/* $Id$ */ /** @file network_command.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 "../company_func.h" /** Local queue of packets */ static CommandPacket *_local_command_queue = NULL; /** * 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(1); *new_cp = cp; CommandPacket **begin = (cs == NULL ? &_local_command_queue : &cs->command_queue); if (*begin == NULL) { *begin = new_cp; } else { CommandPacket *c = *begin; while (c->next != NULL) c = c->next; c->next = new_cp; } } /** * 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 */ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text) { assert((cmd & CMD_FLAGS_MASK) == 0); CommandPacket c; c.company = _local_company; c.next = NULL; 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; 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); } 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 * @param cp the command to execute */ static void NetworkExecuteCommand(CommandPacket *cp) { _current_company = cp->company; DoCommandP(cp->tile, cp->p1, cp->p2, cp->cmd | CMD_NETWORK_COMMAND, cp->callback, cp->text, cp->my_cmd); } /** * Execute all commands on the local command queue that ought to be executed this frame. */ void NetworkExecuteLocalCommandQueue() { while (_local_command_queue != NULL) { /* The queue is always in order, which means * that the first element will be executed first. */ if (_frame_counter < _local_command_queue->frame) break; if (_frame_counter > _local_command_queue->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 */ NetworkExecuteCommand(_local_command_queue); CommandPacket *cp = _local_command_queue; _local_command_queue = _local_command_queue->next; free(cp); } } /** * Free the local command queue. */ void NetworkFreeLocalCommandQueue() { /* Free all queued commands */ while (_local_command_queue != NULL) { CommandPacket *p = _local_command_queue; _local_command_queue = _local_command_queue->next; free(p); } } /** * 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 *NetworkClientSocket::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 > _callback_table_count) 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 NetworkClientSocket::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 < _callback_table_count && _callback_table[callback] != cp->callback) { callback++; } if (callback == _callback_table_count) { DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback); callback = 0; // _callback_table[0] == NULL } p->Send_uint8 (callback); } #endif /* ENABLE_NETWORK */