/* $Id$ */ #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" #include "../helpers.hpp" // Add a command to the local command queue void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp) { CommandPacket* new_cp; MallocT(&new_cp, 1); *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; MallocT(&c, 1); 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 */