Make it possible to stop road vehicles from slowing down in curves so "diagonal"...
[openttd-joker.git] / src / network / network_command.cpp
blob5b96011fa64d714bd43771f1d4a934b3d04d2890
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 */
10 /** @file network_command.cpp Command handling over network connections. */
12 #ifdef ENABLE_NETWORK
14 #include "../stdafx.h"
15 #include "network_admin.h"
16 #include "network_client.h"
17 #include "network_server.h"
18 #include "../command_func.h"
19 #include "../company_func.h"
20 #include "../settings_type.h"
22 #include "../safeguards.h"
24 /** Table with all the callbacks we'll use for conversion*/
25 static CommandCallback * const _callback_table[] = {
26 /* 0x00 */ nullptr,
27 /* 0x01 */ CcBuildPrimaryVehicle,
28 /* 0x02 */ CcBuildAirport,
29 /* 0x03 */ CcBuildBridge,
30 /* 0x04 */ CcPlaySound_SPLAT_WATER,
31 /* 0x05 */ CcBuildDocks,
32 /* 0x06 */ CcFoundTown,
33 /* 0x07 */ CcBuildRoadTunnel,
34 /* 0x08 */ CcBuildRailTunnel,
35 /* 0x09 */ CcBuildWagon,
36 /* 0x0A */ CcRoadDepot,
37 /* 0x0B */ CcRailDepot,
38 /* 0x0C */ CcPlaceSign,
39 /* 0x0D */ CcPlaySound_EXPLOSION,
40 /* 0x0E */ CcPlaySound_SPLAT_OTHER,
41 /* 0x0F */ CcPlaySound_SPLAT_RAIL,
42 /* 0x10 */ CcStation,
43 /* 0x11 */ CcTerraform,
44 /* 0x12 */ CcAI,
45 /* 0x13 */ CcCloneVehicle,
46 /* 0x14 */ CcGiveMoney,
47 /* 0x15 */ CcCreateGroup,
48 /* 0x16 */ CcFoundRandomTown,
49 /* 0x17 */ CcRoadStop,
50 /* 0x18 */ CcBuildIndustry,
51 /* 0x19 */ CcStartStopVehicle,
52 /* 0x1A */ CcGame,
53 /* 0x1B */ CcAddVehicleNewGroup,
54 /* 0x1C */ CcAddPlan,
55 /* 0x1D */ CcSetVirtualTrain,
56 /* 0x1E */ CcVirtualTrainWagonsMoved,
57 /* 0x1F */ CcDeleteVirtualTrain,
58 /* 0x20 */ CcAddVirtualEngine,
61 /**
62 * Append a CommandPacket at the end of the queue.
63 * @param p The packet to append to the queue.
64 * @note A new instance of the CommandPacket will be made.
66 void CommandQueue::Append(CommandPacket *p)
68 CommandPacket *add = MallocT<CommandPacket>(1);
69 *add = *p;
70 add->next = nullptr;
71 if (this->first == nullptr) {
72 this->first = add;
73 } else {
74 this->last->next = add;
76 this->last = add;
77 this->count++;
80 /**
81 * Return the first item in the queue and remove it from the queue.
82 * @param ignore_paused Whether to ignore commands that may not be executed while paused.
83 * @return the first item in the queue.
85 CommandPacket *CommandQueue::Pop(bool ignore_paused)
87 CommandPacket **prev = &this->first;
88 CommandPacket *ret = this->first;
89 CommandPacket *prev_item = nullptr;
90 if (ignore_paused && _pause_mode != PM_UNPAUSED) {
91 while (ret != nullptr && !IsCommandAllowedWhilePaused(ret->cmd)) {
92 prev_item = ret;
93 prev = &ret->next;
94 ret = ret->next;
97 if (ret != nullptr) {
98 if (ret == this->last) this->last = prev_item;
99 *prev = ret->next;
100 this->count--;
102 return ret;
106 * Return the first item in the queue, but don't remove it.
107 * @param ignore_paused Whether to ignore commands that may not be executed while paused.
108 * @return the first item in the queue.
