OpenTTD-patches/src/network/network_command.cpp
Jonathan G Rennison 75dd135e8d Merge tag '14.0-beta3' into jgrpp
# Conflicts:
#	regression/regression/result.txt
#	src/industrytype.h
#	src/network/core/config.h
#	src/network/core/network_game_info.cpp
#	src/network/core/network_game_info.h
#	src/network/core/packet.cpp
#	src/network/core/packet.h
#	src/network/core/tcp.cpp
#	src/network/core/tcp.h
#	src/network/core/tcp_admin.cpp
#	src/network/core/tcp_content.cpp
#	src/network/core/tcp_coordinator.cpp
#	src/network/core/tcp_game.cpp
#	src/network/core/tcp_game.h
#	src/network/core/tcp_turn.cpp
#	src/network/core/udp.cpp
#	src/network/core/udp.h
#	src/network/network_admin.cpp
#	src/network/network_client.cpp
#	src/network/network_client.h
#	src/network/network_command.cpp
#	src/network/network_content.cpp
#	src/network/network_internal.h
#	src/network/network_query.cpp
#	src/network/network_query.h
#	src/network/network_server.cpp
#	src/network/network_server.h
#	src/network/network_turn.cpp
#	src/network/network_udp.cpp
#	src/rail_gui.cpp
#	src/road_gui.cpp
2024-02-19 17:57:05 +00:00

328 lines
11 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @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<int>(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));
}
}