void GameLoop() { ProcessAsyncSaveFinish(); /* autosave game? */ if (_do_autosave) { _do_autosave = false; DoAutosave(); SetWindowDirty(WC_STATUS_BAR, 0); } /* switch game mode? */ if (_switch_mode != SM_NONE) { SwitchToMode(_switch_mode); _switch_mode = SM_NONE; } IncreaseSpriteLRU(); InteractiveRandom(); extern int _caret_timer; _caret_timer += 3; CursorTick(); #ifdef ENABLE_NETWORK /* Check for UDP stuff */ if (_network_available) NetworkUDPGameLoop(); if (_networking && !IsGeneratingWorld()) { /* Multiplayer */ NetworkGameLoop(); } else { if (_network_reconnect > 0 && --_network_reconnect == 0) { /* This means that we want to reconnect to the last host * We do this here, because it means that the network is really closed */ NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR); } /* Singleplayer */ StateGameLoop(); } /* Check chat messages roughly once a second. */ static uint check_message = 0; if (++check_message > 1000 / MILLISECONDS_PER_TICK) { check_message = 0; NetworkChatMessageLoop(); } #else StateGameLoop(); #endif /* ENABLE_NETWORK */ if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations(); if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects(); InputLoop(); _sound_driver->MainLoop(); MusicLoop(); }
/** * Actual game loop for the client. * @return Whether everything went okay, or not. */ /* static */ bool ClientNetworkGameSocketHandler::GameLoop() { _frame_counter++; NetworkExecuteLocalCommandQueue(); extern void StateGameLoop(); StateGameLoop(); /* Check if we are in sync! */ if (_sync_frame != 0) { if (_sync_frame == _frame_counter) { #ifdef NETWORK_SEND_DOUBLE_SEED if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) { #else if (_sync_seed_1 != _random.state[0]) { #endif NetworkError(STR_NETWORK_ERROR_DESYNC); DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract); DEBUG(net, 0, "Sync error detected!"); my_client->ClientError(NETWORK_RECV_STATUS_DESYNC); return false; } /* If this is the first time we have a sync-frame, we * need to let the server know that we are ready and at the same * frame as he is.. so we can start playing! */ if (_network_first_time) { _network_first_time = false; SendAck(); } _sync_frame = 0; } else if (_sync_frame < _frame_counter) { DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter); _sync_frame = 0; } } return true; } /** Our client's connection. */ ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL; static uint32 last_ack_frame; /** One bit of 'entropy' used to generate a salt for the company passwords. */ static uint32 _password_game_seed; /** The other bit of 'entropy' used to generate a salt for the company passwords. */ static char _password_server_id[NETWORK_SERVER_ID_LENGTH]; /** Maximum number of companies of the currently joined server. */ static uint8 _network_server_max_companies; /** Maximum number of spectators of the currently joined server. */ static uint8 _network_server_max_spectators; /** Who would we like to join as. */ CompanyID _network_join_as; /** Login password from -p argument */ const char *_network_join_server_password = NULL; /** Company password from -P argument */ const char *_network_join_company_password = NULL; /** Make sure the server ID length is the same as a md5 hash. */ assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1); /*********** * Sending functions * DEF_CLIENT_SEND_COMMAND has no parameters ************/ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery() { my_client->status = STATUS_COMPANY_INFO; _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() { my_client->status = STATUS_JOIN; _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); Packet *p = new Packet(PACKET_CLIENT_JOIN); p->Send_string(_openttd_revision); p->Send_string(_settings_client.network.client_name); // Client name p->Send_uint8 (_network_join_as); // PlayAs p->Send_uint8 (NETLANG_ANY); // Language my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk() { Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; } NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password) { Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD); p->Send_string(password); my_client->SendPacket(p); return NETWORK_RECV_STATUS_OKAY; }