OpenTTD Source: src/network/network_command.cpp Source File

OpenTTD Source 14.0-RC3

network_command.cpp
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1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10 #include "../stdafx.h"
11 #include "network_admin.h"
12 #include "network_client.h"
13 #include "network_server.h"
14 #include "../command_func.h"
15 #include "../company_func.h"
16 #include "../settings_type.h"
17 #include "../airport_cmd.h"
18 #include "../aircraft_cmd.h"
19 #include "../autoreplace_cmd.h"
20 #include "../company_cmd.h"
21 #include "../depot_cmd.h"
22 #include "../dock_cmd.h"
23 #include "../economy_cmd.h"
24 #include "../engine_cmd.h"
25 #include "../error_func.h"
26 #include "../goal_cmd.h"
27 #include "../group_cmd.h"
28 #include "../industry_cmd.h"
29 #include "../landscape_cmd.h"
30 #include "../league_cmd.h"
31 #include "../misc_cmd.h"
32 #include "../news_cmd.h"
33 #include "../object_cmd.h"
34 #include "../order_cmd.h"
35 #include "../rail_cmd.h"
36 #include "../road_cmd.h"
37 #include "../roadveh_cmd.h"
38 #include "../settings_cmd.h"
39 #include "../signs_cmd.h"
40 #include "../station_cmd.h"
41 #include "../story_cmd.h"
42 #include "../subsidy_cmd.h"
43 #include "../terraform_cmd.h"
44 #include "../timetable_cmd.h"
45 #include "../town_cmd.h"
46 #include "../train_cmd.h"
47 #include "../tree_cmd.h"
48 #include "../tunnelbridge_cmd.h"
49 #include "../vehicle_cmd.h"
50 #include "../viewport_cmd.h"
51 #include "../water_cmd.h"
52 #include "../waypoint_cmd.h"
53 #include "../script/script_cmd.h"
54
55 #include "../safeguards.h"
56
58 static constexpr auto _callback_tuple = std::make_tuple(
59 (CommandCallback *)nullptr, // Make sure this is actually a pointer-to-function.
60 &CcBuildPrimaryVehicle,
61 &CcBuildAirport,
62 &CcBuildBridge,
63 &CcPlaySound_CONSTRUCTION_WATER,
64 &CcBuildDocks,
65 &CcFoundTown,
66 &CcBuildRoadTunnel,
67 &CcBuildRailTunnel,
68 &CcBuildWagon,
69 &CcRoadDepot,
70 &CcRailDepot,
71 &CcPlaceSign,
72 &CcPlaySound_EXPLOSION,
73 &CcPlaySound_CONSTRUCTION_OTHER,
74 &CcPlaySound_CONSTRUCTION_RAIL,
75 &CcStation,
76 &CcTerraform,
77 &CcAI,
78 &CcCloneVehicle,
79 &CcCreateGroup,
80 &CcFoundRandomTown,
81 &CcRoadStop,
82 &CcBuildIndustry,
83 &CcStartStopVehicle,
84 &CcGame,
85 &CcAddVehicleNewGroup
86 );
87
88 #ifdef SILENCE_GCC_FUNCTION_POINTER_CAST
89 /*
90 * We cast specialized function pointers to a generic one, but don't use the
91 * converted value to call the function, which is safe, except that GCC
92 * helpfully thinks it is not.
93 *
94 * "Any pointer to function can be converted to a pointer to a different function type.
95 * Calling the function through a pointer to a different function type is undefined,
96 * but converting such pointer back to pointer to the original function type yields
97 * the pointer to the original function." */
98 # pragma GCC diagnostic push
99 # pragma GCC diagnostic ignored "-Wcast-function-type"
100 #endif
101
102 /* Helpers to generate the callback table from the callback list. */
103
104 inline constexpr size_t _callback_tuple_size = std::tuple_size_v<decltype(_callback_tuple)>;
105
106 template <size_t... i>
107 inline auto MakeCallbackTable(std::index_sequence<i...>) noexcept
108 {
109 return std::array<CommandCallback *, sizeof...(i)>{{ reinterpret_cast<CommandCallback *>(reinterpret_cast<void(*)()>(std::get<i>(_callback_tuple)))... }}; // MingW64 fails linking when casting a pointer to its own type. To work around, cast it to some other type first.
