4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file network_command.cpp Command handling over network connections. */
14 #include "../stdafx.h"
15 #include "network_admin.h"
16 #include "network_client.h"
17 #include "network_server.h"
18 #include "../command_func.h"
19 #include "../company_func.h"
20 #include "../settings_type.h"
22 /** Table with all the callbacks we'll use for conversion*/
23 static CommandCallback
* const _callback_table
[] = {
25 /* 0x01 */ CcBuildPrimaryVehicle
,
26 /* 0x02 */ CcBuildAirport
,
27 /* 0x03 */ CcBuildBridge
,
28 /* 0x04 */ CcBuildCanal
,
29 /* 0x05 */ CcBuildDocks
,
30 /* 0x06 */ CcFoundTown
,
31 /* 0x07 */ CcBuildRoadTunnel
,
32 /* 0x08 */ CcBuildRailTunnel
,
33 /* 0x09 */ CcBuildWagon
,
34 /* 0x0A */ CcRoadDepot
,
35 /* 0x0B */ CcRailDepot
,
36 /* 0x0C */ CcPlaceSign
,
37 /* 0x0D */ CcPlaySound10
,
38 /* 0x0E */ CcPlaySound1D
,
39 /* 0x0F */ CcPlaySound1E
,
41 /* 0x11 */ CcTerraform
,
43 /* 0x13 */ CcCloneVehicle
,
44 /* 0x14 */ CcGiveMoney
,
45 /* 0x15 */ CcCreateGroup
,
46 /* 0x16 */ CcFoundRandomTown
,
47 /* 0x17 */ CcRoadStop
,
48 /* 0x18 */ CcBuildIndustry
,
49 /* 0x19 */ CcStartStopVehicle
,
51 /* 0x1B */ CcAddVehicleNewGroup
,
55 * Append a CommandPacket at the end of the queue.
56 * @param p The packet to append to the queue.
57 * @note A new instance of the CommandPacket will be made.
59 void CommandQueue::Append(CommandPacket
*p
)
61 CommandPacket
*add
= MallocT
<CommandPacket
>(1);
64 if (this->first
== NULL
) {
67 this->last
->next
= add
;
74 * Return the first item in the queue and remove it from the queue.
75 * @param ignore_paused Whether to ignore commands that may not be executed while paused.
76 * @return the first item in the queue.
78 CommandPacket
*CommandQueue::Pop(bool ignore_paused
)
80 CommandPacket
**prev
= &this->first
;
81 CommandPacket
*ret
= this->first
;
82 CommandPacket
*prev_item
= NULL
;
83 if (ignore_paused
&& _pause_mode
!= PM_UNPAUSED
) {
84 while (ret
!= NULL
&& !IsCommandAllowedWhilePaused(ret
->cmd
)) {
91 if (ret
== this->last
) this->last
= prev_item
;
99 * Return the first item in the queue, but don't remove it.
100 * @param ignore_paused Whether to ignore commands that may not be executed while paused.
101 * @return the first item in the queue.
103 CommandPacket
*CommandQueue::Peek(bool ignore_paused
)
105 if (!ignore_paused
|| _pause_mode
== PM_UNPAUSED
) return this->first
;
107 for (CommandPacket
*p
= this->first
; p
!= NULL
; p
= p
->next
) {
108 if (IsCommandAllowedWhilePaused(p
->cmd
)) return p
;
113 /** Free everything that is in the queue. */
114 void CommandQueue::Free()
117 while ((cp
= this->Pop()) != NULL
) {
120 assert(this->count
== 0);
123 /** Local queue of packets waiting for handling. */
124 static CommandQueue _local_wait_queue
;
125 /** Local queue of packets waiting for execution. */
126 static CommandQueue _local_execution_queue
;
129 * Prepare a DoCommand to be send over the network
130 * @param tile The tile to perform a command on (see #CommandProc)
131 * @param p1 Additional data for the command (see #CommandProc)
132 * @param p2 Additional data for the command (see #CommandProc)
133 * @param cmd The command to execute (a CMD_* value)
134 * @param callback A callback function to call after the command is finished
135 * @param text The text to pass
136 * @param company The company that wants to send the command
138 void NetworkSendCommand(TileIndex tile
, uint32 p1
, uint32 p2
, uint32 cmd
, CommandCallback
*callback
, const char *text
, CompanyID company
)
140 assert((cmd
& CMD_FLAGS_MASK
) == 0);
148 c
.callback
= callback
;
150 strecpy(c
.text
, (text
!= NULL
) ? text
: "", lastof(c
.text
));
152 if (_network_server
) {
153 /* If we are the server, we queue the command in our 'special' queue.
154 * In theory, we could execute the command right away, but then the
155 * client on the server can do everything 1 tick faster than others.
156 * So to keep the game fair, we delay the command with 1 tick
157 * which gives about the same speed as most clients.
159 c
.frame
= _frame_counter_max
+ 1;
162 _local_wait_queue
.Append(&c
);
166 c
.frame
= 0; // The client can't tell which frame, so just make it 0
168 /* Clients send their command to the server and forget all about the packet */
169 MyClient::SendCommand(&c
);
173 * Sync our local command queue to the command queue of the given
174 * socket. This is needed for the case where we receive a command
175 * before saving the game for a joining client, but without the
176 * execution of those commands. Not syncing those commands means
177 * that the client will never get them and as such will be in a
178 * desynced state from the time it started with joining.
179 * @param cs The client to sync the queue to.
