src/network/network_data.cpp
branchgamebalance
changeset 9912 1ac8aac92385
parent 5875 4a1391019791
child 7683 cd00f3932777
child 9641 855e32c08c9b
equal deleted inserted replaced
9911:0b8b245a2391 9912:1ac8aac92385
    28 }
    28 }
    29 
    29 
    30 // Prepare a DoCommand to be send over the network
    30 // Prepare a DoCommand to be send over the network
    31 void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
    31 void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
    32 {
    32 {
    33 	CommandPacket *c = MallocT<CommandPacket>(1);
    33 	CommandPacket c;
    34 	byte temp_callback;
       
    35 
    34 
    36 	c->player = _local_player;
    35 	c.player = _local_player;
    37 	c->next = NULL;
    36 	c.next   = NULL;
    38 	c->tile = tile;
    37 	c.tile   = tile;
    39 	c->p1 = p1;
    38 	c.p1     = p1;
    40 	c->p2 = p2;
    39 	c.p2     = p2;
    41 	c->cmd = cmd;
    40 	c.cmd    = cmd;
    42 	c->callback = 0;
       
    43 
    41 
    44 	temp_callback = 0;
    42 	c.callback = 0;
    45 
    43 	while (c.callback < _callback_table_count && _callback_table[c.callback] != callback) {
    46 	while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
    44 		c.callback++;
    47 		temp_callback++;
       
    48 	if (temp_callback == _callback_table_count) {
       
    49 		DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
       
    50 		temp_callback = 0; /* _callback_table[0] == NULL */
       
    51 	}
    45 	}
    52 
    46 
    53 	if (_network_server) {
    47 	if (c.callback == _callback_table_count) {
    54 		// We are the server, so set the command to be executed next possible frame
    48 		DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
    55 		c->frame = _frame_counter_max + 1;
    49 		c.callback = 0; // _callback_table[0] == NULL
    56 	} else {
       
    57 		c->frame = 0; // The client can't tell which frame, so just make it 0
       
    58 	}
    50 	}
    59 
    51 
    60 	ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
    52 	ttd_strlcpy(c.text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c.text));
    61 
    53 
    62 	if (_network_server) {
    54 	if (_network_server) {
    63 		// If we are the server, we queue the command in our 'special' queue.
    55 		/* If we are the server, we queue the command in our 'special' queue.
    64 		//   In theory, we could execute the command right away, but then the
    56 		 *   In theory, we could execute the command right away, but then the
    65 		//   client on the server can do everything 1 tick faster than others.
    57 		 *   client on the server can do everything 1 tick faster than others.
    66 		//   So to keep the game fair, we delay the command with 1 tick
    58 		 *   So to keep the game fair, we delay the command with 1 tick
    67 		//   which gives about the same speed as most clients.
    59 		 *   which gives about the same speed as most clients.
    68 		NetworkTCPSocketHandler *cs;
    60 		 */
       
    61 		c.frame = _frame_counter_max + 1;
    69 
    62 
    70 		// And we queue it for delivery to the clients
    63 		CommandPacket *new_cp = MallocT<CommandPacket>(1);
    71 		FOR_ALL_CLIENTS(cs) {
    64 		*new_cp = c;
    72 			if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, c);
    65 		if (_local_command_queue == NULL) {
       
    66 			_local_command_queue = new_cp;
       
    67 		} else {
       
    68 			/* Find last packet */
       
    69 			CommandPacket *cp = _local_command_queue;
       
    70 			while (cp->next != NULL) cp = cp->next;
       
    71 			cp->next = new_cp;
    73 		}
    72 		}
    74 
    73 
    75 		// Only the server gets the callback, because clients should not get them
    74 		/* Only the local client (in this case, the server) gets the callback */
    76 		c->callback = temp_callback;
    75 		c.callback = 0;
    77 		if (_local_command_queue == NULL) {
    76 		/* And we queue it for delivery to the clients */
    78 			_local_command_queue = c;
    77 		NetworkTCPSocketHandler *cs;
    79 		} else {
    78 		FOR_ALL_CLIENTS(cs) {
    80 			// Find last packet
    79 			if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, &c);
    81 			CommandPacket *cp = _local_command_queue;
       
    82 			while (cp->next != NULL) cp = cp->next;
       
    83 			cp->next = c;
       
    84 		}
    80 		}
    85 
       
    86 		return;
    81 		return;
    87 	}
    82 	}
    88 
    83 
    89 	// Clients send their command to the server and forget all about the packet
    84 	c.frame = 0; // The client can't tell which frame, so just make it 0
    90 	c->callback = temp_callback;
    85 
    91 	SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
    86 	/* Clients send their command to the server and forget all about the packet */
       
    87 	SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
    92 }
    88 }
    93 
    89 
    94 // Execute a DoCommand we received from the network
    90 // Execute a DoCommand we received from the network
    95 void NetworkExecuteCommand(CommandPacket *cp)
    91 void NetworkExecuteCommand(CommandPacket *cp)
    96 {
    92 {