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Location: cpp/openttd-patchpack/source/src/network/network_command.cpp
r11043:a402a079c6d6
5.3 KiB
text/x-c
(svn r15383) -Cleanup: Don't call MakeNewgameSettingsLive more often than necessary.
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/** @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 */
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