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/>.
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
[] = {
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
,
39 /* 0x11 */ CcTerraform
,
41 /* 0x13 */ CcCloneVehicle
,
43 /* 0x15 */ CcCreateGroup
,
44 /* 0x16 */ CcFoundRandomTown
,
45 /* 0x17 */ CcRoadStop
,
46 /* 0x18 */ CcBuildIndustry
,
47 /* 0x19 */ CcStartStopVehicle
,
49 /* 0x1B */ CcAddVehicleNewGroup
,
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();
62 if (this->first
== nullptr) {
65 this->last
->next
= add
;
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
)) {
89 if (ret
== this->last
) this->last
= prev_item
;
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
;
111 /** Free everything that is in the queue. */
112 void CommandQueue::Free()
115 while ((cp
= this->Pop()) != nullptr) {
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);
146 c
.callback
= callback
;
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;
159 _local_wait_queue
.Append(&c
);
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
);
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
);
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
;
266 int to_go
= _settings_client
.network
.commands_per_frame
;
270 while (--to_go
>= 0 && (cp
= queue
->Pop(true)) != nullptr) {
271 DistributeCommandPacket(*cp
, owner
);
272 NetworkAdminCmdLogging(owner
, 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
];
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
);
330 while (callback
< lengthof(_callback_table
) && _callback_table
[callback
] != cp
->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
);