Network clean-ups and changes to fix non-working spell casting over network

This commit is contained in:
ariclone 2000-08-21 19:05:00 +00:00
parent 9bac6c701e
commit 1aae4800da
7 changed files with 144 additions and 808 deletions

View file

@ -29,7 +29,7 @@ HDRS = actions.h ai.h ccl.h freecraft.h construct.h cursor.h font.h icons.h \
image.h interface.h map.h minimap.h missile.h pathfinder.h player.h \
pud.h tileset.h unit.h unittype.h upgrade.h upgrade_structs.h \
ccl_sound.h sound.h sound_id.h unitsound.h wav.h sound_server.h \
video.h network.h goal.h ui.h button.h menus.h spells.h \
video.h network.h commands.h goal.h ui.h button.h menus.h spells.h \
siod.h siodp.h iolib.h depend.h settings.h myendian.h rdtsc.h \
etlib/generic.h etlib/xmalloc.h etlib/hash.h etlib/dllist.h

View file

@ -34,6 +34,60 @@
#define NetworkMaxLag 30 /// Debuging network lag (# frames)
#define NetworkPort 6660 /// Default port for communication
#define NetworkDups 4 /// Repeat old commands
#define NetworkProtocolVersion 2 /// Network protocol version
/*----------------------------------------------------------------------------
-- Declaration
----------------------------------------------------------------------------*/
/**
** Network message types.
*/
enum _message_type_ {
MessageInitHello, /// start connection
MessageInitReply, /// connection reply
MessageInitConfig, /// setup message configure clients
MessageSync, /// heart beat
MessageQuit, /// quit game
MessageQuitAck, /// quit reply - UNUSED YET Protocol Version 2 - Reserved for menus
MessageResend, /// resend message
MessageChat, /// chat message
MessageChatCont, /// chat message continue
MessageChatTerm, /// chat message termination - Protocol Version 2
MessageCommandStop, /// unit command stop
MessageCommandStand, /// unit command stand ground
MessageCommandFollow, /// unit command follow
MessageCommandMove, /// unit command move
MessageCommandRepair, /// unit command repair
MessageCommandAttack, /// unit command attack
MessageCommandGround, /// unit command attack ground
MessageCommandPatrol, /// unit command patrol
MessageCommandBoard, /// unit command borad
MessageCommandUnload, /// unit command unload
MessageCommandBuild, /// unit command build building
MessageCommandCancelBuild, /// unit command cancel building
MessageCommandHarvest, /// unit command harvest
MessageCommandMine, /// unit command mine gold
MessageCommandHaul, /// unit command haul oil
MessageCommandReturn, /// unit command return goods
MessageCommandTrain, /// unit command train
MessageCommandCancelTrain, /// unit command cancel training
MessageCommandUpgrade, /// unit command upgrade
MessageCommandCancelUpgrade, /// unit command cancel upgrade
MessageCommandResearch, /// unit command research
MessageCommandCancelResearch, /// unit command cancel research
MessageCommandDemolish, /// unit command demolish
// ATTN: __MUST__ be last due to spellid encoding!!!
