network_command.cpp

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00001 /* $Id: network_command.cpp 20093 2010-07-08 19:48:39Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #ifdef ENABLE_NETWORK
00013 
00014 #include "../stdafx.h"
00015 #include "../debug.h"
00016 #include "network_client.h"
00017 #include "network.h"
00018 #include "../command_func.h"
00019 #include "../company_func.h"
00020 
00022 static CommandCallback * const _callback_table[] = {
00023   /* 0x00 */ NULL,
00024   /* 0x01 */ CcBuildPrimaryVehicle,
00025   /* 0x02 */ CcBuildAirport,
00026   /* 0x03 */ CcBuildBridge,
00027   /* 0x04 */ CcBuildCanal,
00028   /* 0x05 */ CcBuildDocks,
00029   /* 0x06 */ CcFoundTown,
00030   /* 0x07 */ CcBuildRoadTunnel,
00031   /* 0x08 */ CcBuildRailTunnel,
00032   /* 0x09 */ CcBuildWagon,
00033   /* 0x0A */ CcRoadDepot,
00034   /* 0x0B */ CcRailDepot,
00035   /* 0x0C */ CcPlaceSign,
00036   /* 0x0D */ CcPlaySound10,
00037   /* 0x0E */ CcPlaySound1D,
00038   /* 0x0F */ CcPlaySound1E,
00039   /* 0x10 */ CcStation,
00040   /* 0x11 */ CcTerraform,
00041 #ifdef ENABLE_AI
00042   /* 0x12 */ CcAI,
00043 #else
00044   /* 0x12 */ NULL,
00045 #endif /* ENABLE_AI */
00046   /* 0x13 */ CcCloneVehicle,
00047   /* 0x14 */ CcGiveMoney,
00048   /* 0x15 */ CcCreateGroup,
00049   /* 0x16 */ CcFoundRandomTown,
00050 };
00051 
00053 static CommandPacket *_local_command_queue = NULL;
00054 
00061 void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs)
00062 {
00063   CommandPacket *new_cp = MallocT<CommandPacket>(1);
00064   *new_cp = cp;
00065 
00066   CommandPacket **begin = (cs == NULL ? &_local_command_queue : &cs->command_queue);
00067 
00068   if (*begin == NULL) {
00069     *begin = new_cp;
00070   } else {
00071     CommandPacket *c = *begin;
00072     while (c->next != NULL) c = c->next;
00073     c->next = new_cp;
00074   }
00075 }
00076 
00087 void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
00088 {
00089   assert((cmd & CMD_FLAGS_MASK) == 0);
00090 
00091   CommandPacket c;
00092   c.company  = company;
00093   c.next     = NULL;
00094   c.tile     = tile;
00095   c.p1       = p1;
00096   c.p2       = p2;
00097   c.cmd      = cmd;
00098   c.callback = callback;
00099 
00100   strecpy(c.text, (text != NULL) ? text : "", lastof(c.text));
00101 
00102   if (_network_server) {
00103     /* If we are the server, we queue the command in our 'special' queue.
00104      *   In theory, we could execute the command right away, but then the
00105      *   client on the server can do everything 1 tick faster than others.
00106      *   So to keep the game fair, we delay the command with 1 tick
00107      *   which gives about the same speed as most clients.
00108      */
00109     c.frame = _frame_counter_max + 1;
00110     c.my_cmd = true;
00111 
00112     NetworkAddCommandQueue(c);
00113 
00114     /* Only the local client (in this case, the server) gets the callback */
00115     c.callback = 0;
00116     /* And we queue it for delivery to the clients */
00117     NetworkClientSocket *cs;
00118     FOR_ALL_CLIENT_SOCKETS(cs) {
00119       if (cs->status > STATUS_MAP_WAIT) NetworkAddCommandQueue(c, cs);
00120     }
00121     return;
00122   }
00123 
00124   c.frame = 0; // The client can't tell which frame, so just make it 0
00125 
00126   /* Clients send their command to the server and forget all about the packet */
00127   SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
00128 }
00129 
00139 void NetworkSyncCommandQueue(NetworkClientSocket *cs)
00140 {
00141   for (CommandPacket *p = _local_command_queue; p != NULL; p = p->next) {
00142     CommandPacket c = *p;
00143     c.callback = 0;
00144     c.next = NULL;
00145     NetworkAddCommandQueue(c, cs);
00146   }
00147 }
00148 
00152 void NetworkExecuteLocalCommandQueue()
00153 {
00154   while (_local_command_queue != NULL) {
00155 
00156     /* The queue is always in order, which means
00157      * that the first element will be executed first. */
00158     if (_frame_counter < _local_command_queue->frame) break;
00159 
00160     if (_frame_counter > _local_command_queue->frame) {
00161       /* If we reach here, it means for whatever reason, we've already executed
00162        * past the command we need to execute. */
00163       error("[net] Trying to execute a packet in the past!");
00164     }
00165 
00166     CommandPacket *cp = _local_command_queue;
00167 
00168     /* We can execute this command */
00169     _current_company = cp->company;
00170     cp->cmd |= CMD_NETWORK_COMMAND;
00171     DoCommandP(cp, cp->my_cmd);
00172 
00173     _local_command_queue = _local_command_queue->next;
00174     free(cp);
00175   }
00176 }
00177 
00181 void NetworkFreeLocalCommandQueue()
00182 {
00183   /* Free all queued commands */
00184   while (_local_command_queue != NULL) {
00185     CommandPacket *p = _local_command_queue;
00186     _local_command_queue = _local_command_queue->next;
00187     free(p);
00188   }
00189 }
00190 
00197 const char *NetworkClientSocket::Recv_Command(Packet *p, CommandPacket *cp)
00198 {
00199   cp->company = (CompanyID)p->Recv_uint8();
00200   cp->cmd     = p->Recv_uint32();
00201   cp->p1      = p->Recv_uint32();
00202   cp->p2      = p->Recv_uint32();
00203   cp->tile    = p->Recv_uint32();
00204   p->Recv_string(cp->text, lengthof(cp->text));
00205 
00206   byte callback = p->Recv_uint8();
00207 
00208   if (!IsValidCommand(cp->cmd))               return "invalid command";
00209   if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
00210   if ((cp->cmd & CMD_FLAGS_MASK) != 0)        return "invalid command flag";
00211   if (callback > lengthof(_callback_table))   return "invalid callback";
00212 
00213   cp->callback = _callback_table[callback];
00214   return NULL;
00215 }
00216 
00222 void NetworkClientSocket::Send_Command(Packet *p, const CommandPacket *cp)
00223 {
00224   p->Send_uint8 (cp->company);
00225   p->Send_uint32(cp->cmd);
00226   p->Send_uint32(cp->p1);
00227   p->Send_uint32(cp->p2);
00228   p->Send_uint32(cp->tile);
00229   p->Send_string(cp->text);
00230 
00231   byte callback = 0;
00232   while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
00233     callback++;
00234   }
00235 
00236   if (callback == lengthof(_callback_table)) {
00237     DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
00238     callback = 0; // _callback_table[0] == NULL
00239   }
00240   p->Send_uint8 (callback);
00241 }
00242 
00243 #endif /* ENABLE_NETWORK */

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