mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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349 lines
10 KiB
C++
349 lines
10 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file network_command.cpp Command handling over network connections. */
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#ifdef ENABLE_NETWORK
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#include "../stdafx.h"
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#include "network_admin.h"
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#include "network_client.h"
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#include "network_server.h"
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#include "../command_func.h"
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#include "../company_func.h"
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#include "../settings_type.h"
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#include "../safeguards.h"
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/** Table with all the callbacks we'll use for conversion*/
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static CommandCallback * const _callback_table[] = {
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/* 0x00 */ NULL,
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/* 0x01 */ CcBuildPrimaryVehicle,
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/* 0x02 */ CcBuildAirport,
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/* 0x03 */ CcBuildBridge,
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/* 0x04 */ CcPlaySound_SPLAT_WATER,
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/* 0x05 */ CcBuildDocks,
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/* 0x06 */ CcFoundTown,
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/* 0x07 */ CcBuildRoadTunnel,
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/* 0x08 */ CcBuildRailTunnel,
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/* 0x09 */ CcBuildWagon,
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/* 0x0A */ CcRoadDepot,
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/* 0x0B */ CcRailDepot,
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/* 0x0C */ CcPlaceSign,
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/* 0x0D */ CcPlaySound_EXPLOSION,
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/* 0x0E */ CcPlaySound_SPLAT_OTHER,
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/* 0x0F */ CcPlaySound_SPLAT_RAIL,
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/* 0x10 */ CcStation,
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/* 0x11 */ CcTerraform,
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/* 0x12 */ CcAI,
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/* 0x13 */ CcCloneVehicle,
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/* 0x14 */ CcGiveMoney,
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/* 0x15 */ CcCreateGroup,
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/* 0x16 */ CcFoundRandomTown,
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/* 0x17 */ CcRoadStop,
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/* 0x18 */ CcBuildIndustry,
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/* 0x19 */ CcStartStopVehicle,
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/* 0x1A */ CcGame,
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/* 0x1B */ CcAddVehicleNewGroup,
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};
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/**
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* Append a CommandPacket at the end of the queue.
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* @param p The packet to append to the queue.
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* @note A new instance of the CommandPacket will be made.
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*/
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void CommandQueue::Append(CommandPacket *p)
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{
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CommandPacket *add = MallocT<CommandPacket>(1);
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*add = *p;
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add->next = NULL;
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if (this->first == NULL) {
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this->first = add;
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} else {
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this->last->next = add;
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}
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this->last = add;
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this->count++;
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}
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/**
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* Return the first item in the queue and remove it from the queue.
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* @param ignore_paused Whether to ignore commands that may not be executed while paused.
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* @return the first item in the queue.
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*/
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CommandPacket *CommandQueue::Pop(bool ignore_paused)
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{
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CommandPacket **prev = &this->first;
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CommandPacket *ret = this->first;
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CommandPacket *prev_item = NULL;
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if (ignore_paused && _pause_mode != PM_UNPAUSED) {
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while (ret != NULL && !IsCommandAllowedWhilePaused(ret->cmd)) {
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prev_item = ret;
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prev = &ret->next;
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ret = ret->next;
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}
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}
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if (ret != NULL) {
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if (ret == this->last) this->last = prev_item;
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*prev = ret->next;
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this->count--;
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}
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return ret;
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}
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/**
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* Return the first item in the queue, but don't remove it.
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* @param ignore_paused Whether to ignore commands that may not be executed while paused.
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* @return the first item in the queue.
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*/
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CommandPacket *CommandQueue::Peek(bool ignore_paused)
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{
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if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;
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for (CommandPacket *p = this->first; p != NULL; p = p->next) {
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if (IsCommandAllowedWhilePaused(p->cmd)) return p;
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}
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return NULL;
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}
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/** Free everything that is in the queue. */
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void CommandQueue::Free()
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{
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CommandPacket *cp;
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while ((cp = this->Pop()) != NULL) {
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free(cp);
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}
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assert(this->count == 0);
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}
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/** Local queue of packets waiting for handling. */
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static CommandQueue _local_wait_queue;
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/** Local queue of packets waiting for execution. */
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static CommandQueue _local_execution_queue;
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/**
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* Prepare a DoCommand to be send over the network
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* @param tile The tile to perform a command on (see #CommandProc)
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* @param p1 Additional data for the command (see #CommandProc)
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* @param p2 Additional data for the command (see #CommandProc)
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* @param cmd The command to execute (a CMD_* value)
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* @param callback A callback function to call after the command is finished
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* @param text The text to pass
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* @param company The company that wants to send the command
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*/
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void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
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{
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assert((cmd & CMD_FLAGS_MASK) == 0);
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CommandPacket c;
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c.company = company;
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c.tile = tile;
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c.p1 = p1;
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c.p2 = p2;
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c.cmd = cmd;
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c.callback = callback;
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strecpy(c.text, (text != NULL) ? text : "", lastof(c.text));
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if (_network_server) {
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/* If we are the server, we queue the command in our 'special' queue.
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* In theory, we could execute the command right away, but then the
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* client on the server can do everything 1 tick faster than others.
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* So to keep the game fair, we delay the command with 1 tick
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* which gives about the same speed as most clients.