110 }
111
113 static auto _callback_table = MakeCallbackTable(std::make_index_sequence<_callback_tuple_size>{});
114
115 template <typename T> struct CallbackArgsHelper;
116 template <typename... Targs>
117 struct CallbackArgsHelper<void(*const)(Commands, const CommandCost &, Targs...)> {
118 using Args = std::tuple<std::decay_t<Targs>...>;
119 };
120
121
122 /* Helpers to generate the command dispatch table from the command traits. */
123
124 template <Commands Tcmd> static CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data);
125 template <Commands Tcmd, size_t cb> static void UnpackNetworkCommand(const CommandPacket &cp);
126 template <Commands Tcmd> static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id);
127 using UnpackNetworkCommandProc = void (*)(const CommandPacket &);
128 using UnpackDispatchT = std::array<UnpackNetworkCommandProc, _callback_tuple_size>;
129 struct CommandDispatch {
130 CommandDataBuffer(*Sanitize)(const CommandDataBuffer &);
131 void (*ReplaceClientId)(CommandPacket &, ClientID);
132 UnpackDispatchT Unpack;
133 };
134
135 template <Commands Tcmd, size_t Tcb>
136 constexpr UnpackNetworkCommandProc MakeUnpackNetworkCommandCallback() noexcept
137 {
138 /* Check if the callback matches with the command arguments. If not, don't generate an Unpack proc. */
139 using Tcallback = std::tuple_element_t<Tcb, decltype(_callback_tuple)>;
140 if constexpr (std::is_same_v<Tcallback, CommandCallback * const> || // Callback type is CommandCallback.
141 std::is_same_v<Tcallback, CommandCallbackData * const> || // Callback type is CommandCallbackData.
142 std::is_same_v<typename CommandTraits<Tcmd>::CbArgs, typename CallbackArgsHelper<Tcallback>::Args> || // Callback proc takes all command return values and parameters.
143 (!std::is_void_v<typename CommandTraits<Tcmd>::RetTypes> && std::is_same_v<typename CallbackArgsHelper<typename CommandTraits<Tcmd>::RetCallbackProc const>::Args, typename CallbackArgsHelper<Tcallback>::Args>)) { // Callback return is more than CommandCost and the proc takes all return values.
144 return &UnpackNetworkCommand<Tcmd, Tcb>;
145 } else {
146 return nullptr;
147 }
148 }
149
150 template <Commands Tcmd, size_t... i>
151 constexpr UnpackDispatchT MakeUnpackNetworkCommand(std::index_sequence<i...>) noexcept
152 {
153 return UnpackDispatchT{{ MakeUnpackNetworkCommandCallback<Tcmd, i>()...}};
154 }
155
156 template <typename T, T... i, size_t... j>
157 inline constexpr auto MakeDispatchTable(std::integer_sequence<T, i...>, std::index_sequence<j...>) noexcept
158 {
159 return std::array<CommandDispatch, sizeof...(i)>{{ { &SanitizeCmdStrings<static_cast<Commands>(i)>, &NetworkReplaceCommandClientId<static_cast<Commands>(i)>, MakeUnpackNetworkCommand<static_cast<Commands>(i)>(std::make_index_sequence<_callback_tuple_size>{}) }... }};
160 }
162 static constexpr auto _cmd_dispatch = MakeDispatchTable(std::make_integer_sequence<std::underlying_type_t<Commands>, CMD_END>{}, std::make_index_sequence<_callback_tuple_size>{});
163
164 #ifdef SILENCE_GCC_FUNCTION_POINTER_CAST
165 # pragma GCC diagnostic pop
166 #endif
167
169 static CommandQueue _local_wait_queue;
171 static CommandQueue _local_execution_queue;
172
173
179 static size_t FindCallbackIndex(CommandCallback *callback)
180 {
181 if (auto it = std::find(std::cbegin(_callback_table), std::cend(_callback_table), callback); it != std::cend(_callback_table)) {
182 return static_cast<size_t>(std::distance(std::cbegin(_callback_table), it));
183 }
184
185 return std::numeric_limits<size_t>::max();
186 }
187
196 void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, const CommandDataBuffer &cmd_data)
197 {
198 CommandPacket c;
199 c.company = company;
200 c.cmd = cmd;
201 c.err_msg = err_message;
202 c.callback = callback;
203 c.data = cmd_data;
204
205 if (_network_server) {
206 /* If we are the server, we queue the command in our 'special' queue.
