# network_command.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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 <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #ifdef ENABLE_NETWORK
    00013
    00014 #include "../stdafx.h"
    00015 #include "network_admin.h"
    00016 #include "network_client.h"
    00017 #include "network_server.h"
    00018 #include "../command_func.h"
    00019 #include "../company_func.h"
    00020 #include "../settings_type.h"
    00021
    00023 static CommandCallback * const _callback_table[] = {
    00024   /* 0x00 */ NULL,
    00025   /* 0x01 */ CcBuildPrimaryVehicle,
    00026   /* 0x02 */ CcBuildAirport,
    00027   /* 0x03 */ CcBuildBridge,
    00028   /* 0x04 */ CcBuildCanal,
    00029   /* 0x05 */ CcBuildDocks,
    00030   /* 0x06 */ CcFoundTown,
    00031   /* 0x07 */ CcBuildRoadTunnel,
    00032   /* 0x08 */ CcBuildRailTunnel,
    00033   /* 0x09 */ CcBuildWagon,
    00034   /* 0x0A */ CcRoadDepot,
    00035   /* 0x0B */ CcRailDepot,
    00036   /* 0x0C */ CcPlaceSign,
    00037   /* 0x0D */ CcPlaySound10,
    00038   /* 0x0E */ CcPlaySound1D,
    00039   /* 0x0F */ CcPlaySound1E,
    00040   /* 0x10 */ CcStation,
    00041   /* 0x11 */ CcTerraform,
    00042 #ifdef ENABLE_AI
    00043   /* 0x12 */ CcAI,
    00044 #else
    00045   /* 0x12 */ NULL,
    00046 #endif /* ENABLE_AI */
    00047   /* 0x13 */ CcCloneVehicle,
    00048   /* 0x14 */ CcGiveMoney,
    00049   /* 0x15 */ CcCreateGroup,
    00050   /* 0x16 */ CcFoundRandomTown,
    00051   /* 0x17 */ CcRoadStop,
    00052   /* 0x18 */ CcBuildIndustry,
    00053   /* 0x19 */ CcStartStopVehicle,
    00054 };
    00055
    00061 void CommandQueue::Append(CommandPacket *p)
    00062 {
    00063   CommandPacket *add = MallocT<CommandPacket>(1);
    00064   *add = *p;
    00065   add->next = NULL;
    00066   if (this->first == NULL) {
    00067     this->first = add;
    00068   } else {
    00069     this->last->next = add;
    00070   }
    00071   this->last = add;
    00072   this->count++;
    00073 }
    00074
    00080 CommandPacket *CommandQueue::Pop(bool ignore_paused)
    00081 {
    00082   CommandPacket **prev = &this->first;
    00083   CommandPacket *ret = this->first;
    00084   CommandPacket *prev_item = NULL;
    00085   if (ignore_paused && _pause_mode != PM_UNPAUSED) {
    00086     while (ret != NULL && !IsCommandAllowedWhilePaused(ret->cmd)) {
    00087       prev_item = ret;
    00088       prev = &ret->next;
    00089       ret = ret->next;
    00090     }
    00091   }
    00092   if (ret != NULL) {
    00093     if (ret == this->last) this->last = prev_item;
    00094     *prev = ret->next;
    00095     this->count--;
    00096   }
    00097   return ret;
    00098 }
    00099
    00105 CommandPacket *CommandQueue::Peek(bool ignore_paused)
    00106 {
    00107   if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;
    00108
    00109   for (CommandPacket *p = this->first; p != NULL; p = p->next) {
    00110     if (IsCommandAllowedWhilePaused(p->cmd)) return p;
    00111   }
    00112   return NULL;
    00113 }
    00114
    00116 void CommandQueue::Free()
    00117 {
    00118   CommandPacket *cp;
    00119   while ((cp = this->Pop()) != NULL) {
    00120     free(cp);
    00121   }
    00122   assert(this->count == 0);
    00123 }
    00124
    00126 static CommandQueue _local_wait_queue;
    00128 static CommandQueue _local_execution_queue;
    00129
    00140 void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
    00141 {
    00142   assert((cmd & CMD_FLAGS_MASK) == 0);
    00143
    00144   CommandPacket c;
    00145   c.company  = company;
    00146   c.tile     = tile;
    00147   c.p1       = p1;
    00148   c.p2       = p2;
    00149   c.cmd      = cmd;
    00150   c.callback = callback;
    00151
    00152   strecpy(c.text, (text != NULL) ? text : "", lastof(c.text));
    00153
    00154   if (_network_server) {
    00155     /* If we are the server, we queue the command in our 'special' queue.
    00156      *   In theory, we could execute the command right away, but then the
    00157      *   client on the server can do everything 1 tick faster than others.
    00158      *   So to keep the game fair, we delay the command with 1 tick
    00159      *   which gives about the same speed as most clients.
