void recvStructureInfo(NETQUEUE queue) { uint8_t player = 0; uint32_t structId = 0; uint32_t templateId = 0; uint8_t structureInfo; STRUCTURE * psStruct; DROID_TEMPLATE *psTempl = NULL; NETbeginDecode(queue, GAME_STRUCTUREINFO); NETuint8_t(&player); NETuint32_t(&structId); NETuint8_t(&structureInfo); if (structureInfo == STRUCTUREINFO_MANUFACTURE) { NETuint32_t(&templateId); if (templateId != 0) { psTempl = IdToTemplate(templateId, player); if (psTempl == NULL) { debug(LOG_SYNC, "Synch error, don't have tempate id %u, so can't change production of factory %u!", templateId, structId); } } } NETend(); psStruct = IdToStruct(structId, player); syncDebug("player%d,structId%u%c,structureInfo%u,templateId%u%c", player, structId, psStruct == NULL? '^' : '*', structureInfo, templateId, psTempl == NULL? '^' : '*'); if (psStruct == NULL) { debug(LOG_SYNC, "Couldn't find structure %u to change production.", structId); return; } CHECK_STRUCTURE(psStruct); if (StructIsFactory(psStruct)) { if (psStruct->pFunctionality->factory.pendingCount == 0) { ++psStruct->pFunctionality->factory.pendingCount; } if (--psStruct->pFunctionality->factory.pendingCount == 0) { // Subject is now synchronised, remove pending. psStruct->pFunctionality->factory.psSubjectPending = NULL; psStruct->pFunctionality->factory.statusPending = FACTORY_NOTHING_PENDING; } } syncDebugStructure(psStruct, '<'); switch (structureInfo) { case STRUCTUREINFO_MANUFACTURE: structSetManufacture(psStruct, psTempl, ModeImmediate); break; case STRUCTUREINFO_CANCELPRODUCTION: cancelProduction(psStruct, ModeImmediate); break; case STRUCTUREINFO_HOLDPRODUCTION: holdProduction(psStruct, ModeImmediate); break; case STRUCTUREINFO_RELEASEPRODUCTION: releaseProduction(psStruct, ModeImmediate); break; case STRUCTUREINFO_HOLDRESEARCH: holdResearch(psStruct, ModeImmediate); break; case STRUCTUREINFO_RELEASERESEARCH: releaseResearch(psStruct, ModeImmediate); break; default: debug(LOG_ERROR, "Invalid structureInfo %d", structureInfo); } syncDebugStructure(psStruct, '>'); CHECK_STRUCTURE(psStruct); }
void recvStructureInfo(NETQUEUE queue) { uint8_t player = 0; uint32_t structId = 0; uint32_t templateId = 0; uint8_t structureInfo; STRUCTURE *psStruct; DROID_TEMPLATE *psTempl = NULL; NETbeginDecode(queue, GAME_STRUCTUREINFO); NETuint8_t(&player); NETuint32_t(&structId); NETuint8_t(&structureInfo); if (structureInfo == STRUCTUREINFO_MANUFACTURE) { NETuint32_t(&templateId); if (templateId != 0) { // For autogames, where we want the AI to take us over, our templates are not setup... so let's use any AI's templates. if (!NetPlay.players[player].autoGame) { psTempl = IdToTemplate(templateId, player); } else { psTempl = IdToTemplate(templateId, ANYPLAYER); } if (psTempl == NULL) { debug(LOG_SYNC, "Synch error, don't have tempate id %u, so can't change production of factory %u!", templateId, structId); } } } NETend(); psStruct = IdToStruct(structId, player); syncDebug("player%d,structId%u%c,structureInfo%u,templateId%u%c", player, structId, psStruct == NULL ? '^' : '*', structureInfo, templateId, psTempl == NULL ? '^' : '*'); if (psStruct == NULL) { debug(LOG_SYNC, "Couldn't find structure %u to change production.", structId); return; } if (!canGiveOrdersFor(queue.index, psStruct->player)) { syncDebug("Wrong player."); return; } CHECK_STRUCTURE(psStruct); if (StructIsFactory(psStruct)) { popStatusPending(psStruct->pFunctionality->factory); } else if (psStruct->pStructureType->type == REF_RESEARCH) { popStatusPending(psStruct->pFunctionality->researchFacility); } syncDebugStructure(psStruct, '<'); switch (structureInfo) { case STRUCTUREINFO_MANUFACTURE: structSetManufacture(psStruct, psTempl, ModeImmediate); break; case STRUCTUREINFO_CANCELPRODUCTION: cancelProduction(psStruct, ModeImmediate, false); break; case STRUCTUREINFO_HOLDPRODUCTION: holdProduction(psStruct, ModeImmediate); break; case STRUCTUREINFO_RELEASEPRODUCTION: releaseProduction(psStruct, ModeImmediate); break; case STRUCTUREINFO_HOLDRESEARCH: holdResearch(psStruct, ModeImmediate); break; case STRUCTUREINFO_RELEASERESEARCH: releaseResearch(psStruct, ModeImmediate); break; default: debug(LOG_ERROR, "Invalid structureInfo %d", structureInfo); } syncDebugStructure(psStruct, '>'); CHECK_STRUCTURE(psStruct); }