MessageCommandSpellCast /// unit command spell cast
};
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
@ -45,8 +99,6 @@ extern int NetworkUpdates; /// Network update each # frames
extern int NetworkLag; /// Network lag (# frames)
extern char* NetworkArg; /// Network command line argument
extern int CommandLogEnabled; /// True if command log is on
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
@ -60,55 +112,8 @@ extern void NetworkQuit(void); /// quit game
extern void NetworkRecover(void); /// Recover network
extern void NetworkCommands(void); /// get all network commands
extern void NetworkChatMessage(const char*msg); /// send chat message
/// Send stop command
extern void SendCommandStopUnit(Unit* unit);
/// Send stand ground command
extern void SendCommandStandGround(Unit* unit,int flush);
/// Send follow command
extern void SendCommandFollow(Unit* unit,Unit* dest,int flush);
/// Send move command
extern void SendCommandMove(Unit* unit,int x,int y,int flush);
/// Send repair command
extern void SendCommandRepair(Unit* unit,int x,int y,Unit* dest,int flush);
/// Send attack command
extern void SendCommandAttack(Unit* unit,int x,int y,Unit* dest,int flush);
/// Send attack ground command
extern void SendCommandAttackGround(Unit* unit,int x,int y,int flush);
/// Send patrol command
extern void SendCommandPatrol(Unit* unit,int x,int y,int flush);
/// Send board command
extern void SendCommandBoard(Unit* unit,int x,int y,Unit* dest,int flush);
/// Send unload command
extern void SendCommandUnload(Unit* unit,int x,int y,Unit* what,int flush);
/// Send build building command
extern void SendCommandBuildBuilding(Unit*,int,int,UnitType*,int);
/// Send cancel building command
extern void SendCommandCancelBuilding(Unit* unit,Unit* peon);
/// Send harvest command
extern void SendCommandHarvest(Unit* unit,int x,int y,int flush);
/// Send mine gold command
extern void SendCommandMineGold(Unit* unit,Unit* dest,int flush);
/// Send haul oil command
extern void SendCommandHaulOil(Unit* unit,Unit* dest,int flush);
/// Send return goods command
extern void SendCommandReturnGoods(Unit* unit,int flush);
/// Send train command
extern void SendCommandTrainUnit(Unit* unit,UnitType* what,int flush);
/// Send cancel training command
extern void SendCommandCancelTraining(Unit* unit,int slot);
/// Send upgrade to command
extern void SendCommandUpgradeTo(Unit* unit,UnitType* what,int flush);
/// Send cancel upgrade to command
extern void SendCommandCancelUpgradeTo(Unit* unit);
/// Send research command
extern void SendCommandResearch(Unit* unit,Upgrade* what,int flush);
/// Send cancel research command
extern void SendCommandCancelResearch(Unit* unit);
/// Send demolish command
extern void SendCommandDemolish(Unit* unit,int x,int y,Unit* dest,int flush);
/// Send spell cast command
extern void SendCommandSpellCast(Unit* unit,int x,int y,Unit* dest,int spellid,int flush);
extern void NetworkSendCommand(int command,const Unit* unit,int x,int y
,const Unit* dest,const UnitType* type,int status);
//@}
#endif // !__NETWORK_H__

View file

@ -20,6 +20,6 @@ TOPDIR = ../..
include $(TOPDIR)/Rules.make
MODULE = network
OBJS = network.$(OE)
OBJS = network.$(OE) commands.$(OE)
include $(TOPDIR)/Common.mk

View file

@ -16,6 +16,9 @@
//@{
// FIXME: should split the next into small modules!
// FIXME: I (Johns) leave this for other people (this means you!)
//----------------------------------------------------------------------------
// Includes
//----------------------------------------------------------------------------
@ -28,13 +31,14 @@
#include <stddef.h>
#include <string.h>
#include "etlib/dllist.h"
#include "freecraft.h"
#include "unit.h"
#include "map.h"
#include "actions.h"
#include "player.h"
#include "network.h"
#include "etlib/dllist.h"
#include "commands.h"
// Include system network headers
#ifdef USE_SDL_NET
@ -70,13 +74,8 @@
// Declaration
//----------------------------------------------------------------------------
#define NetworkPort 6660 /// Default port for communication
#define NetworkDups 4 /// Repeat old commands
#define NetworkProtocolVersion 2 /// Network protocol version
/**
** Network hosts
** Network systems active in current game.
*/
typedef struct _network_host_ {
unsigned long Host; /// host address
@ -84,50 +83,7 @@ typedef struct _network_host_ {
} NetworkHost;
