(svn r214) -Feature: CMD_NET_INSTANT [just in time command handling over network] (sign_de)

-Fix: Only server can pause in network, action disabled for clients
-Fix: Direct Connect editbox can handle up to max ~35 characters
This commit is contained in:
darkvater 2004-09-12 15:29:37 +00:00
parent f64c1bda4b
commit 99687cf513
6 changed files with 59 additions and 19 deletions

View File

@ -445,9 +445,14 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
// put the command in a network queue and execute it later?
if (_networking && !(cmd & CMD_DONT_NETWORK)) {
NetworkSendCommand(tile, p1, p2, cmd, callback);
_docommand_recursive = 0;
return true;
if (!(cmd & CMD_NET_INSTANT)) {
NetworkSendCommand(tile, p1, p2, cmd, callback);
_docommand_recursive = 0;
return true;
} else {
// Instant Command ... Relay and Process then
NetworkSendCommand(tile, p1, p2, cmd, callback);
}
}
// update last build coordinate of player.

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@ -168,6 +168,7 @@ enum {
CMD_NO_WATER = 0x400,
CMD_DONT_NETWORK = 0x800, // execute the command without sending it on the network
CMD_ASYNC = 0x1000, // execute the command asynchronously without testing first in networking
CMD_NET_INSTANT = 0x2000,
};
//#define return_cmd_error(errcode) do { _error_message=(errcode); return CMD_ERROR; } while(0)

View File

@ -83,7 +83,9 @@ typedef void ToolbarButtonProc(Window *w);
static void ToolbarPauseClick(Window *w)
{
if (DoCommandP(0, _pause?0:1, 0, NULL, CMD_PAUSE))
if (_networking && !_networking_server) { return;} // only server can pause the game
if (DoCommandP(0, _pause?0:1, 0, NULL, CMD_PAUSE | CMD_NET_INSTANT))
SndPlayFx(0x13);
}
@ -1654,14 +1656,11 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e)
GfxFillRect(0, 0, w->width-1, w->height-1, 0xB2);
GfxFillRect(0, 0, w->width-1, w->height-1, 0x80B4);
// if networking, disable fast-forward button
if (_networking) w->disabled_state |= (1 << 1);
// if spectator, disable things
if (_current_player == OWNER_SPECTATOR){
w->disabled_state |= (1 << 0) | (1 << 19) | (1<<20) | (1<<21) | (1<<22) | (1<<23);
w->disabled_state |= (1 << 19) | (1<<20) | (1<<21) | (1<<22) | (1<<23);
} else {
w->disabled_state &= ~((1 << 0) | (1 << 19) | (1<<20) | (1<<21) | (1<<22) | (1<<23));
w->disabled_state &= ~((1 << 19) | (1<<20) | (1<<21) | (1<<22) | (1<<23));
}
DrawWindowWidgets(w);
@ -2225,7 +2224,14 @@ void SetupColorsAndInitialWindow()
AssignWindowViewport(w, 0, 0, width, height, 0x8080, 0);
w = AllocateWindowDesc(&_toolb_normal_desc);
w->disabled_state = 1 << 17;
w->disabled_state = 1 << 17; // disable zoon-in button (by default game is zoomed in)
if (_networking) { // if networking, disable fast-forward button
w->disabled_state |= (1 << 1);
if (!_networking_server) // if not server, disable pause button
w->disabled_state |= (1 << 0);
}
w->flags4 &= ~WF_WHITE_BORDER_MASK;
PositionMainToolbar(w); // already WC_MAIN_TOOLBAR passed (&_toolb_normal_desc)

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@ -235,6 +235,7 @@ enum {
};
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
static void HandleCommandPacket(ClientState *cs, CommandPacket *np);
static void CloseClient(ClientState *cs);
void NetworkSendWelcome(ClientState *cs, bool direct);
@ -451,7 +452,11 @@ void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comman
QueuedCommand *qp;
ClientState *cs;
qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
if (!(cmd & CMD_NET_INSTANT)) {
qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
} else {
qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
}
qp->cp.packet_type = PACKET_TYPE_COMMAND;
qp->cp.tile = tile;
qp->cp.p1 = p1;
@ -487,6 +492,9 @@ void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comman
for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &qp->cp, qp->cp.packet_length);
#endif
if (cmd & CMD_NET_INSTANT) {
free(qp);
}
}
// client:
@ -505,13 +513,22 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
QueuedCommand *qp;
ClientState *c;
AckPacket ap;
uint16 cmd;
DEBUG(net, 2) ("[NET] cmd size %d", np->packet_length);
assert(np->packet_length >= COMMAND_PACKET_BASE_SIZE);
// put it into the command queue
qp = AllocQueuedCommand(&_command_queue);
cmd = np->cmd;
#if defined(TTD_BIG_ENDIAN)
cmd = TO_LE16(cmd);
#endif
if (!(cmd & CMD_NET_INSTANT)) {
// put it into the command queue
qp = AllocQueuedCommand(&_command_queue);
} else {
qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
}
qp->cp = *np;
qp->frame = _frame_counter_max - GetNextSyncFrame();
@ -530,7 +547,7 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
if (_networking_server) {
for(c=_clients; c->socket != INVALID_SOCKET; c++) {
if (c == cs) {
SendDirectBytes(c, &ap, ap.packet_length);
if (!(cmd & CMD_NET_INSTANT)) SendDirectBytes(c, &ap, ap.packet_length);
} else {
if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
}
@ -546,6 +563,15 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
#endif
qp->cmd = qp->cp.cmd;
if (cmd & CMD_NET_INSTANT) {
byte p = _current_player;
_current_player = qp->cp.player;
memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
free(qp);
_current_player = p;
}
}
// sent from server -> client periodically to tell the client about the current tick in the server

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@ -98,8 +98,8 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
ShowQueryString(
str,
STR_NETWORK_ENTER_IP,
15,
160,
50, // maximum 50 characters OR
250, // characters up to width 250 pixels, whichever is satisfied first
w->window_class,
w->window_number);
DeleteName(str);

6
ttd.c
View File

@ -878,6 +878,9 @@ normal_load:
// That check is enforced in DoCommand.
void StateGameLoop()
{
// dont execute the state loop during pause
if (_pause) return;
_in_state_game_loop = true;
_frame_counter++;
@ -1021,8 +1024,7 @@ void GameLoop()
}
} else {
// server/client/standalone: not synced --> state game loop
if (!_pause)
StateGameLoop();
StateGameLoop();
// server/client: process queued network commands
if (_networking) NetworkProcessCommands();
}