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"

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.
void NetworkSyncCommandQueue (NetworkClientSocket *cs)
 Sync our local command queue to the command queue of the given socket.
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.
static void DistributeQueue (CommandQueue *queue, const NetworkClientSocket *owner)
 "Send" a particular CommandQueue to all clients.
void NetworkDistributeCommands ()
 Distribute the commands of ourself and the clients.

Variables

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

Detailed Description

Command handling over network connections.

Definition in file network_command.cpp.


Function Documentation

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

"Send" a particular CommandPacket to all clients.

Parameters:
cp The command that has to be distributed.
owner The client that owns the command,

Definition at line 237 of file network_command.cpp.

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

Referenced by DistributeQueue().

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

"Send" a particular CommandQueue to all clients.

Parameters:
queue The queue of commands that has to be distributed.
owner The client that owns the commands,

Definition at line 263 of file network_command.cpp.

References _settings_client, NetworkSettings::commands_per_frame, DistributeCommandPacket(), free(), ClientSettings::network, NetworkAdminCmdLogging(), and CommandQueue::Pop().

Referenced by NetworkDistributeCommands().

void NetworkDistributeCommands (  ) 

Distribute the commands of ourself and the clients.

Definition at line 276 of file network_command.cpp.

References DistributeQueue(), and FOR_ALL_CLIENT_SOCKETS.

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:
tile The tile to perform a command on (see CommandProc)
p1 Additional data for the command (see CommandProc)
p2 Additional data for the command (see CommandProc)
cmd The command to execute (a CMD_* value)
callback A callback function to call after the command is finished
text The text to pass
company The company that wants to send the command

Definition at line 137 of file network_command.cpp.

References _frame_counter_max, _network_server, CommandQueue::Append(), CommandContainer::callback, CommandContainer::cmd, CMD_FLAGS_MASK, CommandPacket::company, CommandPacket::frame, lastof, CommandPacket::my_cmd, CommandContainer::p1, CommandContainer::p2, ClientNetworkGameSocketHandler::SendCommand(), strecpy(), CommandContainer::text, and CommandContainer::tile.

Referenced by CmdCompanyCtrl(), DoCommandPInternal(), MenuClickCompany(), ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(), and SyncCompanySettings().

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:
cs The client to sync the queue to.

Definition at line 180 of file network_command.cpp.

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

Referenced by ServerNetworkGameSocketHandler::SendMap().


Variable Documentation

CommandCallback* const _callback_table[] [static]
Initial value:
 {
   NULL,
   CcBuildPrimaryVehicle,
   CcBuildAirport,
   CcBuildBridge,
   CcBuildCanal,
   CcBuildDocks,
   CcFoundTown,
   CcBuildRoadTunnel,
   CcBuildRailTunnel,
   CcBuildWagon,
   CcRoadDepot,
   CcRailDepot,
   CcPlaceSign,
   CcPlaySound10,
   CcPlaySound1D,
   CcPlaySound1E,
   CcStation,
   CcTerraform,
   CcAI,
   CcCloneVehicle,
   CcGiveMoney,
   CcCreateGroup,
   CcFoundRandomTown,
   CcRoadStop,
   CcBuildIndustry,
   CcStartStopVehicle,
   CcGame,
}

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

Definition at line 23 of file network_command.cpp.

Referenced by NetworkGameSocketHandler::ReceiveCommand(), and NetworkGameSocketHandler::SendCommand().

Local queue of packets waiting for execution.

Definition at line 125 of file network_command.cpp.

Local queue of packets waiting for handling.

Definition at line 123 of file network_command.cpp.