/**
** Network message types.
*/
enum _message_type_ {
MessageInitHello, /// start connection
MessageInitReply, /// connection reply
MessageInitConfig, /// setup message configure clients
MessageSync, /// heart beat
MessageQuit, /// quit game
MessageQuitAck, /// quit reply - UNUSED YET Protocol Version 2 - Reserved for menus
MessageResend, /// resend message
MessageChat, /// chat message
MessageChatCont, /// chat message continue
MessageChatTerm, /// chat message termination - Protocol Version 2
MessageCommandStop, /// unit command stop
MessageCommandStand, /// unit command stand ground
MessageCommandFollow, /// unit command follow
MessageCommandMove, /// unit command move
MessageCommandRepair, /// unit command repair
MessageCommandAttack, /// unit command attack
MessageCommandGround, /// unit command attack ground
MessageCommandPatrol, /// unit command patrol
MessageCommandBoard, /// unit command borad
MessageCommandUnload, /// unit command unload
MessageCommandBuild, /// unit command build building
MessageCommandCancelBuild, /// unit command cancel building
MessageCommandHarvest, /// unit command harvest
MessageCommandMine, /// unit command mine gold
MessageCommandHaul, /// unit command haul oil
MessageCommandReturn, /// unit command return goods
MessageCommandTrain, /// unit command train
MessageCommandCancelTrain, /// unit command cancel training
MessageCommandUpgrade, /// unit command upgrade
MessageCommandCancelUpgrade, /// unit command cancel upgrade
MessageCommandResearch, /// unit command research
MessageCommandCancelResearch, /// unit command cancel research
MessageCommandDemolish, /// unit command demolish
MessageCommandSpellCast /// unit command spell cast
};
/**
** Network init message
** Network init message.
*/
typedef struct _init_message_ {
unsigned char Type; /// Init message type.
@ -149,7 +105,6 @@ typedef struct _network_command_ {
unsigned short X; /// Map position X.
unsigned short Y; /// Map position Y.
UnitRef Dest; /// Destination unit.
int xdata; /// Extra data for some commands - Protocol Version 2,
} NetworkCommand;
/**
@ -165,7 +120,7 @@ typedef struct _network_chat_ {
/**
** Network packet.
**
** This is send over the network.
** This is sent over the network.
*/
typedef struct _network_packet_ {
/// Commands in packet.
@ -173,7 +128,7 @@ typedef struct _network_packet_ {
} NetworkPacket;
/**
** Network command in queue.
** Network command input/output queue.
*/
typedef struct _network_command_queue_ {
struct dl_node List[1]; /// double linked list
@ -181,8 +136,6 @@ typedef struct _network_command_queue_ {
NetworkCommand Data; /// command content
} NetworkCommandQueue;
/// Send packets
local void NetworkSendPacket(NetworkCommandQueue* ncq);
//----------------------------------------------------------------------------
// Variables
@ -199,555 +152,9 @@ global char* NetworkArg; /// Network command line argument
// Functions
//----------------------------------------------------------------------------
// FIXME: should split the next into small modules!
// FIXME: I (Johns) leave this for other people (this means you!)
/// Send packets
local void NetworkSendPacket(NetworkCommandQueue* ncq);
//----------------------------------------------------------------------------
// Commands input
//----------------------------------------------------------------------------
local struct dl_head CommandsIn[1]; /// Network command input queue
local struct dl_head CommandsOut[1]; /// Network command output queue
/**
** Prepare send of command message.
**
** Convert arguments into network format and place it into output queue.
**
** @param command Command (Move,Attack,...).
** @param unit Unit that receive the command.
** @param x optional X map position.
** @param y optional y map position.
** @param dest optional destination unit.
** @param type optional unit type argument.
** @param status Append command or flush old commands.
*/
global void NetworkSendCommand(int command,const Unit* unit,int x,int y
,const Unit* dest,const UnitType* type,int status)
{
NetworkCommandQueue* ncq;
DebugLevel3Fn(" %d,%d,(%d,%d),%d,%s,%s\n"
,command,unit->Slot,x,y,dest ? dest->Slot : -1
,type ? type->Ident : "-",status ? "flush" : "append");
ncq=malloc(sizeof(NetworkCommandQueue));
dl_insert_first(CommandsIn,ncq->List);
ncq->Time=FrameCounter;
ncq->Data.Type=command;
if( status ) {
ncq->Data.Type|=0x80;
}
ncq->Data.Unit=htons(unit->Slot);
ncq->Data.X=htons(x);
ncq->Data.Y=htons(y);
if( dest ) {
ncq->Data.Dest=htons(dest->Slot);
} else if( type ) {
ncq->Data.Dest=htons(type-UnitTypes);
} else {
ncq->Data.Dest=htons(-1);
