network_command.cpp

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00001 /* $Id: network_command.cpp 23843 2012-01-22 21:27:15Z 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 "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   /* 0x12 */ CcAI,
00043   /* 0x13 */ CcCloneVehicle,
00044   /* 0x14 */ CcGiveMoney,
00045   /* 0x15 */ CcCreateGroup,
00046   /* 0x16 */ CcFoundRandomTown,
00047   /* 0x17 */ CcRoadStop,
00048   /* 0x18 */ CcBuildIndustry,
00049   /* 0x19 */ CcStartStopVehicle,
00050   /* 0x1A */ CcGame,
00051 };
00052 
00058 void CommandQueue::Append(CommandPacket *p)
00059 {
00060   CommandPacket *add = MallocT<CommandPacket>(1);
00061   *add = *p;
00062   add->next = NULL;
00063   if (this->first == NULL) {
00064     this->first = add;
00065   } else {
00066     this->last->next = add;
00067   }
00068   this->last = add;
00069   this->count++;
00070 }
00071 
00077 CommandPacket *CommandQueue::Pop(bool ignore_paused)
00078 {
00079   CommandPacket **prev = &this->first;
00080   CommandPacket *ret = this->first;
00081   CommandPacket *prev_item = NULL;
00082   if (ignore_paused && _pause_mode != PM_UNPAUSED) {
00083     while (ret != NULL && !IsCommandAllowedWhilePaused(ret->cmd)) {
00084       prev_item = ret;
00085       prev = &ret->next;
00086       ret = ret->next;
00087     }
00088   }
00089   if (ret != NULL) {
00090     if (ret == this->last) this->last = prev_item;
00091     *prev = ret->next;
00092     this->count--;
00093   }
00094   return ret;
00095 }
00096 
00102 CommandPacket *CommandQueue::Peek(bool ignore_paused)
00103 {
00104   if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;
00105 
00106   for (CommandPacket *p = this->first; p != NULL; p = p->next) {
00107     if (IsCommandAllowedWhilePaused(p->cmd)) return p;
00108   }
00109   return NULL;
00110 }
00111 
00113 void CommandQueue::Free()
00114 {
00115   CommandPacket *cp;
00116   while ((cp = this->Pop()) != NULL) {
00117     free(cp);
00118   }
00119   assert(this->count == 0);
00120 }
00121 
00123 static CommandQueue _local_wait_queue;
00125 static CommandQueue _local_execution_queue;
00126 
00137 void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
00138 {
00139   assert((cmd & CMD_FLAGS_MASK) == 0);
00140 
00141   CommandPacket c;
00142   c.company  = company;
00143   c.tile     = tile;
00144   c.p1       = p1;
00145   c.p2       = p2;
00146   c.cmd      = cmd;
00147   c.callback = callback;
00148 
00149   strecpy(c.text, (text != NULL) ? text : "", lastof(c.text));
00150 
00151   if (_network_server) {
00152     /* If we are the server, we queue the command in our 'special' queue.
00153      *   In theory, we could execute the command right away, but then the
00154      *   client on the server can do everything 1 tick faster than others.
00155      *   So to keep the game fair, we delay the command with 1 tick
00156      *   which gives about the same speed as most clients.