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*/
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c.frame = _frame_counter_max + 1;
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c.my_cmd = true;
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_local_wait_queue.Append(&c);
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return;
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}
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c.frame = 0; // The client can't tell which frame, so just make it 0
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/* Clients send their command to the server and forget all about the packet */
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MyClient::SendCommand(&c);
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}
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/**
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* Sync our local command queue to the command queue of the given
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* socket. This is needed for the case where we receive a command
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* before saving the game for a joining client, but without the
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* execution of those commands. Not syncing those commands means
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* that the client will never get them and as such will be in a
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* desynced state from the time it started with joining.
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* @param cs The client to sync the queue to.
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*/
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void NetworkSyncCommandQueue(NetworkClientSocket *cs)
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{
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for (CommandPacket *p = _local_execution_queue.Peek(); p != NULL; p = p->next) {
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CommandPacket c = *p;
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c.callback = 0;
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cs->outgoing_queue.Append(&c);
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}
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}
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/**
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* Execute all commands on the local command queue that ought to be executed this frame.
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*/
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void NetworkExecuteLocalCommandQueue()
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{
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assert(IsLocalCompany());
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CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
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CommandPacket *cp;
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while ((cp = queue.Peek()) != NULL) {
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/* The queue is always in order, which means
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* that the first element will be executed first. */
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if (_frame_counter < cp->frame) break;
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if (_frame_counter > cp->frame) {
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/* If we reach here, it means for whatever reason, we've already executed
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* past the command we need to execute. */
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error("[net] Trying to execute a packet in the past!");
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}
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/* We can execute this command */
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_current_company = cp->company;
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cp->cmd |= CMD_NETWORK_COMMAND;
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DoCommandP(cp, cp->my_cmd);
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queue.Pop();
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free(cp);
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}
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/* Local company may have changed, so we should not restore the old value */
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_current_company = _local_company;
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}
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/**
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* Free the local command queues.
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*/
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void NetworkFreeLocalCommandQueue()
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{
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_local_wait_queue.Free();
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_local_execution_queue.Free();
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}
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/**
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* "Send" a particular CommandPacket to all clients.
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* @param cp The command that has to be distributed.
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* @param owner The client that owns the command,
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*/
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static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner)
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{
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CommandCallback *callback = cp.callback;
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cp.frame = _frame_counter_max + 1;
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->status >= NetworkClientSocket::STATUS_MAP) {
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/* Callbacks are only send back to the client who sent them in the
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* first place. This filters that out. */
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cp.callback = (cs != owner) ? NULL : callback;
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cp.my_cmd = (cs == owner);
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cs->outgoing_queue.Append(&cp);
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}
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}
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cp.callback = (cs != owner) ? NULL : callback;
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cp.my_cmd = (cs == owner);
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_local_execution_queue.Append(&cp);
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}
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/**
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* "Send" a particular CommandQueue to all clients.
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* @param queue The queue of commands that has to be distributed.
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* @param owner The client that owns the commands,
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*/
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static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
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{
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#ifdef DEBUG_DUMP_COMMANDS
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/* When replaying we do not want this limitation. */
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int to_go = UINT16_MAX;
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#else
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int to_go = _settings_client.network.commands_per_frame;
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#endif
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CommandPacket *cp;
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while (--to_go >= 0 && (cp = queue->Pop(true)) != NULL) {
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DistributeCommandPacket(*cp, owner);
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NetworkAdminCmdLogging(owner, cp);
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free(cp);
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}
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}
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/** Distribute the commands of ourself and the clients. */
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void NetworkDistributeCommands()
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{
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/* First send the server's commands. */
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DistributeQueue(&_local_wait_queue, NULL);
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/* Then send the queues of the others. */
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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DistributeQueue(&cs->incoming_queue, cs);
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}
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}
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/**
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* Receives a command from the network.
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* @param p the packet to read from.
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* @param cp the struct to write the data to.
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* @return an error message. When NULL there has been no error.
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*/
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const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
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{
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cp->company = (CompanyID)p->Recv_uint8();
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cp->cmd = p->Recv_uint32();
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if (!IsValidCommand(cp->cmd)) return "invalid command";
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if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
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if ((cp->cmd & CMD_FLAGS_MASK) != 0) return "invalid command flag";
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cp->p1 = p->Recv_uint32();
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cp->p2 = p->Recv_uint32();
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cp->tile = p->Recv_uint32();
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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);
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byte callback = p->Recv_uint8();
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if (callback >= lengthof(_callback_table)) return "invalid callback";
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cp->callback = _callback_table[callback];
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return NULL;
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}
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/**
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* Sends a command over the network.
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* @param p the packet to send it in.
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* @param cp the packet to actually send.
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*/
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void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
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{
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p->Send_uint8 (cp->company);
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p->Send_uint32(cp->cmd);
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p->Send_uint32(cp->p1);
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p->Send_uint32(cp->p2);
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p->Send_uint32(cp->tile);
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p->Send_string(cp->text);
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byte callback = 0;
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while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
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callback++;
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}
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if (callback == lengthof(_callback_table)) {
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DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
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callback = 0; // _callback_table[0] == NULL
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}
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p->Send_uint8 (callback);
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}
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#endif /* ENABLE_NETWORK */
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