}
}
//----------------------------------------------------------------------------
// Log commands
//----------------------------------------------------------------------------
/**@name log */
//@{
global int CommandLogEnabled; /// True if command log is on
/**
** Log commands into file.
**
** This could later be used to recover, crashed games.
**
** @param name Command name (move,attack,...).
** @param unit Unit that receive the command.
** @param flag Append command or flush old commands.
** @param position Flag X,Y contains position or value or nothing.
** @param x optional X map position.
** @param y optional y map position.
** @param dest optional destination unit.
** @param type optional command argument (unit-type,...).
*/
local void CommandLog(const char* name,const Unit* unit,int flag,
int position,unsigned x,unsigned y,const Unit* dest,const char* value)
{
static FILE* logf;
if( !CommandLogEnabled ) {
return;
}
if( !logf ) {
time_t now;
logf=fopen("command.log","wb");
if( !logf ) {
return;
}
fprintf(logf,";;; Log file generated by FreeCraft Version "
VERSION "\n");
time(&now);
fprintf(logf,";;;\tDate: %s",ctime(&now));
fprintf(logf,";;;\tMap: %s\n\n",TheMap.Description);
}
fprintf(logf,"(log %d 'U%Zd '%s '%s",
FrameCounter,UnitNumber(unit),name,
flag ? "flush" : "append");
switch( position ) {
case 1:
fprintf(logf," (%d %d)",x,y);
break;
case 2:
fprintf(logf," %d",x);
}
if( dest ) {
fprintf(logf," 'U%Zd",UnitNumber(unit));
}
if( value ) {
fprintf(logf," '%s",value);
}
fprintf(logf,")\n");
fflush(logf);
}
//@}
//----------------------------------------------------------------------------
// Send commands over the network.
//----------------------------------------------------------------------------
/**@name send */
//@{
/**
** Send command: Unit stop.
**
** @param unit pointer to unit.
*/
global void SendCommandStopUnit(Unit* unit)
{
CommandLog("stop",unit,1,0,0,0,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandStopUnit(unit);
} else {
NetworkSendCommand(MessageCommandStop,unit,0,0,NoUnitP,0,1);
}
}
/**
** Send command: Unit stand ground.
**
** @param unit pointer to unit.
** @param flush Flag flush all pending commands.
*/
global void SendCommandStandGround(Unit* unit,int flush)
{
CommandLog("stand-ground",unit,flush,0,0,0,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandStandGround(unit,flush);
} else {
NetworkSendCommand(MessageCommandStand,unit,0,0,NoUnitP,0,flush);
}
}
/**
** Send command: Follow unit to position.
**
** @param unit pointer to unit.
** @param x X map tile position to move to.
** @param y Y map tile position to move to.
** @param flush Flag flush all pending commands.
*/
global void SendCommandFollow(Unit* unit,Unit* dest,int flush)
{
CommandLog("move",unit,flush,0,0,0,dest,NULL);
if( NetworkFildes==-1 ) {
CommandFollow(unit,dest,flush);
} else {
NetworkSendCommand(MessageCommandFollow,unit,0,0,dest,0,flush);
}
}
/**
** Send command: Move unit to position.
**
** @param unit pointer to unit.
** @param x X map tile position to move to.
** @param y Y map tile position to move to.
** @param flush Flag flush all pending commands.
*/
global void SendCommandMove(Unit* unit,int x,int y,int flush)
{
CommandLog("move",unit,flush,1,x,y,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandMove(unit,x,y,flush);
} else {
NetworkSendCommand(MessageCommandMove,unit,x,y,NoUnitP,0,flush);
}
}
/**
** Send command: Unit repair.
**
** @param unit pointer to unit.
** @param x X map tile position to repair.
** @param y Y map tile position to repair.
** @param flush Flag flush all pending commands.
*/
global void SendCommandRepair(Unit* unit,int x,int y,Unit* dest,int flush)
{
CommandLog("repair",unit,flush,1,x,y,dest,NULL);
if( NetworkFildes==-1 ) {
CommandRepair(unit,x,y,dest,flush);
} else {
NetworkSendCommand(MessageCommandRepair,unit,x,y,dest,0,flush);
