network_command.cpp

Go to the documentation of this file.
00001 /* $Id: network_command.cpp 21668 2010-12-30 18:14:37Z rubidium $ */
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 "../debug.h"
00016 #include "network_admin.h"
00017 #include "network_client.h"
00018 #include "network_server.h"
00019 #include "network.h"
00020 #include "../command_func.h"
00021 #include "../company_func.h"
00022 #include "../settings_type.h"
00023 
00025 static CommandCallback * const _callback_table[] = {
00026   /* 0x00 */ NULL,
00027   /* 0x01 */ CcBuildPrimaryVehicle,
00028   /* 0x02 */ CcBuildAirport,
00029   /* 0x03 */ CcBuildBridge,
00030   /* 0x04 */ CcBuildCanal,
00031   /* 0x05 */ CcBuildDocks,
00032   /* 0x06 */ CcFoundTown,
00033   /* 0x07 */ CcBuildRoadTunnel,
00034   /* 0x08 */ CcBuildRailTunnel,
00035   /* 0x09 */ CcBuildWagon,
00036   /* 0x0A */ CcRoadDepot,
00037   /* 0x0B */ CcRailDepot,
00038   /* 0x0C */ CcPlaceSign,
00039   /* 0x0D */ CcPlaySound10,
00040   /* 0x0E */ CcPlaySound1D,
00041   /* 0x0F */ CcPlaySound1E,
00042   /* 0x10 */ CcStation,
00043   /* 0x11 */ CcTerraform,
00044 #ifdef ENABLE_AI
00045   /* 0x12 */ CcAI,
00046 #else
00047   /* 0x12 */ NULL,
00048 #endif /* ENABLE_AI */
00049   /* 0x13 */ CcCloneVehicle,
00050   /* 0x14 */ CcGiveMoney,
00051   /* 0x15 */ CcCreateGroup,
00052   /* 0x16 */ CcFoundRandomTown,
00053   /* 0x17 */ CcRoadStop,
00054   /* 0x18 */ CcBuildIndustry,
00055   /* 0x19 */ CcStartStopVehicle,
00056 };
00057 
00063 void CommandQueue::Append(CommandPacket *p)
00064 {
00065   CommandPacket *add = MallocT<CommandPacket>(1);
00066   *add = *p;
00067   add->next = NULL;
00068   if (this->first == NULL) {
00069     this->first = add;
00070   } else {
00071     this->last->next = add;
00072   }
00073   this->last = add;
00074   this->count++;
00075 }
00076 
00082 CommandPacket *CommandQueue::Pop(bool ignore_paused)
00083 {
00084   CommandPacket **prev = &this->first;
00085   CommandPacket *ret = this->first;
00086   if (ignore_paused && _pause_mode != PM_UNPAUSED) {
00087     while (ret != NULL && !IsCommandAllowedWhilePaused(ret->cmd)) {
00088       prev = &ret->next;
00089       ret = ret->next;
00090     }
00091   }
00092   if (ret != NULL) {
00093     *prev = ret->next;
00094     this->count--;
00095   }
00096   return ret;
00097 }
00098 
00104 CommandPacket *CommandQueue::Peek(bool ignore_paused)
00105 {
00106   if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;
00107 
00108   for (CommandPacket *p = this->first; p != NULL; p = p->next) {
00109     if (IsCommandAllowedWhilePaused(p->cmd)) return p;
00110   }
00111   return NULL;
00112 }
00113 
00115 void CommandQueue::Free()
00116 {
00117   CommandPacket *cp;
00118   while ((cp = this->Pop()) != NULL) {
00119     free(cp);
00120   }
00121   assert(this->count == 0);
00122 }
00123 
00125 static CommandQueue _local_wait_queue;
00127 static CommandQueue _local_execution_queue;
00128 
00139 void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
00140 {
00141   assert((cmd & CMD_FLAGS_MASK) == 0);
00142 
00143   CommandPacket c;
00144   c.company  = company;
00145   c.tile     = tile;
00146   c.p1       = p1;
00147   c.p2       = p2;
00148   c.cmd      = cmd;
00149   c.callback = callback;
00150 
00151   strecpy(c.text, (text != NULL) ? text : "", lastof(c.text));
00152 
00153   if (_network_server) {
00154     /* If we are the server, we queue the command in our 'special' queue.
00155      *   In theory, we could execute the command right away, but then the
00156      *   client on the server can do everything 1 tick faster than others.
00157      *   So to keep the game fair, we delay the command with 1 tick
00158      *   which gives about the same speed as most clients.