110 CommandPacket *CommandQueue::Peek(bool ignore_paused)
112 if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;
114 for (CommandPacket *p = this->first; p != nullptr; p = p->next) {
115 if (IsCommandAllowedWhilePaused(p->cmd)) return p;
117 return nullptr;
120 /** Free everything that is in the queue. */
121 void CommandQueue::Free()
123 CommandPacket *cp;
124 while ((cp = this->Pop()) != nullptr) {
125 free(cp);
127 assert(this->count == 0);
130 /** Local queue of packets waiting for handling. */
131 static CommandQueue _local_wait_queue;
132 /** Local queue of packets waiting for execution. */
133 static CommandQueue _local_execution_queue;
136 * Prepare a DoCommand to be send over the network
137 * @param tile The tile to perform a command on (see #CommandProc)
138 * @param p1 Additional data for the command (see #CommandProc)
139 * @param p2 Additional data for the command (see #CommandProc)
140 * @param cmd The command to execute (a CMD_* value)
141 * @param callback A callback function to call after the command is finished
142 * @param text The text to pass
143 * @param company The company that wants to send the command
144 * @param binary_length The quantity of binary data in text
146 void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company, uint32 binary_length)
148 assert((cmd & CMD_FLAGS_MASK) == 0);
150 CommandPacket c;
151 c.company = company;
152 c.tile = tile;
153 c.p1 = p1;
154 c.p2 = p2;
155 c.cmd = cmd;
156 c.callback = callback;
158 c.binary_length = binary_length;
159 if (binary_length == 0) {
160 strecpy(c.text, (text != nullptr) ? text : "", lastof(c.text));
161 } else {
162 memcpy(c.text, text, binary_length);
165 if (_network_server) {
166 /* If we are the server, we queue the command in our 'special' queue.
167 * In theory, we could execute the command right away, but then the
168 * client on the server can do everything 1 tick faster than others.
169 * So to keep the game fair, we delay the command with 1 tick
170 * which gives about the same speed as most clients.
172 c.frame = _frame_counter_max + 1;
173 c.my_cmd = true;
175 _local_wait_queue.Append(&c);
176 return;
179 c.frame = 0; // The client can't tell which frame, so just make it 0
181 /* Clients send their command to the server and forget all about the packet */
182 MyClient::SendCommand(&c);
186 * Sync our local command queue to the command queue of the given
187 * socket. This is needed for the case where we receive a command
188 * before saving the game for a joining client, but without the
189 * execution of those commands. Not syncing those commands means
190 * that the client will never get them and as such will be in a
191 * desynced state from the time it started with joining.
192 * @param cs The client to sync the queue to.
194 void NetworkSyncCommandQueue(NetworkClientSocket *cs)
196 for (CommandPacket *p = _local_execution_queue.Peek(); p != nullptr; p = p->next) {
197 CommandPacket c = *p;
198 c.callback = 0;
199 cs->outgoing_queue.Append(&c);
204 * Execute all commands on the local command queue that ought to be executed this frame.
206 void NetworkExecuteLocalCommandQueue()
208 assert(IsLocalCompany());
210 CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
212 CommandPacket *cp;
213 while ((cp = queue.Peek()) != nullptr) {
214 /* The queue is always in order, which means
215 * that the first element will be executed first. */
216 if (_frame_counter < cp->frame) break;
218 if (_frame_counter > cp->frame) {
219 /* If we reach here, it means for whatever reason, we've already executed
220 * past the command we need to execute. */
221 error("[net] Trying to execute a packet in the past!");
224 /* We can execute this command */
225 _current_company = cp->company;
226 cp->cmd |= CMD_NETWORK_COMMAND;
227 DoCommandP(cp, cp->my_cmd);
229 queue.Pop();
230 free(cp);
233 /* Local company may have changed, so we should not restore the old value */
234 _current_company = _local_company;
238 * Free the local command queues.
240 void NetworkFreeLocalCommandQueue()
242 _local_wait_queue.Free();
243 _local_execution_queue.Free();
247 * "Send" a particular CommandPacket to all clients.