}
}
/**
** Send command: Unit attack unit or at position.
**
** @param unit pointer to unit.
** @param x X map tile position to attack.
** @param y Y map tile position to attack.
** @param attack or !=NoUnitP unit to be attacked.
** @param flush Flag flush all pending commands.
*/
global void SendCommandAttack(Unit* unit,int x,int y,Unit* attack,int flush)
{
CommandLog("attack",unit,flush,1,x,y,attack,NULL);
if( NetworkFildes==-1 ) {
CommandAttack(unit,x,y,attack,flush);
} else {
NetworkSendCommand(MessageCommandAttack,unit,x,y,attack,0,flush);
}
}
/**
** Send command: Unit attack ground.
**
** @param unit pointer to unit.
** @param x X map tile position to fire on.
** @param y Y map tile position to fire on.
** @param flush Flag flush all pending commands.
*/
global void SendCommandAttackGround(Unit* unit,int x,int y,int flush)
{
CommandLog("attack-ground",unit,flush,1,x,y,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandAttackGround(unit,x,y,flush);
} else {
NetworkSendCommand(MessageCommandGround,unit,x,y,NoUnitP,0,flush);
}
}
/**
** Send command: Unit patrol between current and position.
**
** @param unit pointer to unit.
** @param x X map tile position to patrol between.
** @param y Y map tile position to patrol between.
** @param flush Flag flush all pending commands.
*/
global void SendCommandPatrol(Unit* unit,int x,int y,int flush)
{
CommandLog("patrol",unit,flush,1,x,y,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandPatrolUnit(unit,x,y,flush);
} else {
NetworkSendCommand(MessageCommandPatrol,unit,x,y,NoUnitP,0,flush);
}
}
/**
** Send command: Unit board unit.
**
** @param unit pointer to unit.
** @param dest Destination to be boarded.
** @param flush Flag flush all pending commands.
*/
global void SendCommandBoard(Unit* unit,int x,int y,Unit* dest,int flush)
{
CommandLog("board",unit,flush,1,x,y,dest,NULL);
if( NetworkFildes==-1 ) {
CommandBoard(unit,dest,flush);
} else {
NetworkSendCommand(MessageCommandBoard,unit,x,y,dest,0,flush);
}
}
/**
** Send command: Unit unload unit.
**
** @param unit pointer to unit.
** @param x X map tile position of unload.
** @param y Y map tile position of unload.
** @param what Passagier to be unloaded.
** @param flush Flag flush all pending commands.
*/
global void SendCommandUnload(Unit* unit,int x,int y,Unit* what,int flush)
{
CommandLog("unload",unit,flush,1,x,y,what,NULL);
if( NetworkFildes==-1 ) {
CommandUnload(unit,x,y,what,flush);
} else {
NetworkSendCommand(MessageCommandUnload,unit,x,y,what,0,flush);
}
}
/**
** Send command: Unit builds building at position.
**
** @param unit pointer to unit.
** @param x X map tile position of construction.
** @param y Y map tile position of construction.
** @param what pointer to unit-type of the building.
** @param flush Flag flush all pending commands.
*/
global void SendCommandBuildBuilding(Unit* unit,int x,int y
,UnitType* what,int flush)
{
CommandLog("build",unit,flush,1,x,y,NULL,what->Ident);
if( NetworkFildes==-1 ) {
CommandBuildBuilding(unit,x,y,what,flush);
} else {
NetworkSendCommand(MessageCommandBuild,unit,x,y,NoUnitP,what,flush);
}
}
/**
** Send command: Cancel this building construction.
**
** @param unit pointer to unit.
*/
global void SendCommandCancelBuilding(Unit* unit,Unit* worker)
{
// FIXME: currently unit and worker are same?
CommandLog("cancel-build",unit,1,0,0,0,worker,NULL);
if( NetworkFildes==-1 ) {
CommandCancelBuilding(unit,worker);
} else {
NetworkSendCommand(MessageCommandCancelBuild,unit,0,0,worker,0,1);
}
}
/**
** Send command: Unit harvest wood.
**
** @param unit pointer to unit.
** @param x X map tile position where to harvest.
** @param y Y map tile position where to harvest.
** @param flush Flag flush all pending commands.
*/
global void SendCommandHarvest(Unit* unit,int x,int y,int flush)
{
CommandLog("harvest",unit,flush,1,x,y,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandHarvest(unit,x,y,flush);
} else {
NetworkSendCommand(MessageCommandHarvest,unit,x,y,NoUnitP,0,flush);