    00160      */
    00161     c.frame = _frame_counter_max + 1;
    00162     c.my_cmd = true;
    00163
    00164     _local_wait_queue.Append(&c);
    00165     return;
    00166   }
    00167
    00168   c.frame = 0; // The client can't tell which frame, so just make it 0
    00169
    00170   /* Clients send their command to the server and forget all about the packet */
    00171   MyClient::SendCommand(&c);
    00172 }
    00173
    00183 void NetworkSyncCommandQueue(NetworkClientSocket *cs)
    00184 {
    00185   for (CommandPacket *p = _local_execution_queue.Peek(); p != NULL; p = p->next) {
    00186     CommandPacket c = *p;
    00187     c.callback = 0;
    00188     cs->outgoing_queue.Append(&c);
    00189   }
    00190 }
    00191
    00195 void NetworkExecuteLocalCommandQueue()
    00196 {
    00197   assert(IsLocalCompany());
    00198
    00199   CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
    00200
    00201   CommandPacket *cp;
    00202   while ((cp = queue.Peek()) != NULL) {
    00203     /* The queue is always in order, which means
    00204      * that the first element will be executed first. */
    00205     if (_frame_counter < cp->frame) break;
    00206
    00207     if (_frame_counter > cp->frame) {
    00208       /* If we reach here, it means for whatever reason, we've already executed
    00209        * past the command we need to execute. */
    00210       error("[net] Trying to execute a packet in the past!");
    00211     }
    00212
    00213     /* We can execute this command */
    00214     _current_company = cp->company;
    00215     cp->cmd |= CMD_NETWORK_COMMAND;
    00216     DoCommandP(cp, cp->my_cmd);
    00217
    00218     queue.Pop();
    00219     free(cp);
    00220   }
    00221
    00222   /* Local company may have changed, so we should not restore the old value */
    00223   _current_company = _local_company;
    00224 }
    00225
    00229 void NetworkFreeLocalCommandQueue()
    00230 {
    00231   _local_wait_queue.Free();
    00232   _local_execution_queue.Free();
    00233 }
    00234
    00240 static void DistributeCommandPacket(CommandPacket cp, const NetworkClientSocket *owner)
    00241 {
    00242   CommandCallback *callback = cp.callback;
    00243   cp.frame = _frame_counter_max + 1;
    00244
    00245   NetworkClientSocket *cs;
    00246   FOR_ALL_CLIENT_SOCKETS(cs) {
    00247     if (cs->status >= NetworkClientSocket::STATUS_MAP) {
    00248       /* Callbacks are only send back to the client who sent them in the
    00249        *  first place. This filters that out. */
    00250       cp.callback = (cs != owner) ? NULL : callback;
    00251       cp.my_cmd = (cs == owner);
    00252       cs->outgoing_queue.Append(&cp);
    00253     }
    00254   }
    00255
    00256   cp.callback = (cs != owner) ? NULL : callback;
    00257   cp.my_cmd = (cs == owner);
    00258   _local_execution_queue.Append(&cp);
    00259 }
    00260
    00266 static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
    00267 {
    00268   int to_go = _settings_client.network.commands_per_frame;
    00269
    00270   CommandPacket *cp;
    00271   while (--to_go >= 0 && (cp = queue->Pop(true)) != NULL) {
    00272     DistributeCommandPacket(*cp, owner);
    00273     NetworkAdminCmdLogging(owner, cp);
    00274     free(cp);
    00275   }
    00276 }
    00277
    00278 void NetworkDistributeCommands()
    00279 {
    00280   /* First send the server's commands. */
    00281   DistributeQueue(&_local_wait_queue, NULL);
    00282
    00283   /* Then send the queues of the others. */
    00284   NetworkClientSocket *cs;
    00285   FOR_ALL_CLIENT_SOCKETS(cs) {
    00286     DistributeQueue(&cs->incoming_queue, cs);
    00287   }
    00288 }
    00289
    00296 const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
    00297 {
    00298   cp->company = (CompanyID)p->Recv_uint8();
    00299   cp->cmd     = p->Recv_uint32();
    00300   cp->p1      = p->Recv_uint32();
    00301   cp->p2      = p->Recv_uint32();
    00302   cp->tile    = p->Recv_uint32();
    00303   p->Recv_string(cp->text, lengthof(cp->text));
    00304
    00305   byte callback = p->Recv_uint8();
    00306
    00307   if (!IsValidCommand(cp->cmd))               return "invalid command";
    00308   if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
    00309   if ((cp->cmd & CMD_FLAGS_MASK) != 0)        return "invalid command flag";
    00310   if (callback > lengthof(_callback_table))   return "invalid callback";
    00311
    00312   cp->callback = _callback_table[callback];
    00313   return NULL;
    00314 }
    00315
    00321 void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
    00322 {
    00323   p->Send_uint8 (cp->company);
    00324   p->Send_uint32(cp->cmd);
    00325   p->Send_uint32(cp->p1);
    00326   p->Send_uint32(cp->p2);
    00327   p->Send_uint32(cp->tile);
    00328   p->Send_string(cp->text);
    00329
    00330   byte callback = 0;
    00331   while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
    00332     callback++;
    00333   }
    00334
    00335   if (callback == lengthof(_callback_table)) {
    00336     DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
    00337     callback = 0; // _callback_table[0] == NULL
    00338   }
    00339   p->Send_uint8 (callback);
    00340 }
    00341
    00342 #endif /* ENABLE_NETWORK */