|
1 /* $Id$ */ |
|
2 |
|
3 #ifdef ENABLE_NETWORK |
|
4 |
|
5 #include "../stdafx.h" |
|
6 #include "../debug.h" |
|
7 #include "network_data.h" |
|
8 #include "../string.h" |
|
9 #include "network_client.h" |
|
10 #include "../command.h" |
|
11 #include "../callback_table.h" |
|
12 |
|
13 // Add a command to the local command queue |
|
14 void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp) |
|
15 { |
|
16 CommandPacket* new_cp = malloc(sizeof(*new_cp)); |
|
17 |
|
18 *new_cp = *cp; |
|
19 |
|
20 if (cs->command_queue == NULL) { |
|
21 cs->command_queue = new_cp; |
|
22 } else { |
|
23 CommandPacket *c = cs->command_queue; |
|
24 while (c->next != NULL) c = c->next; |
|
25 c->next = new_cp; |
|
26 } |
|
27 } |
|
28 |
|
29 // Prepare a DoCommand to be send over the network |
|
30 void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) |
|
31 { |
|
32 CommandPacket *c = malloc(sizeof(CommandPacket)); |
|
33 byte temp_callback; |
|
34 |
|
35 c->player = _local_player; |
|
36 c->next = NULL; |
|
37 c->tile = tile; |
|
38 c->p1 = p1; |
|
39 c->p2 = p2; |
|
40 c->cmd = cmd; |
|
41 c->callback = 0; |
|
42 |
|
43 temp_callback = 0; |
|
44 |
|
45 while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback) |
|
46 temp_callback++; |
|
47 if (temp_callback == _callback_table_count) { |
|
48 DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback); |
|
49 temp_callback = 0; /* _callback_table[0] == NULL */ |
|
50 } |
|
51 |
|
52 if (_network_server) { |
|
53 // We are the server, so set the command to be executed next possible frame |
|
54 c->frame = _frame_counter_max + 1; |
|
55 } else { |
|
56 c->frame = 0; // The client can't tell which frame, so just make it 0 |
|
57 } |
|
58 |
|
59 ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text)); |
|
60 |
|
61 if (_network_server) { |
|
62 // If we are the server, we queue the command in our 'special' queue. |
|
63 // In theory, we could execute the command right away, but then the |
|
64 // client on the server can do everything 1 tick faster than others. |
|
65 // So to keep the game fair, we delay the command with 1 tick |
|
66 // which gives about the same speed as most clients. |
|
67 NetworkClientState *cs; |
|
68 |
|
69 // And we queue it for delivery to the clients |
|
70 FOR_ALL_CLIENTS(cs) { |
|
71 if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, c); |
|
72 } |
|
73 |
|
74 // Only the server gets the callback, because clients should not get them |
|
75 c->callback = temp_callback; |
|
76 if (_local_command_queue == NULL) { |
|
77 _local_command_queue = c; |
|
78 } else { |
|
79 // Find last packet |
|
80 CommandPacket *cp = _local_command_queue; |
|
81 while (cp->next != NULL) cp = cp->next; |
|
82 cp->next = c; |
|
83 } |
|
84 |
|
85 return; |
|
86 } |
|
87 |
|
88 // Clients send their command to the server and forget all about the packet |
|
89 c->callback = temp_callback; |
|
90 SEND_COMMAND(PACKET_CLIENT_COMMAND)(c); |
|
91 } |
|
92 |
|
93 // Execute a DoCommand we received from the network |
|
94 void NetworkExecuteCommand(CommandPacket *cp) |
|
95 { |
|
96 _current_player = cp->player; |
|
97 _cmd_text = cp->text; |
|
98 /* cp->callback is unsigned. so we don't need to do lower bounds checking. */ |
|
99 if (cp->callback > _callback_table_count) { |
|
100 DEBUG(net, 0, "Received out-of-bounds callback (%d)", cp->callback); |
|
101 cp->callback = 0; |
|
102 } |
|
103 DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND); |
|
104 } |
|
105 |
|
106 #endif /* ENABLE_NETWORK */ |