00159      */
00160     c.frame = _frame_counter_max + 1;
00161     c.my_cmd = true;
00162 
00163     _local_wait_queue.Append(&c);
00164     return;
00165   }
00166 
00167   c.frame = 0; // The client can't tell which frame, so just make it 0
00168 
00169   /* Clients send their command to the server and forget all about the packet */
00170   MyClient::SendCommand(&c);
00171 }
00172 
00182 void NetworkSyncCommandQueue(NetworkClientSocket *cs)
00183 {
00184   for (CommandPacket *p = _local_execution_queue.Peek(); p != NULL; p = p->next) {
00185     CommandPacket c = *p;
00186     c.callback = 0;
00187     cs->outgoing_queue.Append(&c);
00188   }
00189 }
00190 
00194 void NetworkExecuteLocalCommandQueue()
00195 {
00196   assert(IsLocalCompany());
00197 
00198   CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
00199 
00200   CommandPacket *cp;
00201   while ((cp = queue.Peek()) != NULL) {
00202     /* The queue is always in order, which means
00203      * that the first element will be executed first. */
00204     if (_frame_counter < cp->frame) break;
00205 
00206     if (_frame_counter > cp->frame) {
00207       /* If we reach here, it means for whatever reason, we've already executed
00208        * past the command we need to execute. */
00209       error("[net] Trying to execute a packet in the past!");
00210     }
00211 
00212     /* We can execute this command */
00213     _current_company = cp->company;
00214     cp->cmd |= CMD_NETWORK_COMMAND;
00215     DoCommandP(cp, cp->my_cmd);
00216 
00217     queue.Pop();
00218     free(cp);
00219   }
00220 
00221   /* Local company may have changed, so we should not restore the old value */
00222   _current_company = _local_company;
00223 }
00224 
00228 void NetworkFreeLocalCommandQueue()
00229 {
00230   _local_execution_queue.Free();
00231 }
00232 
00238 static void DistributeCommandPacket(CommandPacket cp, const NetworkClientSocket *owner)
00239 {
00240   CommandCallback *callback = cp.callback;
00241   cp.frame = _frame_counter_max + 1;
00242 
00243   NetworkClientSocket *cs;
00244   FOR_ALL_CLIENT_SOCKETS(cs) {
00245     if (cs->status >= NetworkClientSocket::STATUS_MAP) {
00246       /* Callbacks are only send back to the client who sent them in the
00247        *  first place. This filters that out. */
00248       cp.callback = (cs != owner) ? NULL : callback;
00249       cp.my_cmd = (cs == owner);
00250       cs->outgoing_queue.Append(&cp);
00251     }
00252   }
00253 
00254   cp.callback = (cs != owner) ? NULL : callback;
00255   cp.my_cmd = (cs == owner);
00256   _local_execution_queue.Append(&cp);
00257 }
00258 
00264 static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
00265 {
00266   int to_go = _settings_client.network.commands_per_frame;
00267 
00268   CommandPacket *cp;
00269   while (--to_go >= 0 && (cp = queue->Pop(true)) != NULL) {
00270     DistributeCommandPacket(*cp, owner);
00271     NetworkAdminCmdLogging(owner, cp);
00272     free(cp);
00273   }
00274 }
00275 
00276 void NetworkDistributeCommands()
00277 {
00278   /* First send the server's commands. */
00279   DistributeQueue(&_local_wait_queue, NULL);
00280 
00281   /* Then send the queues of the others. */
00282   NetworkClientSocket *cs;
00283   FOR_ALL_CLIENT_SOCKETS(cs) {
00284     DistributeQueue(&cs->incoming_queue, cs);
00285   }
00286 }
00287 
00294 const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
00295 {
00296   cp->company = (CompanyID)p->Recv_uint8();
00297   cp->cmd     = p->Recv_uint32();
00298   cp->p1      = p->Recv_uint32();
00299   cp->p2      = p->Recv_uint32();
00300   cp->tile    = p->Recv_uint32();
00301   p->Recv_string(cp->text, lengthof(cp->text));
00302 
00303   byte callback = p->Recv_uint8();
00304 
00305   if (!IsValidCommand(cp->cmd))               return "invalid command";
00306   if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
00307   if ((cp->cmd & CMD_FLAGS_MASK) != 0)        return "invalid command flag";
00308   if (callback > lengthof(_callback_table))   return "invalid callback";
00309 
00310   cp->callback = _callback_table[callback];
00311   return NULL;
00312 }
00313 
00319 void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
00320 {
00321   p->Send_uint8 (cp->company);
00322   p->Send_uint32(cp->cmd);
00323   p->Send_uint32(cp->p1);
00324   p->Send_uint32(cp->p2);
00325   p->Send_uint32(cp->tile);
00326   p->Send_string(cp->text);
00327 
00328   byte callback = 0;
00329   while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
00330     callback++;
00331   }
00332 
00333   if (callback == lengthof(_callback_table)) {
00334     DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
00335     callback = 0; // _callback_table[0] == NULL
00336   }
00337   p->Send_uint8 (callback);
00338 }
00339 
00340 #endif /* ENABLE_NETWORK */

Generated on Thu Jan 20 22:57:35 2011 for OpenTTD by  doxygen 1.6.1