207 * In theory, we could execute the command right away, but then the
208 * client on the server can do everything 1 tick faster than others.
209 * So to keep the game fair, we delay the command with 1 tick
210 * which gives about the same speed as most clients.
211 */
212 c.frame = _frame_counter_max + 1;
213 c.my_cmd = true;
214
215 _local_wait_queue.push_back(c);
216 return;
217 }
218
219 c.frame = 0; // The client can't tell which frame, so just make it 0
220
221 /* Clients send their command to the server and forget all about the packet */
222 MyClient::SendCommand(c);
223 }
224
234 void NetworkSyncCommandQueue(NetworkClientSocket *cs)
235 {
236 for (auto &p : _local_execution_queue) {
237 CommandPacket &c = cs->outgoing_queue.emplace_back(p);
238 c.callback = nullptr;
239 }
240 }
241
245 void NetworkExecuteLocalCommandQueue()
246 {
247 assert(IsLocalCompany());
248
249 CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
250
251 auto cp = queue.begin();
252 for (; cp != queue.end(); cp++) {
253 /* The queue is always in order, which means
254 * that the first element will be executed first. */
255 if (_frame_counter < cp->frame) break;
256
257 if (_frame_counter > cp->frame) {
258 /* If we reach here, it means for whatever reason, we've already executed
259 * past the command we need to execute. */
260 FatalError("[net] Trying to execute a packet in the past!");
261 }
262
263 /* We can execute this command */
264 _current_company = cp->company;
265 size_t cb_index = FindCallbackIndex(cp->callback);
266 assert(cb_index < _callback_tuple_size);
267 assert(_cmd_dispatch[cp->cmd].Unpack[cb_index] != nullptr);
268 _cmd_dispatch[cp->cmd].Unpack[cb_index](*cp);
269 }
270 queue.erase(queue.begin(), cp);
271
272 /* Local company may have changed, so we should not restore the old value */
273 _current_company = _local_company;
274 }
275
279 void NetworkFreeLocalCommandQueue()
280 {
281 _local_wait_queue.clear();
282 _local_execution_queue.clear();
283 }
284
290 static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner)
291 {
292 CommandCallback *callback = cp.callback;
293 cp.frame = _frame_counter_max + 1;
294
295 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
296 if (cs->status >= NetworkClientSocket::STATUS_MAP) {
297 /* Callbacks are only send back to the client who sent them in the
298 * first place. This filters that out. */
299 cp.callback = (cs != owner) ? nullptr : callback;
300 cp.my_cmd = (cs == owner);
301 cs->outgoing_queue.push_back(cp);
302 }
303 }
304
305 cp.callback = (nullptr != owner) ? nullptr : callback;
306 cp.my_cmd = (nullptr == owner);
307 _local_execution_queue.push_back(cp);
308 }
309
315 static void DistributeQueue(CommandQueue &queue, const NetworkClientSocket *owner)
316 {
317 #ifdef DEBUG_DUMP_COMMANDS
318 /* When replaying we do not want this limitation. */
319 int to_go = UINT16_MAX;
320 #else
321 int to_go = _settings_client.network.commands_per_frame;
322 if (owner == nullptr) {
323 /* This is the server, use the commands_per_frame_server setting if higher */
324 to_go = std::max<int>(to_go, _settings_client.network.commands_per_frame_server);
325 }
326 #endif
327
328 /* Not technically the most performant way, but consider clients rarely click more than once per tick. */
329 for (auto cp = queue.begin(); cp != queue.end(); /* removing some items */) {
330 /* Do not distribute commands when paused and the command is not allowed while paused. */
331 if (_pause_mode != PM_UNPAUSED && !IsCommandAllowedWhilePaused(cp->cmd)) {
332 ++cp;
333 continue;
334 }
335
336 /* Limit the number of commands per client per tick. */
337 if (--to_go < 0) break;
338
339 DistributeCommandPacket(*cp, owner);
340 NetworkAdminCmdLogging(owner, *cp);
341 cp = queue.erase(cp);
342 }
343 }
344
346 void NetworkDistributeCommands()
347 {
348 /* First send the server's commands. */
349 DistributeQueue(_local_wait_queue, nullptr);
350
351 /* Then send the queues of the others. */