248 * @param cp The command that has to be distributed.
249 * @param owner The client that owns the command,
251 static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner)
253 CommandCallback *callback = cp.callback;
254 cp.frame = _frame_counter_max + 1;
256 NetworkClientSocket *cs;
257 FOR_ALL_CLIENT_SOCKETS(cs) {
258 if (cs->status >= NetworkClientSocket::STATUS_MAP) {
259 /* Callbacks are only send back to the client who sent them in the
260 * first place. This filters that out. */
261 cp.callback = (cs != owner) ? nullptr : callback;
262 cp.my_cmd = (cs == owner);
263 cs->outgoing_queue.Append(&cp);
267 cp.callback = (cs != owner) ? nullptr : callback;
268 cp.my_cmd = (cs == owner);
269 _local_execution_queue.Append(&cp);
273 * "Send" a particular CommandQueue to all clients.
274 * @param queue The queue of commands that has to be distributed.
275 * @param owner The client that owns the commands,
277 static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
279 #ifdef DEBUG_DUMP_COMMANDS
280 /* When replaying we do not want this limitation. */
281 int to_go = UINT16_MAX;
282 #else
283 int to_go = _settings_client.network.commands_per_frame;
284 #endif
286 CommandPacket *cp;
287 while (--to_go >= 0 && (cp = queue->Pop(true)) != nullptr) {
288 DistributeCommandPacket(*cp, owner);
289 NetworkAdminCmdLogging(owner, cp);
290 free(cp);
294 /** Distribute the commands of ourself and the clients. */
295 void NetworkDistributeCommands()
297 /* First send the server's commands. */
298 DistributeQueue(&_local_wait_queue, nullptr);
300 /* Then send the queues of the others. */
301 NetworkClientSocket *cs;
302 FOR_ALL_CLIENT_SOCKETS(cs) {
303 DistributeQueue(&cs->incoming_queue, cs);
308 * Receives a command from the network.
309 * @param p the packet to read from.
310 * @param cp the struct to write the data to.
311 * @return an error message. When nullptr there has been no error.
313 const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
315 cp->company = (CompanyID)p->Recv_uint8();
316 cp->cmd = p->Recv_uint32();
317 if (!IsValidCommand(cp->cmd)) return "invalid command";
318 if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
319 if ((cp->cmd & CMD_FLAGS_MASK) != 0) return "invalid command flag";
321 cp->p1 = p->Recv_uint32();
322 cp->p2 = p->Recv_uint32();
323 cp->tile = p->Recv_uint32();
324 cp->binary_length = p->Recv_uint32();
325 if (cp->binary_length == 0) {
326 p->Recv_string(cp->text, lengthof(cp->text), (!_network_server && GetCommandFlags(cp->cmd) & CMD_STR_CTRL) != 0 ? SVS_ALLOW_CONTROL_CODE | SVS_REPLACE_WITH_QUESTION_MARK : SVS_REPLACE_WITH_QUESTION_MARK);
327 } else {
328 p->Recv_binary(cp->text, cp->binary_length);
331 byte callback = p->Recv_uint8();
332 if (callback >= lengthof(_callback_table)) return "invalid callback";
334 cp->callback = _callback_table[callback];
335 return nullptr;
339 * Sends a command over the network.
340 * @param p the packet to send it in.
341 * @param cp the packet to actually send.
343 void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
345 p->Send_uint8 (cp->company);
346 p->Send_uint32(cp->cmd);
347 p->Send_uint32(cp->p1);
348 p->Send_uint32(cp->p2);
349 p->Send_uint32(cp->tile);
350 p->Send_uint32(cp->binary_length);
351 if (cp->binary_length == 0) {
352 p->Send_string(cp->text);
353 } else {
354 p->Send_binary(cp->text, cp->binary_length);
357 byte callback = 0;
358 while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
359 callback++;
362 if (callback == lengthof(_callback_table)) {
363 DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
364 callback = 0; // _callback_table[0] == nullptr
366 p->Send_uint8 (callback);
369 #endif /* ENABLE_NETWORK */