network_data.cpp

00001 /* $Id: network_data.cpp 12367 2008-03-15 00:31:10Z smatz $ */
00002 
00003 #ifdef ENABLE_NETWORK
00004 
00005 #include "../stdafx.h"
00006 #include "../debug.h"
00007 #include "network_data.h"
00008 #include "network_client.h"
00009 #include "../command_func.h"
00010 #include "../callback_table.h"
00011 #include "../core/alloc_func.hpp"
00012 #include "../string_func.h"
00013 #include "../date_func.h"
00014 #include "../player_func.h"
00015 
00016 // Add a command to the local command queue
00017 void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp)
00018 {
00019   CommandPacket* new_cp = MallocT<CommandPacket>(1);
00020 
00021   *new_cp = *cp;
00022 
00023   if (cs->command_queue == NULL) {
00024     cs->command_queue = new_cp;
00025   } else {
00026     CommandPacket *c = cs->command_queue;
00027     while (c->next != NULL) c = c->next;
00028     c->next = new_cp;
00029   }
00030 }
00031 
00032 // Prepare a DoCommand to be send over the network
00033 void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
00034 {
00035   CommandPacket c;
00036 
00037   c.player = _local_player;
00038   c.next   = NULL;
00039   c.tile   = tile;
00040   c.p1     = p1;
00041   c.p2     = p2;
00042   c.cmd    = cmd;
00043 
00044   c.callback = 0;
00045   while (c.callback < _callback_table_count && _callback_table[c.callback] != callback) {
00046     c.callback++;
00047   }
00048 
00049   if (c.callback == _callback_table_count) {
00050     DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
00051     c.callback = 0; // _callback_table[0] == NULL
00052   }
00053 
00054   ttd_strlcpy(c.text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c.text));
00055 
00056   if (_network_server) {
00057     /* If we are the server, we queue the command in our 'special' queue.
00058      *   In theory, we could execute the command right away, but then the
00059      *   client on the server can do everything 1 tick faster than others.
00060      *   So to keep the game fair, we delay the command with 1 tick
00061      *   which gives about the same speed as most clients.
00062      */
00063     c.frame = _frame_counter_max + 1;
00064 
00065     CommandPacket *new_cp = MallocT<CommandPacket>(1);
00066     *new_cp = c;
00067     new_cp->my_cmd = true;
00068     if (_local_command_queue == NULL) {
00069       _local_command_queue = new_cp;
00070     } else {
00071       /* Find last packet */
00072       CommandPacket *cp = _local_command_queue;
00073       while (cp->next != NULL) cp = cp->next;
00074       cp->next = new_cp;
00075     }
00076 
00077     /* Only the local client (in this case, the server) gets the callback */
00078     c.callback = 0;
00079     /* And we queue it for delivery to the clients */
00080     NetworkTCPSocketHandler *cs;
00081     FOR_ALL_CLIENTS(cs) {
00082       if (cs->status > STATUS_MAP_WAIT) NetworkAddCommandQueue(cs, &c);
00083     }
00084     return;
00085   }
00086 
00087   c.frame = 0; // The client can't tell which frame, so just make it 0
00088 
00089   /* Clients send their command to the server and forget all about the packet */
00090   SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
00091 }
00092 
00093 // Execute a DoCommand we received from the network
00094 void NetworkExecuteCommand(CommandPacket *cp)
00095 {
00096   _current_player = cp->player;
00097   _cmd_text = cp->text;
00098   /* cp->callback is unsigned. so we don't need to do lower bounds checking. */
00099   if (cp->callback > _callback_table_count) {
00100     DEBUG(net, 0, "Received out-of-bounds callback (%d)", cp->callback);
00101     cp->callback = 0;
00102   }
00103 
00104   DebugDumpCommands("ddc:cmd:%d;%d;%d;%d;%d;%d;%d;%s\n", _date, _date_fract, (int)cp->player, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text);
00105 
00106   DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND, cp->my_cmd);
00107 }
00108 
00109 #endif /* ENABLE_NETWORK */

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