}
}
/**
** Send command: Unit mine gold.
**
** @param unit pointer to unit.
** @param dest pointer to destination (gold-mine).
** @param flush Flag flush all pending commands.
*/
global void SendCommandMineGold(Unit* unit,Unit* dest,int flush)
{
CommandLog("mine",unit,flush,0,0,0,dest,NULL);
if( NetworkFildes==-1 ) {
CommandMineGold(unit,dest,flush);
} else {
NetworkSendCommand(MessageCommandMine,unit,0,0,dest,0,flush);
}
}
/**
** Send command: Unit haul oil.
**
** @param unit pointer to unit.
** @param dest pointer to destination (oil-platform).
** @param flush Flag flush all pending commands.
*/
global void SendCommandHaulOil(Unit* unit,Unit* dest,int flush)
{
CommandLog("haul",unit,flush,0,0,0,dest,NULL);
if( NetworkFildes==-1 ) {
CommandHaulOil(unit,dest,flush);
} else {
NetworkSendCommand(MessageCommandHaul,unit,0,0,dest,0,flush);
}
}
/**
** Send command: Unit return goods.
**
** @param unit pointer to unit.
** @param flush Flag flush all pending commands.
*/
global void SendCommandReturnGoods(Unit* unit,int flush)
{
CommandLog("return",unit,flush,0,0,0,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandReturnGoods(unit,flush);
} else {
NetworkSendCommand(MessageCommandReturn,unit,0,0,NoUnitP,0,flush);
}
}
/**
** Send command: Building/unit train new unit.
**
** @param unit pointer to unit.
** @param what pointer to unit-type of the unit to be trained.
** @param flush Flag flush all pending commands.
*/
global void SendCommandTrainUnit(Unit* unit,UnitType* what,int flush)
{
CommandLog("train",unit,flush,0,0,0,NULL,what->Ident);
if( NetworkFildes==-1 ) {
CommandTrainUnit(unit,what,flush);
} else {
NetworkSendCommand(MessageCommandTrain,unit,0,0,NoUnitP,what,flush);
}
}
/**
** Send command: Cancel training.
**
** @param unit pointer to unit.
*/
global void SendCommandCancelTraining(Unit* unit,int slot)
{
CommandLog("cancel-train",unit,1,2,slot,0,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandCancelTraining(unit,slot);
} else {
NetworkSendCommand(MessageCommandCancelTrain,unit,slot,0,NoUnitP,0,1);
}
}
/**
** Send command: Building starts upgrading to.
**
** @param unit pointer to unit.
** @param what pointer to unit-type of the unit upgrade.
** @param flush Flag flush all pending commands.
*/
global void SendCommandUpgradeTo(Unit* unit,UnitType* what,int flush)
{
CommandLog("upgrade-to",unit,flush,0,0,0,NULL,what->Ident);
if( NetworkFildes==-1 ) {
CommandUpgradeTo(unit,what,flush);
} else {
NetworkSendCommand(MessageCommandUpgrade,unit,0,0,NoUnitP,what,flush);
}
}
/**
** Send command: Cancel building upgrading to.
**
** @param unit pointer to unit.
*/
global void SendCommandCancelUpgradeTo(Unit* unit)
{
CommandLog("cancel-upgrade-to",unit,1,0,0,0,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandCancelUpgradeTo(unit);
} else {
NetworkSendCommand(MessageCommandCancelUpgrade,unit
,0,0,NoUnitP,NULL,1);
}
}
/**
** Send command: Building/unit research.
**
** @param unit pointer to unit.
** @param what research-type of the research.
** @param flush Flag flush all pending commands.
*/
global void SendCommandResearch(Unit* unit,Upgrade* what,int flush)
{
CommandLog("research",unit,flush,0,0,0,NULL,what->Ident);
if( NetworkFildes==-1 ) {
CommandResearch(unit,what,flush);
} else {
NetworkSendCommand(MessageCommandResearch,unit
,what-Upgrades,0,NoUnitP,0,flush);
}
}
/**
** Send command: Cancel Building/unit research.
**
** @param unit pointer to unit.
*/
global void SendCommandCancelResearch(Unit* unit)
{
CommandLog("cancel-research",unit,1,0,0,0,NoUnitP,NULL);
if( NetworkFildes==-1 ) {
CommandCancelResearch(unit);
} else {
NetworkSendCommand(MessageCommandCancelResearch,unit
,0,0,NoUnitP,0,1);