352 for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
353 DistributeQueue(cs->incoming_queue, cs);
354 }
355 }
356
363 const char *NetworkGameSocketHandler::ReceiveCommand(Packet &p, CommandPacket &cp)
364 {
365 cp.company = (CompanyID)p.Recv_uint8();
366 cp.cmd = static_cast<Commands>(p.Recv_uint16());
367 if (!IsValidCommand(cp.cmd)) return "invalid command";
368 if (GetCommandFlags(cp.cmd) & CMD_OFFLINE) return "single-player only command";
369 cp.err_msg = p.Recv_uint16();
370 cp.data = _cmd_dispatch[cp.cmd].Sanitize(p.Recv_buffer());
371
372 byte callback = p.Recv_uint8();
373 if (callback >= _callback_table.size() || _cmd_dispatch[cp.cmd].Unpack[callback] == nullptr) return "invalid callback";
374
375 cp.callback = _callback_table[callback];
376 return nullptr;
377 }
378
384 void NetworkGameSocketHandler::SendCommand(Packet &p, const CommandPacket &cp)
385 {
386 p.Send_uint8(cp.company);
387 p.Send_uint16(cp.cmd);
388 p.Send_uint16(cp.err_msg);
389 p.Send_buffer(cp.data);
390
391 size_t callback = FindCallbackIndex(cp.callback);
392 if (callback > UINT8_MAX || _cmd_dispatch[cp.cmd].Unpack[callback] == nullptr) {
393 Debug(net, 0, "Unknown callback for command; no callback sent (command: {})", cp.cmd);
394 callback = 0; // _callback_table[0] == nullptr
395 }
396 p.Send_uint8 ((uint8_t)callback);
397 }
398
400 template <class T>
401 static inline void SetClientIdHelper(T &data, [[maybe_unused]] ClientID client_id)
402 {
403 if constexpr (std::is_same_v<ClientID, T>) {
404 data = client_id;
405 }
406 }
407
409 template<class Ttuple, size_t... Tindices>
410 static inline void SetClientIds(Ttuple &values, ClientID client_id, std::index_sequence<Tindices...>)
411 {
412 ((SetClientIdHelper(std::get<Tindices>(values), client_id)), ...);
413 }
414
415 template <Commands Tcmd>
416 static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
417 {
418 /* Unpack command parameters. */
419 auto params = EndianBufferReader::ToValue<typename CommandTraits<Tcmd>::Args>(cp.data);
420
421 /* Insert client id. */
422 SetClientIds(params, client_id, std::make_index_sequence<std::tuple_size_v<decltype(params)>>{});
423
424 /* Repack command parameters. */
425 cp.data = EndianBufferWriter<CommandDataBuffer>::FromValue(params);
426 }
427
433 void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
434 {
435 _cmd_dispatch[cp.cmd].ReplaceClientId(cp, client_id);
436 }
437
438
440 template <class T>
441 static inline void SanitizeSingleStringHelper([[maybe_unused]] CommandFlags cmd_flags, T &data)
442 {
443 if constexpr (std::is_same_v<std::string, T>) {
444 data = StrMakeValid(data.substr(0, NETWORK_COMPANY_NAME_LENGTH), (!_network_server && cmd_flags & CMD_STR_CTRL) != 0 ? SVS_ALLOW_CONTROL_CODE | SVS_REPLACE_WITH_QUESTION_MARK : SVS_REPLACE_WITH_QUESTION_MARK);
445 }
446 }
447
449 template<class Ttuple, size_t... Tindices>
450 static inline void SanitizeStringsHelper(CommandFlags cmd_flags, Ttuple &values, std::index_sequence<Tindices...>)
451 {
452 ((SanitizeSingleStringHelper(cmd_flags, std::get<Tindices>(values))), ...);
453 }
454
461 template <Commands Tcmd>
462 CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data)
463 {
464 auto args = EndianBufferReader::ToValue<typename CommandTraits<Tcmd>::Args>(data);
465 SanitizeStringsHelper(CommandTraits<Tcmd>::flags, args, std::make_index_sequence<std::tuple_size_v<typename CommandTraits<Tcmd>::Args>>{});
466 return EndianBufferWriter<CommandDataBuffer>::FromValue(args);
467 }
468
475 template <Commands Tcmd, size_t Tcb>
476 void UnpackNetworkCommand(const CommandPacket &cp)
477 {
478 auto args = EndianBufferReader::ToValue<typename CommandTraits<Tcmd>::Args>(cp.data);
479 Command<Tcmd>::PostFromNet(cp.err_msg, std::get<Tcb>(_callback_tuple), cp.my_cmd, args);
480 }
CcBuildIndustry
void CcBuildIndustry(Commands cmd, const CommandCost &result, TileIndex tile, IndustryType indtype, uint32_t, bool, uint32_t)
Command callback.
