diff -r ac55aefc54f3 -r 2e6990a8c7c4 src/network/network_data.c --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/network/network_data.c Tue Jan 02 19:19:48 2007 +0000 @@ -0,0 +1,106 @@ +/* $Id$ */ + +#ifdef ENABLE_NETWORK + +#include "../stdafx.h" +#include "../debug.h" +#include "network_data.h" +#include "../string.h" +#include "network_client.h" +#include "../command.h" +#include "../callback_table.h" + +// Add a command to the local command queue +void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp) +{ + CommandPacket* new_cp = malloc(sizeof(*new_cp)); + + *new_cp = *cp; + + if (cs->command_queue == NULL) { + cs->command_queue = new_cp; + } else { + CommandPacket *c = cs->command_queue; + while (c->next != NULL) c = c->next; + c->next = new_cp; + } +} + +// Prepare a DoCommand to be send over the network +void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) +{ + CommandPacket *c = malloc(sizeof(CommandPacket)); + byte temp_callback; + + c->player = _local_player; + c->next = NULL; + c->tile = tile; + c->p1 = p1; + c->p2 = p2; + c->cmd = cmd; + c->callback = 0; + + temp_callback = 0; + + while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback) + temp_callback++; + if (temp_callback == _callback_table_count) { + DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback); + temp_callback = 0; /* _callback_table[0] == NULL */ + } + + if (_network_server) { + // We are the server, so set the command to be executed next possible frame + c->frame = _frame_counter_max + 1; + } else { + c->frame = 0; // The client can't tell which frame, so just make it 0 + } + + ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text)); + + if (_network_server) { + // If we are the server, we queue the command in our 'special' queue. + // In theory, we could execute the command right away, but then the + // client on the server can do everything 1 tick faster than others. + // So to keep the game fair, we delay the command with 1 tick + // which gives about the same speed as most clients. + NetworkClientState *cs; + + // And we queue it for delivery to the clients + FOR_ALL_CLIENTS(cs) { + if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, c); + } + + // Only the server gets the callback, because clients should not get them + c->callback = temp_callback; + if (_local_command_queue == NULL) { + _local_command_queue = c; + } else { + // Find last packet + CommandPacket *cp = _local_command_queue; + while (cp->next != NULL) cp = cp->next; + cp->next = c; + } + + return; + } + + // Clients send their command to the server and forget all about the packet + c->callback = temp_callback; + SEND_COMMAND(PACKET_CLIENT_COMMAND)(c); +} + +// Execute a DoCommand we received from the network +void NetworkExecuteCommand(CommandPacket *cp) +{ + _current_player = cp->player; + _cmd_text = cp->text; + /* cp->callback is unsigned. so we don't need to do lower bounds checking. */ + if (cp->callback > _callback_table_count) { + DEBUG(net, 0, "Received out-of-bounds callback (%d)", cp->callback); + cp->callback = 0; + } + DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND); +} + +#endif /* ENABLE_NETWORK */