375 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			375 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * This file is part of OpenTTD.
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|  * 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.
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|  * 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.
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|  * 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/>.
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|  */
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| 
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| /** @file network_command.cpp Command handling over network connections. */
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| 
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| #include "../stdafx.h"
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| #include "network_admin.h"
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| #include "network_client.h"
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| #include "network_server.h"
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| #include "../command_func.h"
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| #include "../company_func.h"
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| #include "../settings_type.h"
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| 
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| #include "../safeguards.h"
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| 
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| /** Table with all the callbacks we'll use for conversion*/
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| static CommandCallback * const _callback_table[] = {
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| 	/* 0x00 */ nullptr,
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| 	/* 0x01 */ CcBuildPrimaryVehicle,
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| 	/* 0x02 */ CcBuildAirport,
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| 	/* 0x03 */ CcBuildBridge,
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| 	/* 0x04 */ CcPlaySound_SPLAT_WATER,
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| 	/* 0x05 */ CcBuildDocks,
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| 	/* 0x06 */ CcFoundTown,
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| 	/* 0x07 */ CcBuildRoadTunnel,
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| 	/* 0x08 */ CcBuildRailTunnel,
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| 	/* 0x09 */ CcBuildWagon,
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| 	/* 0x0A */ CcRoadDepot,
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| 	/* 0x0B */ CcRailDepot,
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| 	/* 0x0C */ CcPlaceSign,
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| 	/* 0x0D */ CcPlaySound_EXPLOSION,
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| 	/* 0x0E */ CcPlaySound_SPLAT_OTHER,
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| 	/* 0x0F */ CcPlaySound_SPLAT_RAIL,
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| 	/* 0x10 */ CcStation,
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| 	/* 0x11 */ CcTerraform,
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| 	/* 0x12 */ CcAI,
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| 	/* 0x13 */ CcCloneVehicle,
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| 	/* 0x14 */ CcGiveMoney,
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| 	/* 0x15 */ CcCreateGroup,
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| 	/* 0x16 */ CcFoundRandomTown,
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| 	/* 0x17 */ CcRoadStop,
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| 	/* 0x18 */ CcBuildIndustry,
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| 	/* 0x19 */ CcStartStopVehicle,
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| 	/* 0x1A */ CcGame,
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| 	/* 0x1B */ CcAddVehicleNewGroup,
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| 	/* 0x1C */ CcAddPlan,
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| 	/* 0x1D */ CcSetVirtualTrain,
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| 	/* 0x1E */ CcVirtualTrainWagonsMoved,
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| 	/* 0x1F */ CcDeleteVirtualTrain,
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| 	/* 0x20 */ CcAddVirtualEngine,
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| 	/* 0x21 */ CcMoveNewVirtualEngine,
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| };
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| 
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| /**
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|  * Append a CommandPacket at the end of the queue.
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|  * @param p The packet to append to the queue.
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|  * @note A new instance of the CommandPacket will be made.
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|  */
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| void CommandQueue::Append(CommandPacket *p, bool move)
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| {
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| 	CommandPacket *add = new CommandPacket();
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| 	if (move) {
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| 		*add = std::move(*p);
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| 	} else {
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| 		*add = *p;
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| 	}
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| 	add->next = nullptr;
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| 	if (this->first == nullptr) {
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| 		this->first = add;
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| 	} else {
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| 		this->last->next = add;
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| 	}
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| 	this->last = add;
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| 	this->count++;
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| }
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| 
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| /**
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|  * Return the first item in the queue and remove it from the queue.
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|  * @param ignore_paused Whether to ignore commands that may not be executed while paused.
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|  * @return the first item in the queue.
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|  */
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| std::unique_ptr<CommandPacket> CommandQueue::Pop(bool ignore_paused)
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| {
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| 
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| 	CommandPacket **prev = &this->first;
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| 	CommandPacket *ret = this->first;
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| 	CommandPacket *prev_item = nullptr;
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| 	if (ignore_paused && _pause_mode != PM_UNPAUSED) {
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| 		while (ret != nullptr && !IsCommandAllowedWhilePaused(ret->cmd)) {
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| 			prev_item = ret;
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| 			prev = &ret->next;
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| 			ret = ret->next;
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| 		}
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| 	}
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| 	if (ret != nullptr) {
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| 		if (ret == this->last) this->last = prev_item;
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| 		*prev = ret->next;
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| 		this->count--;
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| 	}
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| 	return std::unique_ptr<CommandPacket>(ret);
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| }
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| 
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| /**
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|  * Return the first item in the queue, but don't remove it.
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|  * @param ignore_paused Whether to ignore commands that may not be executed while paused.
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|  * @return the first item in the queue.
