OpenTTD
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Command handling over network connections. More...
#include "../stdafx.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_server.h"
#include "../command_func.h"
#include "../company_func.h"
#include "../settings_type.h"
#include "../safeguards.h"
Go to the source code of this file.
Functions | |
void | NetworkSendCommand (TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company) |
Prepare a DoCommand to be send over the network. | |
void | NetworkSyncCommandQueue (NetworkClientSocket *cs) |
Sync our local command queue to the command queue of the given socket. | |
void | NetworkExecuteLocalCommandQueue () |
Execute all commands on the local command queue that ought to be executed this frame. | |
void | NetworkFreeLocalCommandQueue () |
Free the local command queues. | |
static void | DistributeCommandPacket (CommandPacket &cp, const NetworkClientSocket *owner) |
"Send" a particular CommandPacket to all clients. | |
static void | DistributeQueue (CommandQueue *queue, const NetworkClientSocket *owner) |
"Send" a particular CommandQueue to all clients. | |
void | NetworkDistributeCommands () |
Distribute the commands of ourself and the clients. |
Variables | |
static CommandCallback *const | _callback_table [] |
Table with all the callbacks we'll use for conversion. | |
static CommandQueue | _local_wait_queue |
Local queue of packets waiting for handling. | |
static CommandQueue | _local_execution_queue |
Local queue of packets waiting for execution. |
Command handling over network connections.
Definition in file network_command.cpp.
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"Send" a particular CommandPacket to all clients.
cp | The command that has to be distributed. |
owner | The client that owns the command, |
Definition at line 240 of file network_command.cpp.
References _frame_counter_max, CommandQueue::Append(), CommandContainer::callback, FOR_ALL_CLIENT_SOCKETS, CommandPacket::frame, and CommandPacket::my_cmd.
Referenced by DistributeQueue().
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"Send" a particular CommandQueue to all clients.
queue | The queue of commands that has to be distributed. |
owner | The client that owns the commands, |
Definition at line 266 of file network_command.cpp.
References _settings_client, NetworkSettings::commands_per_frame, DistributeCommandPacket(), free(), ClientSettings::network, NetworkAdminCmdLogging(), and CommandQueue::Pop().
Referenced by NetworkDistributeCommands().
void NetworkDistributeCommands | ( | ) |
Distribute the commands of ourself and the clients.
Definition at line 284 of file network_command.cpp.
References DistributeQueue(), and FOR_ALL_CLIENT_SOCKETS.
void NetworkSendCommand | ( | TileIndex | tile, |
uint32 | p1, | ||
uint32 | p2, | ||
uint32 | cmd, | ||
CommandCallback * | callback, | ||
const char * | text, | ||
CompanyID | company | ||
) |
Prepare a DoCommand to be send over the network.
tile | The tile to perform a command on (see CommandProc) |
p1 | Additional data for the command (see CommandProc) |
p2 | Additional data for the command (see CommandProc) |
cmd | The command to execute (a CMD_* value) |
callback | A callback function to call after the command is finished |
text | The text to pass |
company | The company that wants to send the command |
Definition at line 140 of file network_command.cpp.
References _frame_counter_max, _network_server, CommandQueue::Append(), CommandContainer::callback, CommandContainer::cmd, CMD_FLAGS_MASK, CommandPacket::company, CommandPacket::frame, lastof, CommandPacket::my_cmd, CommandContainer::p1, CommandContainer::p2, ClientNetworkGameSocketHandler::SendCommand(), strecpy(), CommandContainer::text, and CommandContainer::tile.
Referenced by DoCommandPInternal(), MenuClickCompany(), NetworkServerNewCompany(), ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(), and SyncCompanySettings().
void NetworkSyncCommandQueue | ( | NetworkClientSocket * | cs | ) |
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.
cs | The client to sync the queue to. |
Definition at line 183 of file network_command.cpp.
References CommandContainer::callback, CommandPacket::next, and CommandQueue::Peek().
Referenced by ServerNetworkGameSocketHandler::SendMap().
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Table with all the callbacks we'll use for conversion.
Definition at line 25 of file network_command.cpp.
Referenced by NetworkGameSocketHandler::ReceiveCommand(), and NetworkGameSocketHandler::SendCommand().
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Local queue of packets waiting for execution.
Definition at line 128 of file network_command.cpp.
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Local queue of packets waiting for handling.
Definition at line 126 of file network_command.cpp.