Command handling over network connections. More...
#include "../stdafx.h"#include "../debug.h"#include "network_client.h"#include "network.h"#include "../command_func.h"#include "../company_func.h"Go to the source code of this file.
Functions | |
| void | NetworkAddCommandQueue (CommandPacket cp, NetworkClientSocket *cs) |
| Add a command to the local or client socket command queue, based on the socket. | |
| void | NetworkSend_Command (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 queue. | |
Variables | |
| static CommandCallback *const | _callback_table [] |
| Table with all the callbacks we'll use for conversion. | |
| static CommandPacket * | _local_command_queue = NULL |
| Local queue of packets. | |
Command handling over network connections.
Definition in file network_command.cpp.
| void NetworkAddCommandQueue | ( | CommandPacket | cp, | |
| NetworkClientSocket * | cs | |||
| ) |
Add a command to the local or client socket command queue, based on the socket.
| cp | the command packet to add | |
| cs | the socket to send to (NULL = locally) |
Definition at line 61 of file network_command.cpp.
References NetworkClientSocket::command_queue, and CommandPacket::next.
Referenced by DEF_SERVER_RECEIVE_COMMAND(), NetworkSend_Command(), and NetworkSyncCommandQueue().
| void NetworkSend_Command | ( | TileIndex | tile, | |
| uint32 | p1, | |||
| uint32 | p2, | |||
| uint32 | cmd, | |||
| CommandCallback * | callback, | |||
| const char * | text, | |||
| CompanyID | company | |||
| ) |
Prepare a DoCommand to be send over the network.
Send a command over the network.
| 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 87 of file network_command.cpp.
References _network_server, CommandContainer::callback, CommandContainer::cmd, CMD_FLAGS_MASK, CommandPacket::company, CommandPacket::frame, lastof, CommandPacket::my_cmd, NetworkAddCommandQueue(), CommandPacket::next, CommandContainer::p1, CommandContainer::p2, NetworkClientSocket::status, STATUS_MAP_WAIT, strecpy(), CommandContainer::text, and CommandContainer::tile.
Referenced by CmdCompanyCtrl(), DoCommandPInternal(), 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.
| cs | The client to sync the queue to. |
Definition at line 139 of file network_command.cpp.
References CommandContainer::callback, NetworkAddCommandQueue(), and CommandPacket::next.
CommandCallback* const _callback_table[] [static] |
{
NULL,
CcBuildPrimaryVehicle,
CcBuildAirport,
CcBuildBridge,
CcBuildCanal,
CcBuildDocks,
CcFoundTown,
CcBuildRoadTunnel,
CcBuildRailTunnel,
CcBuildWagon,
CcRoadDepot,
CcRailDepot,
CcPlaceSign,
CcPlaySound10,
CcPlaySound1D,
CcPlaySound1E,
CcStation,
CcTerraform,
CcAI,
CcCloneVehicle,
CcGiveMoney,
CcCreateGroup,
CcFoundRandomTown,
}
Table with all the callbacks we'll use for conversion.
Definition at line 22 of file network_command.cpp.
Referenced by NetworkClientSocket::Recv_Command(), and NetworkClientSocket::Send_Command().
1.6.1