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https://github.com/JGRennison/OpenTTD-patches.git
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75dd135e8d
# 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
328 lines
11 KiB
C++
328 lines
11 KiB
C++
/*
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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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#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 "../command_aux.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 */ nullptr,
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/* 0x01 */ CcBuildPrimaryVehicle,
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/* 0x02 */ CcBuildAirport,
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/* 0x03 */ CcBuildBridge,
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/* 0x04 */ CcPlaySound_CONSTRUCTION_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_CONSTRUCTION_OTHER,
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/* 0x0F */ CcPlaySound_CONSTRUCTION_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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/* 0x1C */ CcAddPlan,
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/* 0x1D */ CcSetVirtualTrain,
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/* 0x1E */ CcVirtualTrainWagonsMoved,
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/* 0x1F */ CcDeleteVirtualTrain,
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/* 0x20 */ CcAddVirtualEngine,
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/* 0x21 */ CcMoveNewVirtualEngine,
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/* 0x22 */ CcAddNewSchDispatchSchedule,
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/* 0x23 */ CcSwapSchDispatchSchedules,
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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 p3 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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* @param aux_data Auxiliary command data
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*/
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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)
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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.p3 = p3;
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c.cmd = cmd;
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c.callback = callback;
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if (aux_data != nullptr) c.aux_data.reset(aux_data->Clone());
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if (text != nullptr) {
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c.text.assign(text);
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} else {
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c.text.clear();
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}
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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.push_back(std::move(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) {
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CommandPacket &c = cs->outgoing_queue.emplace_back(p);
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c.callback = nullptr;
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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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extern ClientID _cmd_client_id;
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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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bool record_sync_event = false;
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auto cp = queue.begin();
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for (; cp != queue.end(); cp++) {
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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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_cmd_client_id = cp->client_id;
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cp->cmd |= CMD_NETWORK_COMMAND;
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DoCommandP(&(*cp), cp->my_cmd);
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record_sync_event = true;
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}
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queue.erase(queue.begin(), cp);
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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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_cmd_client_id = INVALID_CLIENT_ID;
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if (record_sync_event) RecordSyncEvent(NSRE_CMD);
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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.clear();
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_local_execution_queue.clear();
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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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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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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) ? nullptr : callback;
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cp.my_cmd = (cs == owner);
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cs->outgoing_queue.push_back(cp);
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}
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}
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cp.callback = (nullptr != owner) ? nullptr : callback;
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cp.my_cmd = (nullptr == owner);
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_local_execution_queue.push_back(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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if (owner == nullptr) {
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/* This is the server, use the commands_per_frame_server setting if higher */
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to_go = std::max<int>(to_go, _settings_client.network.commands_per_frame_server);
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}
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#endif
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/* Not technically the most performant way, but consider clients rarely click more than once per tick. */
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for (auto cp = queue.begin(); cp != queue.end(); /* removing some items */) {
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/* Do not distribute commands when paused and the command is not allowed while paused. */
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if (_pause_mode != PM_UNPAUSED && !IsCommandAllowedWhilePaused(cp->cmd)) {
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++cp;
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continue;
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}
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/* Limit the number of commands per client per tick. */
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if (--to_go < 0) break;
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DistributeCommandPacket(*cp, owner);
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NetworkAdminCmdLogging(owner, *cp);
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cp = queue.erase(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, nullptr);
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/* Then send the queues of the others. */
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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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 nullptr 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 "single-player 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.p3 = p.Recv_uint64();
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cp.tile = p.Recv_uint32();
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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;
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p.Recv_string(cp.text, settings);
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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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uint16_t aux_data_size = p.Recv_uint16();
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if (aux_data_size > 0 && p.CanReadFromPacket(aux_data_size, true)) {
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CommandAuxiliarySerialised *aux_data = new CommandAuxiliarySerialised();
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cp.aux_data.reset(aux_data);
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aux_data->serialised_data.resize(aux_data_size);
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p.Recv_binary((aux_data->serialised_data.data()), aux_data_size);
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}
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return nullptr;
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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_uint64(cp.p3);
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p.Send_uint32(cp.tile);
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p.Send_string(cp.text.c_str());
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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 for command; no callback sent (command: %d)", cp.cmd);
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callback = 0; // _callback_table[0] == nullptr
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}
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p.Send_uint8 (callback);
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size_t aux_data_size_pos = p.Size();
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p.Send_uint16(0);
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if (cp.aux_data != nullptr) {
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CommandSerialisationBuffer serialiser(p.GetSerialisationBuffer(), p.GetSerialisationLimit());
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cp.aux_data->Serialise(serialiser);
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p.WriteAtOffset_uint16(aux_data_size_pos, (uint16_t)(p.Size() - aux_data_size_pos - 2));
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}
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}
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