(svn r20549) -Codechange: centralise the handling of the incoming commands (from clients and the server)

This commit is contained in:
rubidium 2010-08-18 22:40:17 +00:00
parent e8e22c99fd
commit b594990071
6 changed files with 73 additions and 61 deletions

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@ -122,6 +122,7 @@ public:
ClientStatus status; ///< Status of this client
CommandQueue incoming_queue; ///< The command-queue awaiting handling
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
NetworkRecvStatus CloseConnection(bool error = true);

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@ -1181,6 +1181,8 @@ void NetworkGameLoop()
f = NULL;
}
#endif /* DEBUG_DUMP_COMMANDS */
NetworkDistributeCommands();
if (_frame_counter >= _frame_counter_max) {
/* Only check for active clients just before we're going to send out
* the commands so we don't send multiple pause/unpause commands when

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@ -742,16 +742,13 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
const char *err = MY_CLIENT->Recv_Command(p, &cp);
cp.frame = p->Recv_uint32();
cp.my_cmd = p->Recv_bool();
cp.next = NULL;
if (err != NULL) {
IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
/* The server did send us this command..
* queue it in our own queue, so we can handle it in the upcoming frame! */
NetworkAddCommandQueue(cp);
MY_CLIENT->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}

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@ -55,16 +55,19 @@ static CommandCallback * const _callback_table[] = {
/**
* Append a CommandPacket at the end of the queue.
* @param p The packet to append to the queue.
* @note A new instance of the CommandPacket will be made.
*/
void CommandQueue::Append(CommandPacket *p)
{
assert(p != NULL);
CommandPacket *add = MallocT<CommandPacket>(1);
*add = *p;
add->next = NULL;
if (this->first == NULL) {
this->first = p;
this->first = add;
} else {
this->last->next = p;
this->last->next = add;
}
this->last = p;
this->last = add;
}
/**
@ -96,23 +99,11 @@ void CommandQueue::Free()
}
}
/** Local queue of packets waiting for handling. */
static CommandQueue _local_wait_queue;
/** Local queue of packets waiting for execution. */
static CommandQueue _local_execution_queue;
/**
* Add a command to the local or client socket command queue,
* based on the socket.
* @param cp the command packet to add
* @param cs the socket to send to (NULL = locally)
*/
void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs)
{
CommandPacket *new_cp = MallocT<CommandPacket>(1);
*new_cp = cp;
(cs == NULL ? _local_execution_queue : cs->outgoing_queue).Append(new_cp);
}
/**
* Prepare a DoCommand to be send over the network
* @param tile The tile to perform a command on (see #CommandProc)
@ -129,7 +120,6 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
CommandPacket c;
c.company = company;
c.next = NULL;
c.tile = tile;
c.p1 = p1;
c.p2 = p2;
@ -148,15 +138,7 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
c.frame = _frame_counter_max + 1;
c.my_cmd = true;
NetworkAddCommandQueue(c);
/* Only the local client (in this case, the server) gets the callback */
c.callback = 0;
/* And we queue it for delivery to the clients */
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status > STATUS_MAP_WAIT) NetworkAddCommandQueue(c, cs);
}
_local_wait_queue.Append(&c);
return;
}
@ -180,8 +162,7 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs)
for (CommandPacket *p = _local_execution_queue.Peek(); p != NULL; p = p->next) {
CommandPacket c = *p;
c.callback = 0;
c.next = NULL;
NetworkAddCommandQueue(c, cs);
cs->outgoing_queue.Append(&c);
}
}
@ -192,8 +173,10 @@ void NetworkExecuteLocalCommandQueue()
{
assert(IsLocalCompany());
CommandQueue &queue = (_network_server ? _local_execution_queue : NetworkClientSocket::Get(0)->incoming_queue);
CommandPacket *cp;
while ((cp = _local_execution_queue.Peek()) != NULL) {
while ((cp = queue.Peek()) != NULL) {
/* The queue is always in order, which means
* that the first element will be executed first. */
if (_frame_counter < cp->frame) break;
@ -209,7 +192,7 @@ void NetworkExecuteLocalCommandQueue()
cp->cmd |= CMD_NETWORK_COMMAND;
DoCommandP(cp, cp->my_cmd);
_local_execution_queue.Pop();
queue.Pop();
free(cp);
}
@ -225,6 +208,58 @@ void NetworkFreeLocalCommandQueue()
_local_execution_queue.Free();
}
/**
* "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;
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status >= 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) ? NULL : callback;
cp.my_cmd = (cs == owner);
cs->outgoing_queue.Append(&cp);
}
}
cp.callback = (cs != owner) ? NULL : callback;
cp.my_cmd = (cs == owner);
_local_execution_queue.Append(&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)
{
CommandPacket *cp;
while ((cp = queue->Pop()) != NULL) {
DistributeCommandPacket(*cp, owner);
free(cp);
}
}
void NetworkDistributeCommands()
{
/* First send the server's commands. */
DistributeQueue(&_local_wait_queue, NULL);
/* Then send the queues of the others. */
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
DistributeQueue(&cs->incoming_queue, cs);
}
}
/**
* Receives a command from the network.
* @param p the packet to read from.

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@ -160,7 +160,7 @@ struct CommandPacket : CommandContainer {
bool my_cmd; ///< did the command originate from "me"
};
void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL);
void NetworkDistributeCommands();
void NetworkExecuteLocalCommandQueue();
void NetworkFreeLocalCommandQueue();
void NetworkSyncCommandQueue(NetworkClientSocket *cs);

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@ -891,8 +891,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
*/
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
{
NetworkClientSocket *new_cs;
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
@ -947,28 +945,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = cs->client_id;
/* The frame can be executed in the same frame as the next frame-packet
* That frame just before that frame is saved in _frame_counter_max */
cp.frame = _frame_counter_max + 1;
cp.next = NULL;
CommandCallback *callback = cp.callback;
/* Queue the command for the clients (are send at the end of the frame
* if they can handle it ;)) */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status >= STATUS_MAP) {
/* Callbacks are only send back to the client who sent them in the
* first place. This filters that out. */
cp.callback = (new_cs != cs) ? NULL : callback;
cp.my_cmd = (new_cs == cs);
NetworkAddCommandQueue(cp, new_cs);
}
}
cp.callback = NULL;
cp.my_cmd = false;
NetworkAddCommandQueue(cp);
cs->incoming_queue.Append(&cp);
return NETWORK_RECV_STATUS_OKAY;
}