}
}
/**
** Send command: Unit demolish at position.
**
** @param unit pointer to unit.
** @param x X map tile position where to demolish.
** @param y Y map tile position where to demolish.
** @param attack or !=NoUnitP unit to be demolished.
** @param flush Flag flush all pending commands.
*/
global void SendCommandDemolish(Unit* unit,int x,int y,Unit* attack,int flush)
{
CommandLog("demolish",unit,flush,1,x,y,attack,NULL);
if( NetworkFildes==-1 ) {
CommandDemolish(unit,x,y,attack,flush);
} else {
NetworkSendCommand(MessageCommandDemolish,unit,x,y,attack,0,flush);
}
}
/**
** Send command: Unit spell cast on position/unit.
**
** @param unit pointer to unit.
** @param x X map tile position where to cast spell.
** @param y Y map tile position where to cast spell.
** @param attack Cast spell on unit (if exist).
** @param spellid Spell type id.
** @param flush Flag flush all pending commands.
*/
global void SendCommandSpellCast(Unit* unit,int x,int y,Unit* dest,int spellid,int flush)
{
CommandLog("spell-cast",unit,flush,1,x,y,dest,NULL); //FIXME: vladi: spellid?
if( NetworkFildes==-1 ) {
CommandSpellCast(unit,x,y,dest,spellid,flush);
} else {
// FIXME: WARNING: vladi: this is weird, we should have and
// integer argument to all this or just few bytes buffer or
// something... I'll pass spell id's as pointers until...
UnitType* ut = (UnitType*)spellid;
NetworkSendCommand(MessageCommandSpellCast,unit,x,y,dest,ut,flush);
}
}
//@}
//----------------------------------------------------------------------------
// Low level
@ -1015,9 +422,9 @@ local unsigned long MyHost; /// My host number.
local int MyPort; /// My port number.
);
local int NetworkDelay; /// Delay counter for recover.
/// Network input queue
local NetworkCommandQueue NetworkIn[256][PlayerMax];
local NetworkCommandQueue NetworkIn[256][PlayerMax]; /// Per-player network packet input queue
local struct dl_head CommandsIn[1]; /// Network command input queue
local struct dl_head CommandsOut[1]; /// Network command output queue
/**
** Send message to all clients.
@ -1453,6 +860,53 @@ global void InitNetwork2(void)
dl_init(CommandsOut);
}
//----------------------------------------------------------------------------
// Commands input
//----------------------------------------------------------------------------
/**
** Prepare send of command message.
**
** Convert arguments into network format and place it into output queue.
**
** @param command Command (Move,Attack,...).
** @param unit Unit that receive the command.
** @param x optional X map position.
** @param y optional y map position.
** @param dest optional destination unit.
** @param type optional unit type argument.
** @param status Append command or flush old commands.
*/
global void NetworkSendCommand(int command,const Unit* unit,int x,int y
,const Unit* dest,const UnitType* type,int status)
{
NetworkCommandQueue* ncq;
DebugLevel3Fn(" %d,%d,(%d,%d),%d,%s,%s\n"
,command,unit->Slot,x,y,dest ? dest->Slot : -1
,type ? type->Ident : "-",status ? "flush" : "append");
ncq=malloc(sizeof(NetworkCommandQueue));
dl_insert_first(CommandsIn,ncq->List);
ncq->Time=FrameCounter;
ncq->Data.Type=command;
if( status ) {
ncq->Data.Type|=0x80;
}
ncq->Data.Unit=htons(unit->Slot);
ncq->Data.X=htons(x);
ncq->Data.Y=htons(y);
if( dest ) {
ncq->Data.Dest=htons(dest->Slot);
} else if( type ) {
ncq->Data.Dest=htons(type-UnitTypes);
} else {
ncq->Data.Dest=htons(-1);
