Пример #1
0
/**
 * Prepare a DoCommand to be send over the network
 * @param tile The tile to perform a command on (see #CommandProc)
 * @param p1 Additional data for the command (see #CommandProc)
 * @param p2 Additional data for the command (see #CommandProc)
 * @param cmd The command to execute (a CMD_* value)
 * @param callback A callback function to call after the command is finished
 * @param text The text to pass
 * @param company The company that wants to send the command
 */
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, CompanyID company)
{
	assert((cmd & CMD_FLAGS_MASK) == 0);

	CommandPacket c;
	c.company  = company;
	c.tile     = tile;
	c.p1       = p1;
	c.p2       = p2;
	c.cmd      = cmd;
	c.callback = callback;

	strecpy(c.text, (text != NULL) ? text : "", lastof(c.text));

	if (_network_server) {
		/* If we are the server, we queue the command in our 'special' queue.
		 *   In theory, we could execute the command right away, but then the
		 *   client on the server can do everything 1 tick faster than others.
		 *   So to keep the game fair, we delay the command with 1 tick
		 *   which gives about the same speed as most clients.
		 */
		c.frame = _frame_counter_max + 1;
		c.my_cmd = true;

		_local_wait_queue.Append(&c);
		return;
	}

	c.frame = 0; // The client can't tell which frame, so just make it 0

	/* Clients send their command to the server and forget all about the packet */
	MyClient::SendCommand(&c);
}
Пример #2
0
/**
 * "Send" a particular CommandPacket to all clients.
 * @param cp    The command that has to be distributed.
 * @param owner The client that owns the command,
 */
static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner)
{
	CommandCallback *callback = cp.callback;
	cp.frame = _frame_counter_max + 1;

	NetworkClientSocket *cs;
	FOR_ALL_CLIENT_SOCKETS(cs) {
		if (cs->status >= NetworkClientSocket::STATUS_MAP) {
			/* Callbacks are only send back to the client who sent them in the
			 *  first place. This filters that out. */
			cp.callback = (cs != owner) ? NULL : callback;
			cp.my_cmd = (cs == owner);
			cs->outgoing_queue.Append(&cp);
		}
	}

	cp.callback = (cs != owner) ? NULL : callback;
	cp.my_cmd = (cs == owner);
	_local_execution_queue.Append(&cp);
}