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Location: cpp/openttd-patchpack/source/src/network/network_data.cpp
r6916:6bfb14bb5d35
2.9 KiB
text/x-c
(svn r10169) -Fix [FS#875]: trunk did still tell Windows that it was version 0.5.0(.0), so now we use a "bogus" version number to tell it's not a real release. The version number that will be shown in-game will not change, only the version number in the file properties.
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#ifdef ENABLE_NETWORK
#include "../stdafx.h"
#include "../debug.h"
#include "network_data.h"
#include "../string.h"
#include "network_client.h"
#include "../command.h"
#include "../callback_table.h"
#include "../helpers.hpp"
// Add a command to the local command queue
void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp)
{
CommandPacket* new_cp = MallocT<CommandPacket>(1);
*new_cp = *cp;
if (cs->command_queue == NULL) {
cs->command_queue = new_cp;
} else {
CommandPacket *c = cs->command_queue;
while (c->next != NULL) c = c->next;
c->next = new_cp;
}
}
// Prepare a DoCommand to be send over the network
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
{
CommandPacket c;
c.player = _local_player;
c.next = NULL;
c.tile = tile;
c.p1 = p1;
c.p2 = p2;
c.cmd = cmd;
c.callback = 0;
while (c.callback < _callback_table_count && _callback_table[c.callback] != callback) {
c.callback++;
}
if (c.callback == _callback_table_count) {
DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
c.callback = 0; // _callback_table[0] == NULL
}
ttd_strlcpy(c.text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(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;
CommandPacket *new_cp = MallocT<CommandPacket>(1);
*new_cp = c;
if (_local_command_queue == NULL) {
_local_command_queue = new_cp;
} else {
/* Find last packet */
CommandPacket *cp = _local_command_queue;
while (cp->next != NULL) cp = cp->next;
cp->next = new_cp;
}
/* Only the local client (in this case, the server) gets the callback */
c.callback = 0;
/* And we queue it for delivery to the clients */
NetworkTCPSocketHandler *cs;
FOR_ALL_CLIENTS(cs) {
if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, &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 */
SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
}
// Execute a DoCommand we received from the network
void NetworkExecuteCommand(CommandPacket *cp)
{
_current_player = cp->player;
_cmd_text = cp->text;
/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
if (cp->callback > _callback_table_count) {
DEBUG(net, 0, "Received out-of-bounds callback (%d)", cp->callback);
cp->callback = 0;
}
DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND);
}
#endif /* ENABLE_NETWORK */
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