/* * 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 . */ /** @file network_command.cpp Command handling over network connections. */ #include "../stdafx.h" #include "network_admin.h" #include "network_client.h" #include "network_server.h" #include "../command_func.h" #include "../command_aux.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 */ nullptr, /* 0x01 */ CcBuildPrimaryVehicle, /* 0x02 */ CcBuildAirport, /* 0x03 */ CcBuildBridge, /* 0x04 */ CcPlaySound_CONSTRUCTION_WATER, /* 0x05 */ CcBuildDocks, /* 0x06 */ CcFoundTown, /* 0x07 */ CcBuildRoadTunnel, /* 0x08 */ CcBuildRailTunnel, /* 0x09 */ CcBuildWagon, /* 0x0A */ CcRoadDepot, /* 0x0B */ CcRailDepot, /* 0x0C */ CcPlaceSign, /* 0x0D */ CcPlaySound_EXPLOSION, /* 0x0E */ CcPlaySound_CONSTRUCTION_OTHER, /* 0x0F */ CcPlaySound_CONSTRUCTION_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, /* 0x1C */ CcAddPlan, /* 0x1D */ CcSetVirtualTrain, /* 0x1E */ CcVirtualTrainWagonsMoved, /* 0x1F */ CcDeleteVirtualTrain, /* 0x20 */ CcAddVirtualEngine, /* 0x21 */ CcMoveNewVirtualEngine, /* 0x22 */ CcAddNewSchDispatchSchedule, /* 0x23 */ CcSwapSchDispatchSchedules, }; /** 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 p3 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 * @param aux_data Auxiliary command data */ void NetworkSendCommand(TileIndex tile, uint32_t p1, uint32_t p2, uint64_t p3, uint32_t cmd, CommandCallback *callback, const char *text, CompanyID company, const CommandAuxiliaryBase *aux_data) { assert((cmd & CMD_FLAGS_MASK) == 0); CommandPacket c; c.company = company; c.tile = tile; c.p1 = p1; c.p2 = p2; c.p3 = p3; c.cmd = cmd; c.callback = callback; if (aux_data != nullptr) c.aux_data.reset(aux_data->Clone()); if (text != nullptr) { c.text.assign(text); } else { c.text.clear(); } 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.push_back(std::move(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) { CommandPacket &c = cs->outgoing_queue.emplace_back(p); c.callback = nullptr; } } /** * Execute all commands on the local command queue that ought to be executed this frame. */ void NetworkExecuteLocalCommandQueue() { extern ClientID _cmd_client_id; assert(IsLocalCompany()); CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue); bool record_sync_event = false; auto cp = queue.begin(); for (; cp != queue.end(); cp++) { /* 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; _cmd_client_id = cp->client_id; cp->cmd |= CMD_NETWORK_COMMAND; DoCommandP(&(*cp), cp->my_cmd); record_sync_event = true; } queue.erase(queue.begin(), cp); /* Local company may have changed, so we should not restore the old value */ _current_company = _local_company; _cmd_client_id = INVALID_CLIENT_ID; if (record_sync_event) RecordSyncEvent(NSRE_CMD); } /** * Free the local command queues. */ void NetworkFreeLocalCommandQueue() { _local_wait_queue.clear(); _local_execution_queue.clear(); } /** * "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; for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { 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) ? nullptr : callback; cp.my_cmd = (cs == owner); cs->outgoing_queue.push_back(cp); } } cp.callback = (nullptr != owner) ? nullptr : callback; cp.my_cmd = (nullptr == owner); _local_execution_queue.push_back(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; if (owner == nullptr) { /* This is the server, use the commands_per_frame_server setting if higher */ to_go = std::max(to_go, _settings_client.network.commands_per_frame_server); } #endif /* Not technically the most performant way, but consider clients rarely click more than once per tick. */ for (auto cp = queue.begin(); cp != queue.end(); /* removing some items */) { /* Do not distribute commands when paused and the command is not allowed while paused. */ if (_pause_mode != PM_UNPAUSED && !IsCommandAllowedWhilePaused(cp->cmd)) { ++cp; continue; } /* Limit the number of commands per client per tick. */ if (--to_go < 0) break; DistributeCommandPacket(*cp, owner); NetworkAdminCmdLogging(owner, *cp); cp = queue.erase(cp); } } /** Distribute the commands of ourself and the clients. */ void NetworkDistributeCommands() { /* First send the server's commands. */ DistributeQueue(_local_wait_queue, nullptr); /* Then send the queues of the others. */ for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) { 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 nullptr 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 "single-player only command"; if ((cp.cmd & CMD_FLAGS_MASK) != 0) return "invalid command flag"; cp.p1 = p.Recv_uint32(); cp.p2 = p.Recv_uint32(); cp.p3 = p.Recv_uint64(); cp.tile = p.Recv_uint32(); StringValidationSettings settings = (!_network_server && GetCommandFlags(cp.cmd) & CMD_STR_CTRL) != 0 ? SVS_ALLOW_CONTROL_CODE | SVS_REPLACE_WITH_QUESTION_MARK : SVS_REPLACE_WITH_QUESTION_MARK; p.Recv_string(cp.text, settings); byte callback = p.Recv_uint8(); if (callback >= lengthof(_callback_table)) return "invalid callback"; cp.callback = _callback_table[callback]; uint16_t aux_data_size = p.Recv_uint16(); if (aux_data_size > 0 && p.CanReadFromPacket(aux_data_size, true)) { CommandAuxiliarySerialised *aux_data = new CommandAuxiliarySerialised(); cp.aux_data.reset(aux_data); aux_data->serialised_data.resize(aux_data_size); p.Recv_binary((aux_data->serialised_data.data()), aux_data_size); } return nullptr; } /** * 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_uint64(cp.p3); p.Send_uint32(cp.tile); p.Send_string(cp.text.c_str()); byte callback = 0; while (callback < lengthof(_callback_table) && _callback_table[callback] != cp.callback) { callback++; } if (callback == lengthof(_callback_table)) { DEBUG(net, 0, "Unknown callback for command; no callback sent (command: %d)", cp.cmd); callback = 0; // _callback_table[0] == nullptr } p.Send_uint8 (callback); size_t aux_data_size_pos = p.Size(); p.Send_uint16(0); if (cp.aux_data != nullptr) { CommandSerialisationBuffer serialiser(p.GetSerialisationBuffer(), p.GetSerialisationLimit()); cp.aux_data->Serialise(serialiser); p.WriteAtOffset_uint16(aux_data_size_pos, (uint16_t)(p.Size() - aux_data_size_pos - 2)); } }