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 
00279 void NetworkDistributeCommands()
00280 {
00281   /* First send the server's commands. */
00282   DistributeQueue(&_local_wait_queue, NULL);
00283 
00284   /* Then send the queues of the others. */
00285   NetworkClientSocket *cs;
00286   FOR_ALL_CLIENT_SOCKETS(cs) {
00287     DistributeQueue(&cs->incoming_queue, cs);
00288   }
00289 }
00290 
00297 const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
00298 {
00299   cp->company = (CompanyID)p->Recv_uint8();
00300   cp->cmd     = p->Recv_uint32();
00301   cp->p1      = p->Recv_uint32();
00302   cp->p2      = p->Recv_uint32();
00303   cp->tile    = p->Recv_uint32();
00304   p->Recv_string(cp->text, lengthof(cp->text));
00305 
00306   byte callback = p->Recv_uint8();
00307 
00308   if (!IsValidCommand(cp->cmd))               return "invalid command";
00309   if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
00310   if ((cp->cmd & CMD_FLAGS_MASK) != 0)        return "invalid command flag";
00311   if (callback > lengthof(_callback_table))   return "invalid callback";
00312 
00313   cp->callback = _callback_table[callback];
00314   return NULL;
00315 }
00316 
00322 void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
00323 {
00324   p->Send_uint8 (cp->company);
00325   p->Send_uint32(cp->cmd);
00326   p->Send_uint32(cp->p1);
00327   p->Send_uint32(cp->p2);
00328   p->Send_uint32(cp->tile);
00329   p->Send_string(cp->text);
00330 
00331   byte callback = 0;
00332   while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
00333     callback++;
00334   }
00335 
00336   if (callback == lengthof(_callback_table)) {
00337     DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
00338     callback = 0; // _callback_table[0] == NULL
00339   }
00340   p->Send_uint8 (callback);
00341 }
00342 
00343 #endif /* ENABLE_NETWORK */

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