Definition: industry_gui.cpp:251
SetClientIdHelper
static void SetClientIdHelper(T &data, [[maybe_unused]] ClientID client_id)
Helper to process a single ClientID argument.
Definition: network_command.cpp:401
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
Definition: network_command.cpp:363
CcBuildRailTunnel
void CcBuildRailTunnel(Commands, const CommandCost &result, TileIndex tile)
Command callback for building a tunnel.
Definition: rail_gui.cpp:296
_local_wait_queue
static CommandQueue _local_wait_queue
Local queue of packets waiting for handling.
Definition: network_command.cpp:169
_cmd_dispatch
static constexpr auto _cmd_dispatch
Command dispatch table.
Definition: network_command.cpp:162
CommandQueue
std::vector< CommandPacket > CommandQueue
A "queue" of CommandPackets.
Definition: tcp_game.h:139
SanitizeStringsHelper
static void SanitizeStringsHelper(CommandFlags cmd_flags, Ttuple &values, std::index_sequence< Tindices... >)
Helper function to perform validation on command data strings.
Definition: network_command.cpp:450
CommandDataBuffer
std::vector< byte > CommandDataBuffer
Storage buffer for serialized command data.
Definition: command_type.h:465
CommandPacket::frame
uint32_t frame
the frame in which this packet is executed
Definition: network_internal.h:112
CcAI
void CcAI(Commands cmd, const CommandCost &result, const CommandDataBuffer &data, CommandDataBuffer result_data)
DoCommand callback function for all commands executed by AIs.
Definition: ai_instance.cpp:106
NetworkAdminCmdLogging
void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket &cp)
Distribute CommandPacket details over the admin network for logging purposes.
Definition: network_admin.cpp:959
CMD_OFFLINE
@ CMD_OFFLINE
the command cannot be executed in a multiplayer game; single-player only
Definition: command_type.h:394
GetCommandFlags
CommandFlags GetCommandFlags(Commands cmd)
This function mask the parameter with CMD_ID_MASK and returns the flags which belongs to the given co...
Definition: command.cpp:118
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
_network_server
bool _network_server
network-server is active
Definition: network.cpp:60
UnpackNetworkCommand
static void UnpackNetworkCommand(const CommandPacket &cp)
Unpack a generic command packet into its actual typed components.
Definition: network_command.cpp:476
_local_execution_queue
static CommandQueue _local_execution_queue
Local queue of packets waiting for execution.
Definition: network_command.cpp:171
SanitizeCmdStrings
static CommandDataBuffer SanitizeCmdStrings(const CommandDataBuffer &data)
Validate and sanitize strings in command data.
Definition: network_command.cpp:462
StrMakeValid
static void StrMakeValid(T &dst, const char *str, const char *last, StringValidationSettings settings)
Copies the valid (UTF-8) characters from str up to last to the dst.
Definition: string.cpp:114
SanitizeSingleStringHelper
static void SanitizeSingleStringHelper([[maybe_unused]] CommandFlags cmd_flags, T &data)
Validate a single string argument coming from network.
Definition: network_command.cpp:441
CommandPacket::err_msg
StringID err_msg
string ID of error message to use.
Definition: network_internal.h:116
ClientNetworkGameSocketHandler::SendCommand
static NetworkRecvStatus SendCommand(const CommandPacket &cp)
Send a command to the server.
Definition: network_client.cpp:438
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:54
NetworkSyncCommandQueue
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
Definition: network_command.cpp:234
CommandCallback
void CommandCallback(Commands cmd, const CommandCost &result, TileIndex tile)
Define a callback function for the client, after the command is finished.
Definition: command_type.h:479
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition: network_client.h:41
DistributeCommandPacket
static void DistributeCommandPacket(CommandPacket &cp, const NetworkClientSocket *owner)
"Send" a particular CommandPacket to all clients.
