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-rw-r--r--functions.h1
-rw-r--r--network.c70
-rw-r--r--ttd.c3
3 files changed, 62 insertions, 12 deletions
diff --git a/functions.h b/functions.h
index 778b57517..9816a56af 100644
--- a/functions.h
+++ b/functions.h
@@ -134,6 +134,7 @@ void NetworkStartSync(bool fcreset);
void NetworkClose(bool client);
void NetworkSendReadyPacket();
void NetworkSendSyncPackets();
+void NetworkSendFrameSyncPackets();
bool NetworkCheckClientReady();
void NetworkIPListInit();
diff --git a/network.c b/network.c
index a368d3ce4..3b8407e15 100644
--- a/network.c
+++ b/network.c
@@ -84,6 +84,7 @@ enum {
PACKET_TYPE_READY,
PACKET_TYPE_ACK,
PACKET_TYPE_SYNC,
+ PACKET_TYPE_FSYNC,
PACKET_TYPE_XMIT,
PACKET_TYPE_COMMAND,
};
@@ -114,12 +115,18 @@ typedef struct SyncPacket {
uint32 random_seed_2;
} SyncPacket;
+typedef struct FrameSyncPacket {
+ byte packet_length;
+ byte packet_type;
+ byte frames; // where is the server currently executing? this is negatively relative to the old value of max.
+} FrameSyncPacket;
+
// sent from server -> client as an acknowledgement that the server received the command.
// the command will be executed at the current value of "max".
typedef struct AckPacket {
byte packet_length;
byte packet_type;
- byte when;
+ int16 when;
} AckPacket;
typedef struct ReadyPacket {
@@ -197,6 +204,7 @@ static uint32 _my_seed_list[16][2];
static bool _network_ready_sent;
static uint16 _network_ready_ahead = 1;
static uint16 _network_client_timeout;
+static uint32 _frame_fsync_last;
typedef struct FutureSeeds {
uint32 frame;
@@ -356,6 +364,16 @@ static void QueueClear(CommandQueue *nq) {
nq->last = &nq->head;
}
+static int GetNextSyncFrame()
+{
+ uint32 newframe;
+ if (_frame_fsync_last == 0) return -1;
+ newframe = (_frame_fsync_last + 9);
+ if ( (newframe + 4) > _frame_counter_max) return -1;
+ return (_frame_counter_max - newframe);
+
+}
+
// go through the player queues for each player and see if there are any pending commands
// that should be executed this frame. if there are, execute them.
void NetworkProcessCommands()
@@ -468,7 +486,7 @@ void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comman
qp->callback = callback;
// so the server knows when to execute it.
- qp->frame = _frame_counter + 5;
+ qp->frame = _frame_counter_max - GetNextSyncFrame();
// calculate the amount of extra bytes.
nump = 8;
@@ -510,7 +528,6 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
QueuedCommand *qp;
ClientState *c;
AckPacket ap;
- int i;
DEBUG(net, 2) ("[NET] cmd size %d", np->packet_length);
@@ -519,14 +536,8 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
// put it into the command queue
qp = AllocQueuedCommand(&_command_queue);
qp->cp = *np;
-
- i = _frame_counter_max - (_frame_counter + 3);
- if (i<0) {
- qp->frame = _frame_counter_max ;
- } else {
- qp->frame = _frame_counter + 3;
- }
+ qp->frame = _frame_counter_max - GetNextSyncFrame();
qp->callback = NULL;
@@ -534,8 +545,9 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
ap.packet_type = PACKET_TYPE_ACK;
- ap.when = _frame_counter_max-(qp->frame);
+ ap.when = GetNextSyncFrame();
ap.packet_length = sizeof(AckPacket);
+ DEBUG(net,4)("[NET] NewACK: frame=%i %i",ap.when,_frame_counter_max - GetNextSyncFrame());
// send it to the peers
if (_networking_server) {
@@ -597,6 +609,13 @@ static void HandleSyncPacket(SyncPacket *sp)
}
}
+static void HandleFSyncPacket(FrameSyncPacket *fsp)
+{
+ DEBUG(net,3)("[NET] FSYNC: srv=%i %i",fsp->frames,(_frame_counter_max - fsp->frames));
+ if (fsp->frames < 4) return;
+ _frame_fsync_last = _frame_counter_srv = _frame_counter_max - fsp->frames;
+}
+
// sent from server -> client as an acknowledgement that the server received the command.
// the command will be executed at the current value of "max".
static void HandleAckPacket(AckPacket * ap)
@@ -751,6 +770,9 @@ static bool ReadPackets(ClientState *cs)
assert(!_networking_server);
HandleSyncPacket((SyncPacket*)packet);
break;
+ case PACKET_TYPE_FSYNC:
+ HandleFSyncPacket((FrameSyncPacket *)packet);
+ break;
case PACKET_TYPE_ACK:
assert(!_networking_server);
HandleAckPacket((AckPacket*)packet);
@@ -916,7 +938,26 @@ void NetworkSendSyncPackets()
// send it to all the clients and mark them unready
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
cs->ready=false;
- SendBytes(cs, &sp, sizeof(sp));
+ SendBytes(cs, &sp, sp.packet_length);
+ }
+
+}
+
+void NetworkSendFrameSyncPackets()
+{
+ ClientState *cs;
+ FrameSyncPacket fsp;
+ if ((_frame_counter + 4) < _frame_counter_max) if ((_frame_fsync_last + 4 < _frame_counter)) {
+ // this packet mantains some information about on which frame the server is
+ fsp.frames = _frame_counter_max - _frame_counter;
+ fsp.packet_type = PACKET_TYPE_FSYNC;
+ fsp.packet_length = sizeof (FrameSyncPacket);
+ // send it to all the clients and mark them unready
+ for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
+ cs->ready=false;
+ SendBytes(cs, &fsp, fsp.packet_length);
+ }
+ _frame_fsync_last = _frame_counter;
}
}
@@ -1293,6 +1334,7 @@ void NetworkStartSync(bool fcreset)
if (fcreset) {
_frame_counter_max = 0;
_frame_counter_srv = 0;
+ _frame_fsync_last = 0;
}
_num_future_seed = 0;
_sync_seed_1 = _sync_seed_2 = 0;
@@ -1863,6 +1905,10 @@ void NetworkSend() {}
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) {}
void NetworkProcessCommands() {}
void NetworkStartSync(bool fcreset) {}
+void NetworkSendReadyPacket() {}
+void NetworkSendSyncPackets() {}
+void NetworkSendFrameSyncPackets() {}
+bool NetworkCheckClientReady() { return true; }
void NetworkCoreInit() { _network_available=false; };
void NetworkCoreShutdown() {};
void NetworkCoreDisconnect() {};
diff --git a/ttd.c b/ttd.c
index 036cbb868..ffc747724 100644
--- a/ttd.c
+++ b/ttd.c
@@ -995,8 +995,10 @@ void GameLoop()
// client: make sure client's time is synched to the server by running frames quickly up to where the server is.
if (!_networking_server) {
while (_frame_counter < _frame_counter_srv) {
+ NetworkCoreLoop(true);
StateGameLoop();
NetworkProcessCommands(); // need to process queue to make sure that packets get executed.
+ NetworkCoreLoop(false);
}
// client: don't exceed the max count told by the server
if (_frame_counter < _frame_counter_max) {
@@ -1010,6 +1012,7 @@ void GameLoop()
if (_frame_counter < _frame_counter_max) {
StateGameLoop();
NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
+ NetworkSendFrameSyncPackets();
}
// server: wait until all clients were ready for going on
if (_frame_counter == _frame_counter_max) {