00157      */
00158     c.frame = _frame_counter_max + 1;
00159     c.my_cmd = true;
00160 
00161     _local_wait_queue.Append(&c);
00162     return;
00163   }
00164 
00165   c.frame = 0; // The client can't tell which frame, so just make it 0
00166 
00167   /* Clients send their command to the server and forget all about the packet */
00168   MyClient::SendCommand(&c);
00169 }
00170 
00180 void NetworkSyncCommandQueue(NetworkClientSocket *cs)
00181 {
00182   for (CommandPacket *p = _local_execution_queue.Peek(); p != NULL; p = p->next) {
00183     CommandPacket c = *p;
00184     c.callback = 0;
00185     cs->outgoing_queue.Append(&c);
00186   }
00187 }
00188 
00192 void NetworkExecuteLocalCommandQueue()
00193 {
00194   assert(IsLocalCompany());
00195 
00196   CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
00197 
00198   CommandPacket *cp;
00199   while ((cp = queue.Peek()) != NULL) {
00200     /* The queue is always in order, which means
00201      * that the first element will be executed first. */
00202     if (_frame_counter < cp->frame) break;
00203 
00204     if (_frame_counter > cp->frame) {
00205       /* If we reach here, it means for whatever reason, we've already executed
00206        * past the command we need to execute. */
00207       error("[net] Trying to execute a packet in the past!");
00208     }
00209 
00210     /* We can execute this command */
00211     _current_company = cp->company;
00212     cp->cmd |= CMD_NETWORK_COMMAND;
00213     DoCommandP(cp, cp->my_cmd);
00214 
00215     queue.Pop();
00216     free(cp);
00217   }
00218 
00219   /* Local company may have changed, so we should not restore the old value */
00220   _current_company = _local_company;
00221 }
00222 
00226 void NetworkFreeLocalCommandQueue()
00227 {
00228   _local_wait_queue.Free();
00229   _local_execution_queue.Free();
00230 }
00231 
00237 static void DistributeCommandPacket(CommandPacket cp, const NetworkClientSocket *owner)
00238 {
00239   CommandCallback *callback = cp.callback;
00240   cp.frame = _frame_counter_max + 1;
00241 
00242   NetworkClientSocket *cs;
00243   FOR_ALL_CLIENT_SOCKETS(cs) {
00244     if (cs->status >= NetworkClientSocket::STATUS_MAP) {
00245       /* Callbacks are only send back to the client who sent them in the
00246        *  first place. This filters that out. */
00247       cp.callback = (cs != owner) ? NULL : callback;
00248       cp.my_cmd = (cs == owner);
00249       cs->outgoing_queue.Append(&cp);
00250     }
00251   }
00252 
00253   cp.callback = (cs != owner) ? NULL : callback;
00254   cp.my_cmd = (cs == owner);
00255   _local_execution_queue.Append(&cp);
00256 }
00257 
00263 static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
00264 {
00265 #ifdef DEBUG_DUMP_COMMANDS
00266   /* When replaying we do not want this limitation. */
00267   int to_go = UINT16_MAX;
00268 #else
00269   int to_go = _settings_client.network.commands_per_frame;
00270 #endif
00271 
00272   CommandPacket *cp;
00273   while (--to_go >= 0 && (cp = queue->Pop(true)) != NULL) {
00274     DistributeCommandPacket(*cp, owner);
00275     NetworkAdminCmdLogging(owner, cp);
00276     free(cp);
00277   }
00278 }
00279 
00281 void NetworkDistributeCommands()
00282 {
00283   /* First send the server's commands. */
00284   DistributeQueue(&_local_wait_queue, NULL);
00285 
00286   /* Then send the queues of the others. */
00287   NetworkClientSocket *cs;
00288   FOR_ALL_CLIENT_SOCKETS(cs) {
00289     DistributeQueue(&cs->incoming_queue, cs);
00290   }
00291 }
00292 
00299 const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
00300 {
00301   cp->company = (CompanyID)p->Recv_uint8();
00302   cp->cmd     = p->Recv_uint32();
00303   if (!IsValidCommand(cp->cmd))               return "invalid command";
00304   if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
00305   if ((cp->cmd & CMD_FLAGS_MASK) != 0)        return "invalid command flag";
00306 
00307   cp->p1      = p->Recv_uint32();
00308   cp->p2      = p->Recv_uint32();
00309   cp->tile    = p->Recv_uint32();
00310   p->Recv_string(cp->text, lengthof(cp->text), (!_network_server && GetCommandFlags(cp->cmd) & CMD_STR_CTRL) != 0 ? SVS_ALLOW_CONTROL_CODE | SVS_REPLACE_WITH_QUESTION_MARK : SVS_REPLACE_WITH_QUESTION_MARK);
00311 
00312   byte callback = p->Recv_uint8();
00313   if (callback >= lengthof(_callback_table))  return "invalid callback";
00314 
00315   cp->callback = _callback_table[callback];
00316   return NULL;
00317 }
00318 
00324 void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
00325 {
00326   p->Send_uint8 (cp->company);
00327   p->Send_uint32(cp->cmd);
00328   p->Send_uint32(cp->p1);
00329   p->Send_uint32(cp->p2);
00330   p->Send_uint32(cp->tile);
00331   p->Send_string(cp->text);
00332 
00333   byte callback = 0;
00334   while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
00335     callback++;
00336   }
00337 
00338   if (callback == lengthof(_callback_table)) {
00339     DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
00340     callback = 0; // _callback_table[0] == NULL
00341   }
00342   p->Send_uint8 (callback);
00343 }
00344 
00345 #endif /* ENABLE_NETWORK */