Files @ r23482:de566f8c088d
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/network_command.cpp - annotation

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
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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 "network_admin.h"
#include "network_client.h"
#include "network_server.h"
#include "../command_func.h"
#include "../company_func.h"
#include "../settings_type.h"

#include "../safeguards.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 */ CcPlaySound_SPLAT_WATER,
	/* 0x05 */ CcBuildDocks,
	/* 0x06 */ CcFoundTown,
	/* 0x07 */ CcBuildRoadTunnel,
	/* 0x08 */ CcBuildRailTunnel,
	/* 0x09 */ CcBuildWagon,
	/* 0x0A */ CcRoadDepot,
	/* 0x0B */ CcRailDepot,
	/* 0x0C */ CcPlaceSign,
	/* 0x0D */ CcPlaySound_EXPLOSION,
	/* 0x0E */ CcPlaySound_SPLAT_OTHER,
	/* 0x0F */ CcPlaySound_SPLAT_RAIL,
	/* 0x10 */ CcStation,
	/* 0x11 */ CcTerraform,
	/* 0x12 */ CcAI,
	/* 0x13 */ CcCloneVehicle,
	/* 0x14 */ CcGiveMoney,
	/* 0x15 */ CcCreateGroup,
	/* 0x16 */ CcFoundRandomTown,
	/* 0x17 */ CcRoadStop,
	/* 0x18 */ CcBuildIndustry,
	/* 0x19 */ CcStartStopVehicle,
	/* 0x1A */ CcGame,
	/* 0x1B */ CcAddVehicleNewGroup,
};

/**
 * 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.
 * @param ignore_paused Whether to ignore commands that may not be executed while paused.
 * @return the first item in the queue.
 */
CommandPacket *CommandQueue::Pop(bool ignore_paused)
{
	CommandPacket **prev = &this->first;
	CommandPacket *ret = this->first;
	CommandPacket *prev_item = NULL;
	if (ignore_paused && _pause_mode != PM_UNPAUSED) {
		while (ret != NULL && !IsCommandAllowedWhilePaused(ret->cmd)) {
			prev_item = ret;
			prev = &ret->next;
			ret = ret->next;
		}
	}
	if (ret != NULL) {
		if (ret == this->last) this->last = prev_item;
		*prev = ret->next;
		this->count--;
	}
	return ret;
}

/**
 * Return the first item in the queue, but don't remove it.
 * @param ignore_paused Whether to ignore commands that may not be executed while paused.
 * @return the first item in the queue.
 */
CommandPacket *CommandQueue::Peek(bool ignore_paused)
{
	if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;

	for (CommandPacket *p = this->first; p != NULL; p = p->next) {
		if (IsCommandAllowedWhilePaused(p->cmd)) return p;
	}
	return NULL;
}

/** 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 queues.
 */
void NetworkFreeLocalCommandQueue()
{
	_local_wait_queue.Free();
	_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)
{
#ifdef DEBUG_DUMP_COMMANDS
	/* When replaying we do not want this limitation. */
	int to_go = UINT16_MAX;
#else
	int to_go = _settings_client.network.commands_per_frame;
#endif

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

/** Distribute the commands of ourself and the clients. */
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();
	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";

	cp->p1      = p->Recv_uint32();
	cp->p2      = p->Recv_uint32();
	cp->tile    = p->Recv_uint32();
	p->Recv_string(cp->text, lengthof(cp->text), (!_network_server && GetCommandFlags(cp->cmd) & CMD_STR_CTRL) != 0 ? SVS_ALLOW_CONTROL_CODE | SVS_REPLACE_WITH_QUESTION_MARK : SVS_REPLACE_WITH_QUESTION_MARK);

	byte callback = p->Recv_uint8();
	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 */