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(svn r25196) -Update from WebTranslator v3.0:
croatian - 2 changes by VoyagerOne
brazilian_portuguese - 9 changes by and_opttd
gaelic - 372 changes by GunChleoc
croatian - 2 changes by VoyagerOne
brazilian_portuguese - 9 changes by and_opttd
gaelic - 372 changes by GunChleoc
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r10623:f0fe12cafe3a r10623:f0fe12cafe3a r14221:ad11f2ede08b r11870:92eb16f6d311 r10623:f0fe12cafe3a r10623:f0fe12cafe3a r10623:f0fe12cafe3a r10623:f0fe12cafe3a r10623:f0fe12cafe3a r10618:994cb635f2d9 | /* $Id$ */
/*
* 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"
/** 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,
/* 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 */
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