Definition: network_command.cpp:290
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
_callback_table
static auto _callback_table
Type-erased table of callbacks.
Definition: network_command.cpp:113
CommandTraits
Defines the traits of a command.
Definition: command_type.h:448
NetworkReplaceCommandClientId
static void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
Insert a client ID into the command data in a command packet.
Definition: network_command.cpp:416
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
CcBuildWagon
void CcBuildWagon(Commands cmd, const CommandCost &result, VehicleID new_veh_id, uint, uint16_t, CargoArray, TileIndex tile, EngineID, bool, CargoID, ClientID)
Callback for building wagons.
Definition: train_gui.cpp:29
PM_UNPAUSED
@ PM_UNPAUSED
A normal unpaused game.
Definition: openttd.h:69
CommandPacket::company
CompanyID company
company that is executing the command
Definition: network_internal.h:111
SVS_ALLOW_CONTROL_CODE
@ SVS_ALLOW_CONTROL_CODE
Allow the special control codes.
Definition: string_type.h:48
CommandFlags
CommandFlags
Command flags for the command table _command_proc_table.
Definition: command_type.h:391
Packet::Send_uint8
void Send_uint8(uint8_t data)
Package a 8 bits integer in the packet.
Definition: packet.cpp:104
CommandCost
Common return value for all commands.
Definition: command_type.h:23
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:109
CcStartStopVehicle
void CcStartStopVehicle(Commands cmd, const CommandCost &result, VehicleID veh_id, bool)
This is the Callback method after attempting to start/stop a vehicle.
Definition: vehicle_gui.cpp:2893
NetworkSettings::commands_per_frame_server
uint16_t commands_per_frame_server
how many commands may be sent each frame_freq frames? (server-originating commands)
Definition: settings_type.h:298
CcAddVehicleNewGroup
void CcAddVehicleNewGroup(Commands cmd, const CommandCost &result, GroupID new_group, GroupID, VehicleID veh_id, bool, const VehicleListIdentifier &)
Open rename window after adding a vehicle to a new group via drag and drop.
Definition: group_gui.cpp:1189
CcBuildPrimaryVehicle
void CcBuildPrimaryVehicle(Commands, const CommandCost &result, VehicleID new_veh_id, uint, uint16_t, CargoArray)
This is the Callback method after the construction attempt of a primary vehicle.
Definition: vehicle_gui.cpp:3461
Packet::Send_buffer
void Send_buffer(const std::vector< byte > &data)
Copy a sized byte buffer into the packet.
Definition: packet.cpp:167
_pause_mode
PauseMode _pause_mode
The current pause mode.
Definition: gfx.cpp:49
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:50
FindCallbackIndex
static size_t FindCallbackIndex(CommandCallback *callback)
Find the callback index of a callback pointer.
Definition: network_command.cpp:179
CallbackArgsHelper
Definition: network_command.cpp:115
network_client.h
CommandPacket::my_cmd
bool my_cmd
did the command originate from "me"
Definition: network_internal.h:113
Packet::Recv_buffer
std::vector< byte > Recv_buffer()
Extract a sized byte buffer from the packet.
Definition: packet.cpp:359
network_server.h
Packet
Internal entity of a packet.
Definition: packet.h:42
NetworkSettings::commands_per_frame
uint16_t commands_per_frame
how many commands may be sent each frame_freq frames?
Definition: settings_type.h:297
CcBuildBridge
void CcBuildBridge(Commands, const CommandCost &result, TileIndex end_tile, TileIndex tile_start, TransportType transport_type, BridgeType, byte)
Callback executed after a build Bridge CMD has been called.
Definition: bridge_gui.cpp:57
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:51
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:49
CMD_END
@ CMD_END
Must ALWAYS be on the end of this list!! (period)
Definition: command_type.h:361
IsValidCommand
bool IsValidCommand(Commands cmd)
This function range-checks a cmd.
Definition: command.cpp:106
_frame_counter
uint32_t _frame_counter
The current frame.
Definition: network.cpp:73
CommandPacket::data
CommandDataBuffer data
command parameters.
Definition: network_internal.h:118
CcRoadStop
void CcRoadStop(Commands cmd, const CommandCost &result, TileIndex tile, uint8_t width, uint8_t length, RoadStopType, bool is_drive_through, DiagDirection dir, RoadType, RoadStopClassID spec_class, uint16_t spec_index, StationID, bool)
Command callback for building road stops.