181 void NetworkSyncCommandQueue(NetworkClientSocket
*cs
)
183 for (CommandPacket
*p
= _local_execution_queue
.Peek(); p
!= NULL
; p
= p
->next
) {
184 CommandPacket c
= *p
;
186 cs
->outgoing_queue
.Append(&c
);
191 * Execute all commands on the local command queue that ought to be executed this frame.
193 void NetworkExecuteLocalCommandQueue()
195 assert(IsLocalCompany());
197 CommandQueue
&queue
= (_network_server
? _local_execution_queue
: ClientNetworkGameSocketHandler::my_client
->incoming_queue
);
200 while ((cp
= queue
.Peek()) != NULL
) {
201 /* The queue is always in order, which means
202 * that the first element will be executed first. */
203 if (_frame_counter
< cp
->frame
) break;
205 if (_frame_counter
> cp
->frame
) {
206 /* If we reach here, it means for whatever reason, we've already executed
207 * past the command we need to execute. */
208 error("[net] Trying to execute a packet in the past!");
211 /* We can execute this command */
212 _current_company
= cp
->company
;
213 cp
->cmd
|= CMD_NETWORK_COMMAND
;
214 DoCommandP(cp
, cp
->my_cmd
);
220 /* Local company may have changed, so we should not restore the old value */
221 _current_company
= _local_company
;
225 * Free the local command queues.
227 void NetworkFreeLocalCommandQueue()
229 _local_wait_queue
.Free();
230 _local_execution_queue
.Free();
234 * "Send" a particular CommandPacket to all clients.
235 * @param cp The command that has to be distributed.
236 * @param owner The client that owns the command,
238 static void DistributeCommandPacket(CommandPacket cp
, const NetworkClientSocket
*owner
)
240 CommandCallback
*callback
= cp
.callback
;
241 cp
.frame
= _frame_counter_max
+ 1;
243 NetworkClientSocket
*cs
;
244 FOR_ALL_CLIENT_SOCKETS(cs
) {
245 if (cs
->status
>= NetworkClientSocket::STATUS_MAP
) {
246 /* Callbacks are only send back to the client who sent them in the
247 * first place. This filters that out. */
248 cp
.callback
= (cs
!= owner
) ? NULL
: callback
;
249 cp
.my_cmd
= (cs
== owner
);
250 cs
->outgoing_queue
.Append(&cp
);
254 cp
.callback
= (cs
!= owner
) ? NULL
: callback
;
255 cp
.my_cmd
= (cs
== owner
);
256 _local_execution_queue
.Append(&cp
);
260 * "Send" a particular CommandQueue to all clients.
261 * @param queue The queue of commands that has to be distributed.
262 * @param owner The client that owns the commands,
264 static void DistributeQueue(CommandQueue
*queue
, const NetworkClientSocket
*owner
)
266 #ifdef DEBUG_DUMP_COMMANDS
267 /* When replaying we do not want this limitation. */
268 int to_go
= UINT16_MAX
;
270 int to_go
= _settings_client
.network
.commands_per_frame
;
274 while (--to_go
>= 0 && (cp
= queue
->Pop(true)) != NULL
) {
275 DistributeCommandPacket(*cp
, owner
);
276 NetworkAdminCmdLogging(owner
, cp
);
281 /** Distribute the commands of ourself and the clients. */
282 void NetworkDistributeCommands()
284 /* First send the server's commands. */
285 DistributeQueue(&_local_wait_queue
, NULL
);
287 /* Then send the queues of the others. */
288 NetworkClientSocket
*cs
;
289 FOR_ALL_CLIENT_SOCKETS(cs
) {
290 DistributeQueue(&cs
->incoming_queue
, cs
);
295 * Receives a command from the network.
296 * @param p the packet to read from.
297 * @param cp the struct to write the data to.
298 * @return an error message. When NULL there has been no error.
300 const char *NetworkGameSocketHandler::ReceiveCommand(Packet
*p
, CommandPacket
*cp
)
302 cp
->company
= (CompanyID
)p
->Recv_uint8();
303 cp
->cmd
= p
->Recv_uint32();
304 if (!IsValidCommand(cp
->cmd
)) return "invalid command";
305 if (GetCommandFlags(cp
->cmd
) & CMD_OFFLINE
) return "offline only command";
306 if ((cp
->cmd
& CMD_FLAGS_MASK
) != 0) return "invalid command flag";
308 cp
->p1
= p
->Recv_uint32();
309 cp
->p2
= p
->Recv_uint32();
310 cp
->tile
= p
->Recv_uint32();
311 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
);
313 byte callback
= p
->Recv_uint8();
314 if (callback
>= lengthof(_callback_table
)) return "invalid callback";
316 cp
->callback
= _callback_table
[callback
];
321 * Sends a command over the network.
322 * @param p the packet to send it in.
323 * @param cp the packet to actually send.
325 void NetworkGameSocketHandler::SendCommand(Packet
*p
, const CommandPacket
*cp
)
327 p
->Send_uint8 (cp
->company
);
328 p
->Send_uint32(cp
->cmd
);
329 p
->Send_uint32(cp
->p1
);
330 p
->Send_uint32(cp
->p2
);
331 p
->Send_uint32(cp
->tile
);
332 p
->Send_string(cp
->text
);
335 while (callback
< lengthof(_callback_table
) && _callback_table
[callback
] != cp
->callback
) {
339 if (callback
== lengthof(_callback_table
)) {
340 DEBUG(net
, 0, "Unknown callback. (Pointer: %p) No callback sent", cp
->callback
);
341 callback
= 0; // _callback_table[0] == NULL
343 p
->Send_uint8 (callback
);
346 #endif /* ENABLE_NETWORK */