Files @ r11049:6eb2c87ed64a
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Location: cpp/openttd-patchpack/source/src/network/network_command.cpp

peter1138
(svn r15389) -Feature: Add ability to select which base graphics set is used from the Game Options window. The change takes effect when the window is closed. This option can only be used from the intro menu, as reloading graphics during a game may cause issues.
/* $Id$ */

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

#ifdef ENABLE_NETWORK

#include "../stdafx.h"
#include "../debug.h"
#include "network_internal.h"
#include "network_client.h"
#include "../command_func.h"
#include "../callback_table.h"
#include "../core/alloc_func.hpp"
#include "../string_func.h"
#include "../company_func.h"

/** Local queue of packets */
static CommandPacket *_local_command_queue = NULL;

/**
 * Add a command to the local or client socket command queue,
 * based on the socket.
 * @param cp the command packet to add
 * @param cs the socket to send to (NULL = locally)
 */
void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs)
{
	CommandPacket *new_cp = MallocT<CommandPacket>(1);
	*new_cp = cp;

	CommandPacket **begin = (cs == NULL ? &_local_command_queue : &cs->command_queue);

	if (*begin == NULL) {
		*begin = new_cp;
	} else {
		CommandPacket *c = *begin;
		while (c->next != NULL) c = c->next;
		c->next = new_cp;
	}
}

/**
 * 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
 */
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text)
{
	assert((cmd & CMD_FLAGS_MASK) == 0);

	CommandPacket c;
	c.company  = _local_company;
	c.next     = NULL;
	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;

		NetworkAddCommandQueue(c);

		/* Only the local client (in this case, the server) gets the callback */
		c.callback = 0;
		/* And we queue it for delivery to the clients */
		NetworkClientSocket *cs;
		FOR_ALL_CLIENT_SOCKETS(cs) {
			if (cs->status > STATUS_MAP_WAIT) NetworkAddCommandQueue(c, cs);
		}
		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 all commands on the local command queue that ought to be executed this frame.
 */
void NetworkExecuteLocalCommandQueue()
{
	while (_local_command_queue != NULL) {

		/* The queue is always in order, which means
		 * that the first element will be executed first. */
		if (_frame_counter < _local_command_queue->frame) break;

		if (_frame_counter > _local_command_queue->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!");
		}

		CommandPacket *cp = _local_command_queue;

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

		_local_command_queue = _local_command_queue->next;
		free(cp);
	}
}

/**
 * Free the local command queue.
 */
void NetworkFreeLocalCommandQueue()
{
	/* Free all queued commands */
	while (_local_command_queue != NULL) {
		CommandPacket *p = _local_command_queue;
		_local_command_queue = _local_command_queue->next;
		free(p);
	}
}

/**
 * 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 *NetworkClientSocket::Recv_Command(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 > _callback_table_count)       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 NetworkClientSocket::Send_Command(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 < _callback_table_count && _callback_table[callback] != cp->callback) {
		callback++;
	}

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

#endif /* ENABLE_NETWORK */