Definition: road_gui.cpp:181
DistributeQueue
static void DistributeQueue(CommandQueue &queue, const NetworkClientSocket *owner)
"Send" a particular CommandQueue to all clients.
Definition: network_command.cpp:315
NetworkSendCommand
void NetworkSendCommand(Commands cmd, StringID err_message, CommandCallback *callback, CompanyID company, const CommandDataBuffer &cmd_data)
Prepare a DoCommand to be send over the network.
Definition: network_command.cpp:196
CcCloneVehicle
void CcCloneVehicle(Commands cmd, const CommandCost &result, VehicleID veh_id)
This is the Callback method after the cloning attempt of a vehicle.
Definition: depot_gui.cpp:123
IsCommandAllowedWhilePaused
bool IsCommandAllowedWhilePaused(Commands cmd)
Returns whether the command is allowed while the game is paused.
Definition: command.cpp:144
CcBuildRoadTunnel
void CcBuildRoadTunnel(Commands, const CommandCost &result, TileIndex start_tile)
Callback executed after a build road tunnel command has been called.
Definition: road_gui.cpp:127
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:500
CommandDispatch
Definition: network_command.cpp:129
CommandHelper
Definition: command_func.h:93
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet &p, const CommandPacket &cp)
Sends a command over the network.
Definition: network_command.cpp:384
ClientSettings::network
NetworkSettings network
settings related to the network
Definition: settings_type.h:636
EndianBufferWriter
Endian-aware buffer adapter that always writes values in little endian order.
Definition: endian_buffer.hpp:26
NetworkExecuteLocalCommandQueue
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:245
Commands
Commands
List of commands.
Definition: command_type.h:187
_callback_tuple
static constexpr auto _callback_tuple
Typed list of all possible callbacks.
Definition: network_command.cpp:58
Packet::Recv_uint16
uint16_t Recv_uint16()
Read a 16 bits integer from the packet.
Definition: packet.cpp:306
network_admin.h
CMD_STR_CTRL
@ CMD_STR_CTRL
the command's string may contain control strings
Definition: command_type.h:401
CommandPacket::callback
CommandCallback * callback
any callback function executed upon successful completion of the command.
Definition: network_internal.h:117
NetworkFreeLocalCommandQueue
void NetworkFreeLocalCommandQueue()
Free the local command queues.
Definition: network_command.cpp:279
IsLocalCompany
bool IsLocalCompany()
Is the current company the local company?
Definition: company_func.h:47
SVS_REPLACE_WITH_QUESTION_MARK
@ SVS_REPLACE_WITH_QUESTION_MARK
Replace the unknown/bad bits with question marks.
Definition: string_type.h:46
SetClientIds
static void SetClientIds(Ttuple &values, ClientID client_id, std::index_sequence< Tindices... >)
Set all invalid ClientID's to the proper value.
Definition: network_command.cpp:410
CcPlaceSign
void CcPlaceSign(Commands, const CommandCost &result, SignID new_sign)
Callback function that is called after a sign is placed.
Definition: signs_cmd.cpp:108
CcCreateGroup
void CcCreateGroup(Commands cmd, const CommandCost &result, GroupID new_group, VehicleType vt, GroupID parent_group)
Opens a 'Rename group' window for newly created group.
Definition: group_gui.cpp:1176
_frame_counter_max
uint32_t _frame_counter_max
To where we may go with our clients.
Definition: network.cpp:72
Packet::Send_uint16
void Send_uint16(uint16_t data)
Package a 16 bits integer in the packet.
Definition: packet.cpp:114
Packet::Recv_uint8
uint8_t Recv_uint8()
Read a 8 bits integer from the packet.
Definition: packet.cpp:292
CcGame
void CcGame(Commands cmd, const CommandCost &result, const CommandDataBuffer &data, CommandDataBuffer result_data)
DoCommand callback function for all commands executed by Game Scripts.
Definition: game_instance.cpp:93
NetworkDistributeCommands
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
Definition: network_command.cpp:346
NETWORK_COMPANY_NAME_LENGTH
static const uint NETWORK_COMPANY_NAME_LENGTH
The maximum length of the company name, in bytes including '\0'.
Definition: config.h:54
CommandPacket::cmd
Commands cmd
command being executed.
Definition: network_internal.h:115