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|  */
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| CommandPacket *CommandQueue::Peek(bool ignore_paused)
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| {
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| 	if (!ignore_paused || _pause_mode == PM_UNPAUSED) return this->first;
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| 
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| 	for (CommandPacket *p = this->first; p != nullptr; p = p->next) {
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| 		if (IsCommandAllowedWhilePaused(p->cmd)) return p;
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| 	}
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| 	return nullptr;
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| }
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| 
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| /** Free everything that is in the queue. */
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| void CommandQueue::Free()
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| {
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| 	std::unique_ptr<CommandPacket> cp;
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| 	while ((cp = this->Pop()) != nullptr) {}
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| 	assert(this->count == 0);
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| }
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| 
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| /** Local queue of packets waiting for handling. */
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| static CommandQueue _local_wait_queue;
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| /** Local queue of packets waiting for execution. */
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| static CommandQueue _local_execution_queue;
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| 
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| /**
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|  * Prepare a DoCommand to be send over the network
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|  * @param tile The tile to perform a command on (see #CommandProc)
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|  * @param p1 Additional data for the command (see #CommandProc)
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|  * @param p2 Additional data for the command (see #CommandProc)
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|  * @param p3 Additional data for the command (see #CommandProc)
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|  * @param cmd The command to execute (a CMD_* value)
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|  * @param callback A callback function to call after the command is finished
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|  * @param text The text to pass
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|  * @param company The company that wants to send the command
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|  * @param binary_length The quantity of binary data in text
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|  */
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| void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint64 p3, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company, uint32 binary_length)
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| {
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| 	assert((cmd & CMD_FLAGS_MASK) == 0);
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| 
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| 	CommandPacket c;
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| 	c.company  = company;
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| 	c.tile     = tile;
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| 	c.p1       = p1;
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| 	c.p2       = p2;
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| 	c.p3       = p3;
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| 	c.cmd      = cmd;
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| 	c.callback = callback;
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| 
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| 	c.binary_length = binary_length;
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| 	if (binary_length == 0) {
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| 		if (text != nullptr) {
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| 			c.text.assign(text);
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| 		} else {
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| 			c.text.clear();
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| 		}
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| 	} else {
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| 		c.text.assign(text, binary_length);
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| 	}
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| 
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| 	if (_network_server) {
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| 		/* If we are the server, we queue the command in our 'special' queue.
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| 		 *   In theory, we could execute the command right away, but then the
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| 		 *   client on the server can do everything 1 tick faster than others.
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| 		 *   So to keep the game fair, we delay the command with 1 tick
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| 		 *   which gives about the same speed as most clients.
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| 		 */
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| 		c.frame = _frame_counter_max + 1;
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| 		c.my_cmd = true;
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| 
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| 		_local_wait_queue.Append(std::move(c));
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| 		return;
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| 	}
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| 
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| 	c.frame = 0; // The client can't tell which frame, so just make it 0
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| 
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| 	/* Clients send their command to the server and forget all about the packet */
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| 	MyClient::SendCommand(&c);
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| }
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| 
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| /**
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|  * Sync our local command queue to the command queue of the given
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|  * socket. This is needed for the case where we receive a command
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|  * before saving the game for a joining client, but without the
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|  * execution of those commands. Not syncing those commands means
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|  * that the client will never get them and as such will be in a
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|  * desynced state from the time it started with joining.
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|  * @param cs The client to sync the queue to.
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|  */
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| void NetworkSyncCommandQueue(NetworkClientSocket *cs)
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| {
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| 	for (CommandPacket *p = _local_execution_queue.Peek(); p != nullptr; p = p->next) {
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| 		CommandPacket c = *p;
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| 		c.callback = 0;
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| 		cs->outgoing_queue.Append(std::move(c));
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| 	}
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| }
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| 
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| /**
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|  * Execute all commands on the local command queue that ought to be executed this frame.
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|  */
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| void NetworkExecuteLocalCommandQueue()
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| {
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| 	assert(IsLocalCompany());
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| 
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| 	CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
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| 
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| 	CommandPacket *cp;
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| 	while ((cp = queue.Peek()) != nullptr) {
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| 		/* The queue is always in order, which means
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| 		 * that the first element will be executed first. */
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| 		if (_frame_counter < cp->frame) break;
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| 
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| 		if (_frame_counter > cp->frame) {
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| 			/* If we reach here, it means for whatever reason, we've already executed
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| 			 * past the command we need to execute. */
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| 			error("[net] Trying to execute a packet in the past!");
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| 		}
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| 
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| 		/* We can execute this command */
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| 		_current_company = cp->company;
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| 		cp->cmd |= CMD_NETWORK_COMMAND;
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| 		DoCommandP(cp, cp->my_cmd);
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| 
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| 		queue.Pop();
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| 	}
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| 
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| 	/* Local company may have changed, so we should not restore the old value */
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| 	_current_company = _local_company;
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| }
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| 
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| /**
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|  * Free the local command queues.
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|  */
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| void NetworkFreeLocalCommandQueue()
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| {
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| 	_local_wait_queue.Free();
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| 	_local_execution_queue.Free();
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| }
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| 
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| /**
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|  * "Send" a particular CommandPacket to all clients.
