/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file network_command.cpp Command handling over network connections. */ #ifdef ENABLE_NETWORK #include "../stdafx.h" #include "../debug.h" #include "network_client.h" #include "network_server.h" #include "network.h" #include "../command_func.h" #include "../company_func.h" #include "../settings_type.h" /** Table with all the callbacks we'll use for conversion*/ static CommandCallback * const _callback_table[] = { /* 0x00 */ NULL, /* 0x01 */ CcBuildPrimaryVehicle, /* 0x02 */ CcBuildAirport, /* 0x03 */ CcBuildBridge, /* 0x04 */ CcBuildCanal, /* 0x05 */ CcBuildDocks, /* 0x06 */ CcFoundTown, /* 0x07 */ CcBuildRoadTunnel, /* 0x08 */ CcBuildRailTunnel, /* 0x09 */ CcBuildWagon, /* 0x0A */ CcRoadDepot, /* 0x0B */ CcRailDepot, /* 0x0C */ CcPlaceSign, /* 0x0D */ CcPlaySound10, /* 0x0E */ CcPlaySound1D, /* 0x0F */ CcPlaySound1E, /* 0x10 */ CcStation, /* 0x11 */ CcTerraform, #ifdef ENABLE_AI /* 0x12 */ CcAI, #else /* 0x12 */ NULL, #endif /* ENABLE_AI */ /* 0x13 */ CcCloneVehicle, /* 0x14 */ CcGiveMoney, /* 0x15 */ CcCreateGroup, /* 0x16 */ CcFoundRandomTown, /* 0x17 */ CcRoadStop, /* 0x18 */ CcBuildIndustry, /* 0x19 */ CcStartStopVehicle, }; /** * 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) { CommandPacket *add = MallocT(1); *add = *p; add->next = NULL; if (this->first == NULL) { this->first = add; } else { this->last->next = add; } this->last = add; this->count++; } /** * Return the first item in the queue and remove it from the queue. * @return the first item in the queue. */ CommandPacket *CommandQueue::Pop() { CommandPacket *ret = this->first; if (ret != NULL) { this->first = this->first->next; this->count--; } return ret; } /** * Return the first item in the queue, but don't remove it. * @return the first item in the queue. */ CommandPacket *CommandQueue::Peek() { return this->first; } /** Free everything that is in the queue. */ void CommandQueue::Free() { CommandPacket *cp; while ((cp = this->Pop()) != NULL) { free(cp); } assert(this->count == 0); } /** Local queue of packets waiting for handling. */ static CommandQueue _local_wait_queue; /** Local queue of packets waiting for execution. */ static CommandQueue _local_execution_queue; /** * Prepare a DoCommand to be send over the network * @param tile The tile to perform a command on (see #CommandProc) * @param p1 Additional data for the command (see #CommandProc) * @param p2 Additional data for the command (see #CommandProc) * @param cmd The command to execute (a CMD_* value) * @param callback A callback function to call after the command is finished * @param text The text to pass * @param company The company that wants to send the command */ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company) { assert((cmd & CMD_FLAGS_MASK) == 0); CommandPacket c; c.company = company; c.tile = tile; c.p1 = p1; c.p2 = p2; c.cmd = cmd; c.callback = callback; strecpy(c.text, (text != NULL) ? text : "", lastof(c.text)); if (_network_server) { /* If we are the server, we queue the command in our 'special' queue. * In theory, we could execute the command right away, but then the * client on the server can do everything 1 tick faster than others. * So to keep the game fair, we delay the command with 1 tick * which gives about the same speed as most clients. */ c.frame = _frame_counter_max + 1; c.my_cmd = true; _local_wait_queue.Append(&c); return; } c.frame = 0; // The client can't tell which frame, so just make it 0 /* Clients send their command to the server and forget all about the packet */ MyClient::SendCommand(&c); } /** * 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. * @param cs The client to sync the queue to. */ void NetworkSyncCommandQueue(NetworkClientSocket *cs) { for (CommandPacket *p = _local_execution_queue.Peek(); p != NULL; p = p->next) { CommandPacket c = *p; c.callback = 0; cs->outgoing_queue.Append(&c); } } /** * Execute all commands on the local command queue that ought to be executed this frame. */ void NetworkExecuteLocalCommandQueue() { assert(IsLocalCompany()); CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue); CommandPacket *cp; 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; if (_frame_counter > cp->frame) { /* If we reach here, it means for whatever reason, we've already executed * past the command we need to execute. */ error("[net] Trying to execute a packet in the past!"); } /* We can execute this command */ _current_company = cp->company; cp->cmd |= CMD_NETWORK_COMMAND; DoCommandP(cp, cp->my_cmd); queue.Pop(); free(cp); } /* Local company may have changed, so we should not restore the old value */ _current_company = _local_company; } /** * Free the local command queue. */ 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) { int to_go = _settings_client.network.commands_per_frame; CommandPacket *cp; while (--to_go >= 0 && (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. * @param cp the struct to write the data to. * @return an error message. When NULL there has been no error. */ const char *NetworkGameSocketHandler::Recv_Command(Packet *p, CommandPacket *cp) { cp->company = (CompanyID)p->Recv_uint8(); cp->cmd = p->Recv_uint32(); cp->p1 = p->Recv_uint32(); cp->p2 = p->Recv_uint32(); cp->tile = p->Recv_uint32(); p->Recv_string(cp->text, lengthof(cp->text)); byte callback = p->Recv_uint8(); if (!IsValidCommand(cp->cmd)) return "invalid command"; if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command"; if ((cp->cmd & CMD_FLAGS_MASK) != 0) return "invalid command flag"; if (callback > lengthof(_callback_table)) return "invalid callback"; cp->callback = _callback_table[callback]; return NULL; } /** * Sends a command over the network. * @param p the packet to send it in. * @param cp the packet to actually send. */ void NetworkGameSocketHandler::Send_Command(Packet *p, const CommandPacket *cp) { p->Send_uint8 (cp->company); p->Send_uint32(cp->cmd); p->Send_uint32(cp->p1); p->Send_uint32(cp->p2); p->Send_uint32(cp->tile); p->Send_string(cp->text); byte callback = 0; while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) { callback++; } if (callback == lengthof(_callback_table)) { DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback); callback = 0; // _callback_table[0] == NULL } p->Send_uint8 (callback); } #endif /* ENABLE_NETWORK */