Fix #8316: Make sort industries by production and transported with a cargo filter...
[openttd-github.git] / src / network / network_command.cpp
blob6d03aaaa13b4bc796b3c890a27b8be0c8f34b073
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file network_command.cpp Command handling over network connections. */
10 #include "../stdafx.h"
11 #include "network_admin.h"
12 #include "network_client.h"
13 #include "network_server.h"
14 #include "../command_func.h"
15 #include "../company_func.h"
16 #include "../settings_type.h"
18 #include "../safeguards.h"
20 /** Table with all the callbacks we'll use for conversion*/
21 static CommandCallback * const _callback_table[] = {
22 /* 0x00 */ nullptr,
23 /* 0x01 */ CcBuildPrimaryVehicle,
24 /* 0x02 */ CcBuildAirport,
25 /* 0x03 */ CcBuildBridge,
26 /* 0x04 */ CcPlaySound_CONSTRUCTION_WATER,
27 /* 0x05 */ CcBuildDocks,
28 /* 0x06 */ CcFoundTown,
29 /* 0x07 */ CcBuildRoadTunnel,
30 /* 0x08 */ CcBuildRailTunnel,
31 /* 0x09 */ CcBuildWagon,
32 /* 0x0A */ CcRoadDepot,
33 /* 0x0B */ CcRailDepot,
34 /* 0x0C */ CcPlaceSign,
35 /* 0x0D */ CcPlaySound_EXPLOSION,
36 /* 0x0E */ CcPlaySound_CONSTRUCTION_OTHER,
37 /* 0x0F */ CcPlaySound_CONSTRUCTION_RAIL,
38 /* 0x10 */ CcStation,
39 /* 0x11 */ CcTerraform,
40 /* 0x12 */ CcAI,
41 /* 0x13 */ CcCloneVehicle,
42 /* 0x14 */ nullptr,
43 /* 0x15 */ CcCreateGroup,
44 /* 0x16 */ CcFoundRandomTown,
45 /* 0x17 */ CcRoadStop,
46 /* 0x18 */ CcBuildIndustry,
47 /* 0x19 */ CcStartStopVehicle,
48 /* 0x1A */ CcGame,
49 /* 0x1B */ CcAddVehicleNewGroup,
52 /**
53 * Append a CommandPacket at the end of the queue.
54 * @param p The packet to append to the queue.
55 * @note A new instance of the CommandPacket will be made.
57 void CommandQueue::Append(CommandPacket *p)
59 CommandPacket *add = new CommandPacket();
60 *add = *p;
61 add->next = nullptr;
62 if (this->first == nullptr) {
63 this->first = add;
64 } else {
65 this->last->next = add;
67 this->last = add;
68 this->count++;
71 /**
72 * Return the first item in the queue and remove it from the queue.
73 * @param ignore_paused Whether to ignore commands that may not be executed while paused.
74 * @return the first item in the queue.
76 CommandPacket *CommandQueue::Pop(bool ignore_paused)
78 CommandPacket **prev = &this->first;
79 CommandPacket *ret = this->first;
80 CommandPacket *prev_item = nullptr;
81 if (ignore_paused && _pause_mode != PM_UNPAUSED) {
82 while (ret != nullptr && !IsCommandAllowedWhilePaused(ret->cmd)) {
83 prev_item = ret;
84 prev = &ret->next;
85 ret = ret->next;
88 if (ret != nullptr) {
89 if (ret == this->last) this->last = prev_item;
90 *prev = ret->next;
91 this->count--;
93 return ret;
96 /**
97 * Return the first item in the queue, but don't remove it.
98 * @param ignore_paused Whether to ignore commands that may not be executed while paused.
99 * @return the first item in the queue.
101 CommandPacket *CommandQueue::Peek(bool ignore_paused)
103 if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;
105 for (CommandPacket *p = this->first; p != nullptr; p = p->next) {
106 if (IsCommandAllowedWhilePaused(p->cmd)) return p;
108 return nullptr;
111 /** Free everything that is in the queue. */
112 void CommandQueue::Free()
114 CommandPacket *cp;
115 while ((cp = this->Pop()) != nullptr) {
116 delete cp;
118 assert(this->count == 0);
121 /** Local queue of packets waiting for handling. */
122 static CommandQueue _local_wait_queue;
123 /** Local queue of packets waiting for execution. */
124 static CommandQueue _local_execution_queue;
127 * Prepare a DoCommand to be send over the network
128 * @param tile The tile to perform a command on (see #CommandProc)
129 * @param p1 Additional data for the command (see #CommandProc)
130 * @param p2 Additional data for the command (see #CommandProc)
131 * @param cmd The command to execute (a CMD_* value)
132 * @param callback A callback function to call after the command is finished
133 * @param text The text to pass
134 * @param company The company that wants to send the command
136 void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const std::string &text, CompanyID company)
138 assert((cmd & CMD_FLAGS_MASK) == 0);
140 CommandPacket c;
141 c.company = company;
142 c.tile = tile;
143 c.p1 = p1;
144 c.p2 = p2;
145 c.cmd = cmd;
146 c.callback = callback;
147 c.text = text;
149 if (_network_server) {
150 /* If we are the server, we queue the command in our 'special' queue.
151 * In theory, we could execute the command right away, but then the
152 * client on the server can do everything 1 tick faster than others.
153 * So to keep the game fair, we delay the command with 1 tick
154 * which gives about the same speed as most clients.
