summaryrefslogtreecommitdiff
path: root/src/network/network_command.cpp
blob: 111ee7e3f6ce819443c341312232ae1e3204a9ea (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file network_command.cpp Command handling over network connections. */

#ifdef ENABLE_NETWORK

#include "../stdafx.h"
#include "../debug.h"
#include "network_client.h"
#include "network.h"
#include "../command_func.h"
#include "../company_func.h"

/** Table with all the callbacks we'll use for conversion*/
static CommandCallback * const _callback_table[] = {
	/* 0x00 */ NULL,
	/* 0x01 */ CcBuildPrimaryVehicle,
	/* 0x02 */ CcBuildAirport,
	/* 0x03 */ CcBuildBridge,
	/* 0x04 */ CcBuildCanal,
	/* 0x05 */ CcBuildDocks,
	/* 0x06 */ CcFoundTown,
	/* 0x07 */ CcBuildRoadTunnel,
	/* 0x08 */ CcBuildRailTunnel,
	/* 0x09 */ CcBuildWagon,
	/* 0x0A */ CcRoadDepot,
	/* 0x0B */ CcRailDepot,
	/* 0x0C */ CcPlaceSign,
	/* 0x0D */ CcPlaySound10,
	/* 0x0E */ CcPlaySound1D,
	/* 0x0F */ CcPlaySound1E,
	/* 0x10 */ CcStation,
	/* 0x11 */ CcTerraform,
#ifdef ENABLE_AI
	/* 0x12 */ CcAI,
#else
	/* 0x12 */ NULL,
#endif /* ENABLE_AI */
	/* 0x13 */ CcCloneVehicle,
	/* 0x14 */ CcGiveMoney,
	/* 0x15 */ CcCreateGroup,
	/* 0x16 */ CcFoundRandomTown,
	/* 0x17 */ CcRoadStop,
	/* 0x18 */ CcBuildIndustry,
};

/** Local queue of packets */
static CommandPacket *_local_command_queue = NULL;

/**
 * Add a command to the local or client socket command queue,
 * based on the socket.
 * @param cp the command packet to add
 * @param cs the socket to send to (NULL = locally)
 */
void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs)
{
	CommandPacket *new_cp = MallocT<CommandPacket>(1);
	*new_cp = cp;

	CommandPacket **begin = (cs == NULL ? &_local_command_queue : &cs->command_queue);

	if (*begin == NULL) {
		*begin = new_cp;
	} else {
		CommandPacket *c = *begin;
		while (c->next != NULL) c = c->next;
		c->next = new_cp;
	}
}

/**
 * Prepare a DoCommand to be send over the network
 * @param tile The tile to perform a command on (see #CommandProc)
 * @param p1 Additional data for the command (see #CommandProc)
 * @param p2 Additional data for the command (see #CommandProc)
 * @param cmd The command to execute (a CMD_* value)
 * @param callback A callback function to call after the command is finished
 * @param text The text to pass
 * @param company The company that wants to send the command
 */
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
{
	assert((cmd & CMD_FLAGS_MASK) == 0);

	CommandPacket c;
	c.company  = company;
	c.next     = NULL;
	c.tile     = tile;
	c.p1       = p1;
	c.p2       = p2;
	c.cmd      = cmd;
	c.callback = callback;

	strecpy(c.text, (text != NULL) ? text : "", lastof(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.
		 */
		c.frame = _frame_counter_max + 1;
		c.my_cmd = true;

		NetworkAddCommandQueue(c);

		/* Only the local client (in this case, the server) gets the callback */
		c.callback = 0;
		/* And we queue it for delivery to the clients */
		NetworkClientSocket *cs;
		FOR_ALL_CLIENT_SOCKETS(cs) {
			if (cs->status > STATUS_MAP_WAIT) NetworkAddCommandQueue(c, cs);
		}
		return;
	}

	c.frame = 0; // The client can't tell which frame, so just make it 0

	/* Clients send their command to the server and forget all about the packet */
	SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
}

/**
 * Execute all commands on the local command queue that ought to be executed this frame.
 */
void NetworkExecuteLocalCommandQueue()
{
	while (_local_command_queue != NULL) {

		/* The queue is always in order, which means
		 * that the first element will be executed first. */
		if (_frame_counter < _local_command_queue->frame) break;

		if (_frame_counter > _local_command_queue->frame) {
			/* If we reach here, it means for whatever reason, we've already executed
			 * past the command we need to execute. */
			error("[net] Trying to execute a packet in the past!");
		}

		CommandPacket *cp = _local_command_queue;

		/* We can execute this command */
		_current_company = cp->company;
		cp->cmd |= CMD_NETWORK_COMMAND;
		DoCommandP(cp, cp->my_cmd);

		_local_command_queue = _local_command_queue->next;
		free(cp);
	}
}

/**
 * Free the local command queue.
 */
void NetworkFreeLocalCommandQueue()
{
	/* Free all queued commands */
	while (_local_command_queue != NULL) {
		CommandPacket *p = _local_command_queue;
		_local_command_queue = _local_command_queue->next;
		free(p);
	}
}

/**
 * Receives a command from the network.
 * @param p the packet to read from.
 * @param cp the struct to write the data to.
 * @return an error message. When NULL there has been no error.
 */
const char *NetworkClientSocket::Recv_Command(Packet *p, CommandPacket *cp)
{
	cp->company = (CompanyID)p->Recv_uint8();
	cp->cmd     = p->Recv_uint32();
	cp->p1      = p->Recv_uint32();
	cp->p2      = p->Recv_uint32();
	cp->tile    = p->Recv_uint32();
	p->Recv_string(cp->text, lengthof(cp->text));

	byte callback = p->Recv_uint8();

	if (!IsValidCommand(cp->cmd))               return "invalid command";
	if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
	if ((cp->cmd & CMD_FLAGS_MASK) != 0)        return "invalid command flag";
	if (callback > lengthof(_callback_table))   return "invalid callback";

	cp->callback = _callback_table[callback];
	return NULL;
}

/**
 * Sends a command over the network.
 * @param p the packet to send it in.
 * @param cp the packet to actually send.
 */
void NetworkClientSocket::Send_Command(Packet *p, const CommandPacket *cp)
{
	p->Send_uint8 (cp->company);
	p->Send_uint32(cp->cmd);
	p->Send_uint32(cp->p1);
	p->Send_uint32(cp->p2);
	p->Send_uint32(cp->tile);
	p->Send_string(cp->text);

	byte callback = 0;
	while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
		callback++;
	}

	if (callback == lengthof(_callback_table)) {
		DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
		callback = 0; // _callback_table[0] == NULL
	}
	p->Send_uint8 (callback);
}

#endif /* ENABLE_NETWORK */