.
 * @param p the packet to read from.
 * @param cp the struct to write the data to.
 * @return an error message. When NULL there has been no error.
 */
const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
{
	cp->company = (CompanyID)p->Recv_uint8();
	cp->cmd     = p->Recv_uint32();
	cp->p1      = p->Recv_uint32();
	cp->p2      = p->Recv_uint32();
	cp->tile    = p->Recv_uint32();
	p->Recv_string(cp->text, lengthof(cp->text));

	byte callback = p->Recv_uint8();

	if (!IsValidCommand(cp->cmd))               return "invalid command";
	if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
	if ((cp->cmd & CMD_FLAGS_MASK) != 0)        return "invalid command flag";
	if (callback > lengthof(_callback_table))   return "invalid callback";

	cp->callback = _callback_table[callback];
	return NULL;
}

/**
 * Sends a command over the network.
 * @param p the packet to send it in.
 * @param cp the packet to actually send.
 */
void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
{
	p->Send_uint8 (cp->company);
	p->Send_uint32(cp->cmd);
	p->Send_uint32(cp->p1);
	p->Send_uint32(cp->p2);
	p->Send_uint32(cp->tile);
	p->Send_string(cp->text);

	byte callback = 0;
	while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
		callback++;
	}

	if (callback == lengthof(_callback_table)) {
		DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
		callback = 0; // _callback_table[0] == NULL
	}
	p->Send_uint8 (callback);
}

#endif /* ENABLE_NETWORK */