156 c.frame = _frame_counter_max + 1;
157 c.my_cmd = true;
159 _local_wait_queue.Append(&c);
160 return;
163 c.frame = 0; // The client can't tell which frame, so just make it 0
165 /* Clients send their command to the server and forget all about the packet */
166 MyClient::SendCommand(&c);
170 * Sync our local command queue to the command queue of the given
171 * socket. This is needed for the case where we receive a command
172 * before saving the game for a joining client, but without the
173 * execution of those commands. Not syncing those commands means
174 * that the client will never get them and as such will be in a
175 * desynced state from the time it started with joining.
176 * @param cs The client to sync the queue to.
178 void NetworkSyncCommandQueue(NetworkClientSocket *cs)
180 for (CommandPacket *p = _local_execution_queue.Peek(); p != nullptr; p = p->next) {
181 CommandPacket c = *p;
182 c.callback = nullptr;
183 cs->outgoing_queue.Append(&c);
188 * Execute all commands on the local command queue that ought to be executed this frame.
190 void NetworkExecuteLocalCommandQueue()
192 assert(IsLocalCompany());
194 CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
196 CommandPacket *cp;
197 while ((cp = queue.Peek()) != nullptr) {
198 /* The queue is always in order, which means
199 * that the first element will be executed first. */
200 if (_frame_counter < cp->frame) break;
202 if (_frame_counter > cp->frame) {
203 /* If we reach here, it means for whatever reason, we've already executed
204 * past the command we need to execute. */
205 error("[net] Trying to execute a packet in the past!");
208 /* We can execute this command */
209 _current_company = cp->company;
210 cp->cmd |= CMD_NETWORK_COMMAND;
211 DoCommandP(cp, cp->my_cmd);
213 queue.Pop();
214 delete cp;
217 /* Local company may have changed, so we should not restore the old value */
218 _current_company = _local_company;
222 * Free the local command queues.
224 void NetworkFreeLocalCommandQueue()
226 _local_wait_queue.Free();
227 _local_execution_queue.Free();
231 * "Send" a particular CommandPacket to all clients.
232 * @param cp The command that has to be distributed.
233 * @param owner The client that owns the command,
235 static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner)
237 CommandCallback *callback = cp.callback;
238 cp.frame = _frame_counter_max + 1;
240 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
241 if (cs->status >= NetworkClientSocket::STATUS_MAP) {
242 /* Callbacks are only send back to the client who sent them in the
243 * first place. This filters that out. */
244 cp.callback = (cs != owner) ? nullptr : callback;
245 cp.my_cmd = (cs == owner);
246 cs->outgoing_queue.Append(&cp);
250 cp.callback = (nullptr != owner) ? nullptr : callback;
251 cp.my_cmd = (nullptr == owner);
252 _local_execution_queue.Append(&cp);
256 * "Send" a particular CommandQueue to all clients.
257 * @param queue The queue of commands that has to be distributed.
258 * @param owner The client that owns the commands,
260 static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
262 #ifdef DEBUG_DUMP_COMMANDS
263 /* When replaying we do not want this limitation. */
264 int to_go = UINT16_MAX;
265 #else
266 int to_go = _settings_client.network.commands_per_frame;
267 #endif
269 CommandPacket *cp;
270 while (--to_go >= 0 && (cp = queue->Pop(true)) != nullptr) {
271 DistributeCommandPacket(*cp, owner);
272 NetworkAdminCmdLogging(owner, cp);
273 delete cp;
277 /** Distribute the commands of ourself and the clients. */
278 void NetworkDistributeCommands()
280 /* First send the server's commands. */
281 DistributeQueue(&_local_wait_queue, nullptr);
283 /* Then send the queues of the others. */
284 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
285 DistributeQueue(&cs->incoming_queue, cs);
290 * Receives a command from the network.
291 * @param p the packet to read from.
292 * @param cp the struct to write the data to.
293 * @return an error message. When nullptr there has been no error.
295 const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
297 cp->company = (CompanyID)p->Recv_uint8();
298 cp->cmd = p->Recv_uint32();
299 if (!IsValidCommand(cp->cmd)) return "invalid command";
300 if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "single-player only command";
301 if ((cp->cmd & CMD_FLAGS_MASK) != 0) return "invalid command flag";
303 cp->p1 = p->Recv_uint32();
304 cp->p2 = p->Recv_uint32();
305 cp->tile = p->Recv_uint32();
306 cp->text = p->Recv_string(NETWORK_COMPANY_NAME_LENGTH, (!_network_server && GetCommandFlags(cp->cmd) & CMD_STR_CTRL) != 0 ? SVS_ALLOW_CONTROL_CODE | SVS_REPLACE_WITH_QUESTION_MARK : SVS_REPLACE_WITH_QUESTION_MARK);
308 byte callback = p->Recv_uint8();
309 if (callback >= lengthof(_callback_table)) return "invalid callback";
311 cp->callback = _callback_table[callback];
312 return nullptr;
316 * Sends a command over the network.
317 * @param p the packet to send it in.
318 * @param cp the packet to actually send.
320 void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
322 p->Send_uint8 (cp->company);
323 p->Send_uint32(cp->cmd);
324 p->Send_uint32(cp->p1);
325 p->Send_uint32(cp->p2);
326 p->Send_uint32(cp->tile);
327 p->Send_string(cp->text);
329 byte callback = 0;
330 while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
331 callback++;
334 if (callback == lengthof(_callback_table)) {
335 Debug(net, 0, "Unknown callback for command; no callback sent (command: {})", cp->cmd);
336 callback = 0; // _callback_table[0] == nullptr
338 p->Send_uint8 (callback);