/* $Id$ */ /** @file network_data.cpp Command handling over network connections. */ #ifdef ENABLE_NETWORK #include "../stdafx.h" #include "../debug.h" #include "network_internal.h" #include "network_client.h" #include "../command_func.h" #include "../callback_table.h" #include "../core/alloc_func.hpp" #include "../string_func.h" #include "../date_func.h" #include "../player_func.h" // Add a command to the local command queue void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp) { CommandPacket* new_cp = MallocT(1); *new_cp = *cp; if (cs->command_queue == NULL) { cs->command_queue = new_cp; } else { CommandPacket *c = cs->command_queue; while (c->next != NULL) c = c->next; c->next = new_cp; } } // Prepare a DoCommand to be send over the network void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) { CommandPacket c; c.company = _local_company; c.next = NULL; c.tile = tile; c.p1 = p1; c.p2 = p2; c.cmd = cmd; c.callback = 0; while (c.callback < _callback_table_count && _callback_table[c.callback] != callback) { c.callback++; } if (c.callback == _callback_table_count) { DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback); c.callback = 0; // _callback_table[0] == NULL } ttd_strlcpy(c.text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(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; CommandPacket *new_cp = MallocT(1); *new_cp = c; new_cp->my_cmd = true; if (_local_command_queue == NULL) { _local_command_queue = new_cp; } else { /* Find last packet */ CommandPacket *cp = _local_command_queue; while (cp->next != NULL) cp = cp->next; cp->next = new_cp; } /* Only the local client (in this case, the server) gets the callback */ c.callback = 0; /* And we queue it for delivery to the clients */ NetworkTCPSocketHandler *cs; FOR_ALL_CLIENTS(cs) { if (cs->status > STATUS_MAP_WAIT) NetworkAddCommandQueue(cs, &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 */ SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c); } // Execute a DoCommand we received from the network void NetworkExecuteCommand(CommandPacket *cp) { _current_company = cp->company; _cmd_text = cp->text; /* cp->callback is unsigned. so we don't need to do lower bounds checking. */ if (cp->callback > _callback_table_count) { DEBUG(net, 0, "Received out-of-bounds callback (%d)", cp->callback); cp->callback = 0; } DebugDumpCommands("ddc:cmd:%d;%d;%d;%d;%d;%d;%d;%s\n", _date, _date_fract, (int)cp->company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text); DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND, cp->my_cmd); } #endif /* ENABLE_NETWORK */