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-rw-r--r--src/network/network_data.cpp106
1 files changed, 106 insertions, 0 deletions
diff --git a/src/network/network_data.cpp b/src/network/network_data.cpp
new file mode 100644
index 000000000..9e5e6424d
--- /dev/null
+++ b/src/network/network_data.cpp
@@ -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 */