OpenTTD
Functions | Variables
network_command.cpp File Reference

Command handling over network connections. More...

#include "../stdafx.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_server.h"
#include "../command_func.h"
#include "../company_func.h"
#include "../settings_type.h"
#include "../safeguards.h"

Go to the source code of this file.

Functions

void NetworkSendCommand (TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
 Prepare a DoCommand to be send over the network. More...
 
void NetworkSyncCommandQueue (NetworkClientSocket *cs)
 Sync our local command queue to the command queue of the given socket. More...
 
void NetworkExecuteLocalCommandQueue ()
 Execute all commands on the local command queue that ought to be executed this frame.
 
void NetworkFreeLocalCommandQueue ()
 Free the local command queues.
 
static void DistributeCommandPacket (CommandPacket &cp, const NetworkClientSocket *owner)
 "Send" a particular CommandPacket to all clients. More...
 
static void DistributeQueue (CommandQueue *queue, const NetworkClientSocket *owner)
 "Send" a particular CommandQueue to all clients. More...
 
void NetworkDistributeCommands ()
 Distribute the commands of ourself and the clients. More...
 

Variables

static CommandCallback *const _callback_table []
 Table with all the callbacks we'll use for conversion. More...
 
static CommandQueue _local_wait_queue
 Local queue of packets waiting for handling. More...
 
static CommandQueue _local_execution_queue
 Local queue of packets waiting for execution. More...
 

Detailed Description

Command handling over network connections.

Definition in file network_command.cpp.

Function Documentation

◆ DistributeCommandPacket()

static void DistributeCommandPacket ( CommandPacket cp,
const NetworkClientSocket owner 
)
static

"Send" a particular CommandPacket to all clients.

Parameters
cpThe command that has to be distributed.
ownerThe client that owns the command,

Definition at line 240 of file network_command.cpp.

References _frame_counter_max, CommandQueue::Append(), CommandContainer::callback, FOR_ALL_CLIENT_SOCKETS, CommandPacket::frame, and CommandPacket::my_cmd.

◆ DistributeQueue()

static void DistributeQueue ( CommandQueue queue,
const NetworkClientSocket owner 
)
static

"Send" a particular CommandQueue to all clients.

Parameters
queueThe queue of commands that has to be distributed.
ownerThe client that owns the commands,

Definition at line 266 of file network_command.cpp.

Referenced by NetworkDistributeCommands().

◆ NetworkDistributeCommands()

void NetworkDistributeCommands ( )

Distribute the commands of ourself and the clients.

Definition at line 284 of file network_command.cpp.

References DistributeQueue(), and FOR_ALL_CLIENT_SOCKETS.

◆ NetworkSendCommand()

void NetworkSendCommand ( TileIndex  tile,
uint32  p1,
uint32  p2,
uint32  cmd,
CommandCallback callback,
const char *  text,
CompanyID  company 
)

Prepare a DoCommand to be send over the network.

Parameters
tileThe tile to perform a command on (see CommandProc)
p1Additional data for the command (see CommandProc)
p2Additional data for the command (see CommandProc)
cmdThe command to execute (a CMD_* value)
callbackA callback function to call after the command is finished
textThe text to pass
companyThe company that wants to send the command

Definition at line 140 of file network_command.cpp.

◆ NetworkSyncCommandQueue()

void NetworkSyncCommandQueue ( NetworkClientSocket cs)

Sync our local command queue to the command queue of the given socket.

This is needed for the case where we receive a command before saving the game for a joining client, but without the execution of those commands. Not syncing those commands means that the client will never get them and as such will be in a desynced state from the time it started with joining.

Parameters
csThe client to sync the queue to.

Definition at line 183 of file network_command.cpp.

References CommandContainer::callback, CommandPacket::next, and CommandQueue::Peek().

Variable Documentation

◆ _callback_table

CommandCallback* const _callback_table[]
static
Initial value:
= {
NULL,
CcBuildAirport,
CcPlaySound_SPLAT_WATER,
CcBuildDocks,
CcFoundTown,
CcRoadDepot,
CcRailDepot,
CcPlaySound_EXPLOSION,
CcPlaySound_SPLAT_OTHER,
CcPlaySound_SPLAT_RAIL,
CcStation,
CcTerraform,
CcGiveMoney,
CcFoundRandomTown,
}
void CcPlaceSign(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
Callback function that is called after a sign is placed.
Definition: signs_cmd.cpp:118
void CcGame(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
DoCommand callback function for all commands executed by Game Scripts.
void CcCreateGroup(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
Opens a 'Rename group' window for newly created group.
Definition: group_gui.cpp:987
void CcRoadStop(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
Command callback for building road stops.
Definition: road_gui.cpp:199
void CcAI(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
DoCommand callback function for all commands executed by AIs.
void CcBuildWagon(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
Callback for building wagons.
Definition: train_gui.cpp:31
void CcCloneVehicle(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
This is the Callback method after the cloning attempt of a vehicle.
Definition: depot_gui.cpp:121
void CcBuildRoadTunnel(const CommandCost &result, TileIndex start_tile, uint32 p1, uint32 p2)
Callback executed after a build road tunnel command has been called.
Definition: road_gui.cpp:96
void CcBuildIndustry(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
Command callback.
void CcBuildBridge(const CommandCost &result, TileIndex end_tile, uint32 p1, uint32 p2)
Callback executed after a build Bridge CMD has been called.
Definition: bridge_gui.cpp:61
void CcBuildPrimaryVehicle(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
This is the Callback method after the construction attempt of a primary vehicle.
void CcStartStopVehicle(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
This is the Callback method after attempting to start/stop a vehicle.
void CcAddVehicleNewGroup(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
Open rename window after adding a vehicle to a new group via drag and drop.
Definition: group_gui.cpp:1003
void CcBuildRailTunnel(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
Command callback for building a tunnel.
Definition: rail_gui.cpp:275

Table with all the callbacks we'll use for conversion.

Definition at line 25 of file network_command.cpp.

Referenced by NetworkGameSocketHandler::SendCommand().

◆ _local_execution_queue

CommandQueue _local_execution_queue
static

Local queue of packets waiting for execution.

Definition at line 128 of file network_command.cpp.

◆ _local_wait_queue

CommandQueue _local_wait_queue
static

Local queue of packets waiting for handling.

Definition at line 126 of file network_command.cpp.