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|  * @param cp    The command that has to be distributed.
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|  * @param owner The client that owns the command,
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|  */
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| static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner)
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| {
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| 	CommandCallback *callback = cp.callback;
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| 	cp.frame = _frame_counter_max + 1;
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| 
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| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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| 		if (cs->status >= NetworkClientSocket::STATUS_MAP) {
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| 			/* Callbacks are only send back to the client who sent them in the
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| 			 *  first place. This filters that out. */
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| 			cp.callback = (cs != owner) ? nullptr : callback;
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| 			cp.my_cmd = (cs == owner);
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| 			cs->outgoing_queue.Append(cp);
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| 		}
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| 	}
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| 
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| 	cp.callback = (nullptr != owner) ? nullptr : callback;
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| 	cp.my_cmd = (nullptr == owner);
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| 	_local_execution_queue.Append(cp);
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| }
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| 
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| /**
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|  * "Send" a particular CommandQueue to all clients.
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|  * @param queue The queue of commands that has to be distributed.
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|  * @param owner The client that owns the commands,
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|  */
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| static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
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| {
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| #ifdef DEBUG_DUMP_COMMANDS
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| 	/* When replaying we do not want this limitation. */
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| 	int to_go = UINT16_MAX;
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| #else
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| 	int to_go = _settings_client.network.commands_per_frame;
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| #endif
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| 
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| 	std::unique_ptr<CommandPacket> cp;
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| 	while (--to_go >= 0 && (cp = queue->Pop(true)) != nullptr) {
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| 		DistributeCommandPacket(*cp, owner);
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| 		NetworkAdminCmdLogging(owner, cp.get());
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| 	}
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| }
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| 
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| /** Distribute the commands of ourself and the clients. */
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| void NetworkDistributeCommands()
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| {
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| 	/* First send the server's commands. */
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| 	DistributeQueue(&_local_wait_queue, nullptr);
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| 
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| 	/* Then send the queues of the others. */
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| 	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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| 		DistributeQueue(&cs->incoming_queue, cs);
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| 	}
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| }
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| 
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| /**
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|  * Receives a command from the network.
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|  * @param p the packet to read from.
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|  * @param cp the struct to write the data to.
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|  * @return an error message. When nullptr there has been no error.
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|  */
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| const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *cp)
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| {
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| 	cp->company = (CompanyID)p->Recv_uint8();
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| 	cp->cmd     = p->Recv_uint32();
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| 	if (!IsValidCommand(cp->cmd))               return "invalid command";
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| 	if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
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| 	if ((cp->cmd & CMD_FLAGS_MASK) != 0)        return "invalid command flag";
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| 
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| 	cp->p1      = p->Recv_uint32();
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| 	cp->p2      = p->Recv_uint32();
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| 	cp->p3      = p->Recv_uint64();
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| 	cp->tile    = p->Recv_uint32();
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| 	cp->binary_length = p->Recv_uint32();
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| 	if (cp->binary_length == 0) {
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| 		p->Recv_string(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);
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| 	} else {
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| 		if ((p->pos + (PacketSize) cp->binary_length + /* callback index */ 1) > p->size) return "invalid binary data length";
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| 		if (cp->binary_length > MAX_CMD_TEXT_LENGTH) return "over-size binary data length";
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| 		p->Recv_binary(cp->text, cp->binary_length);
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| 	}
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| 
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| 	byte callback = p->Recv_uint8();
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| 	if (callback >= lengthof(_callback_table))  return "invalid callback";
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| 
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| 	cp->callback = _callback_table[callback];
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| 	return nullptr;
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| }
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| 
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| /**
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|  * Sends a command over the network.
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|  * @param p the packet to send it in.
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|  * @param cp the packet to actually send.
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|  */
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| void NetworkGameSocketHandler::SendCommand(Packet *p, const CommandPacket *cp)
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| {
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| 	p->Send_uint8 (cp->company);
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| 	p->Send_uint32(cp->cmd);
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| 	p->Send_uint32(cp->p1);
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| 	p->Send_uint32(cp->p2);
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| 	p->Send_uint64(cp->p3);
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| 	p->Send_uint32(cp->tile);
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| 	p->Send_uint32(cp->binary_length);
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| 	if (cp->binary_length == 0) {
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| 		p->Send_string(cp->text.c_str());
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| 	} else {
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| 		assert(cp->text.size() >= cp->binary_length);
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| 		p->Send_binary(cp->text.c_str(), cp->binary_length);
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| 	}
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| 
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| 	byte callback = 0;
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| 	while (callback < lengthof(_callback_table) && _callback_table[callback] != cp->callback) {
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| 		callback++;
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| 	}
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| 
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| 	if (callback == lengthof(_callback_table)) {
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| 		DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", cp->callback);
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| 		callback = 0; // _callback_table[0] == nullptr
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| 	}
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| 	p->Send_uint8 (callback);
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| }
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