}
}
/**
** Called if message for the network is ready.
*/
@ -1638,160 +1092,36 @@ global void NetworkChatMessage(const char* msg)
*/
local void ParseNetworkCommand(const NetworkCommandQueue* ncq)
{
Unit* unit;
int status;
Unit* dest;
int x;
int y;
int ply;
NetworkChat *ncm;
if( ncq->Data.Type==MessageSync ) {
return;
}
if( ncq->Data.Type==MessageChat || ncq->Data.Type==MessageChatCont || ncq->Data.Type==MessageChatTerm ) {
NetworkChat *ncm=(NetworkChat*)(&ncq->Data);
int ply=ncm->Player;
if ( NetMsgBufLen[ply]+sizeof(ncm->Text)<128 ) {
memcpy(((char *)NetMsgBuf[ply])+NetMsgBufLen[ply],ncm->Text,sizeof(ncm->Text));
}
switch( ncq->Data.Type ) {
case MessageChat:
NetMsgBufLen[ply]=sizeof(ncm->Text);
break;
case MessageChatCont:
NetMsgBufLen[ply]+=sizeof(ncm->Text);
break;
case MessageChatTerm:
switch( ncq->Data.Type ) {
case MessageChat:
NetMsgBufLen[((NetworkChat*)(&ncq->Data))->Player]=0;
/* FALL THROUGH */
case MessageChatTerm:
case MessageChatCont:
ncm=(NetworkChat*)(&ncq->Data);
ply=ncm->Player;
if( NetMsgBufLen[ply]+sizeof(ncm->Text)<128 ) {
memcpy(((char *)NetMsgBuf[ply])+NetMsgBufLen[ply],ncm->Text,sizeof(ncm->Text));
}
NetMsgBufLen[ply]+=sizeof(ncm->Text);
if( ncq->Data.Type==MessageChatTerm ) {
NetMsgBuf[127][ply] = '\0';
SetMessageDup(NetMsgBuf[ply]);
NetMsgBufLen[ply]=0;
/* FALL THROUGH */
default:
break;
}
return;
}
DebugLevel3Fn(" %d frame %d\n",ncq->Data.Type,FrameCounter);
unit=UnitSlots[ntohs(ncq->Data.Unit)];
DebugCheck( !unit );
if( unit->Destroyed ) {
DebugLevel0Fn(" destroyed unit skipping %Zd\n"
,UnitNumber(unit));
return;
}
status=(ncq->Data.Type&0x80)>>7;
x=ntohs(ncq->Data.X);
y=ntohs(ncq->Data.Y);
// Note: destroyed destination unit is handled by the action routines.
switch( ncq->Data.Type&0x7F ) {
case MessageSync:
return;
case MessageQuit:
return;
case MessageCommandStop:
CommandStopUnit(unit);
break;
case MessageCommandStand:
CommandStandGround(unit,status);
break;
case MessageCommandMove:
CommandMove(unit,x,y,status);
break;
case MessageCommandAttack:
dest=NoUnitP;
DebugLevel3Fn(" %x\n",ntohs(ncq->Data.Dest));
if( ntohs(ncq->Data.Dest)!=0xFFFF ) {
dest=UnitSlots[ntohs(ncq->Data.Dest)];
DebugCheck( !dest );
}
CommandAttack(unit,x,y,dest,status);
break;
case MessageCommandGround:
CommandAttackGround(unit,x,y,status);
break;
case MessageCommandPatrol:
CommandPatrolUnit(unit,x,y,status);
break;
case MessageCommandBoard:
dest=NoUnitP;
if( ntohs(ncq->Data.Dest)!=0xFFFF ) {
dest=UnitSlots[ntohs(ncq->Data.Dest)];
DebugCheck( !dest );
}
CommandBoard(unit,dest,status);
break;
case MessageCommandUnload:
dest=NoUnitP;
if( ntohs(ncq->Data.Dest)!=0xFFFF ) {
dest=UnitSlots[ntohs(ncq->Data.Dest)];
DebugCheck( !dest );
}
CommandUnload(unit,x,y,dest,status);
break;
case MessageCommandBuild:
CommandBuildBuilding(unit,x,y
,UnitTypes+ntohs(ncq->Data.Dest),status);
break;
case MessageCommandCancelBuild:
// dest is the worker building the unit...
dest=NoUnitP;
if( ntohs(ncq->Data.Dest)!=0xFFFF ) {
dest=UnitSlots[ntohs(ncq->Data.Dest)];
DebugCheck( !dest );
}
CommandCancelBuilding(unit,dest);
break;
case MessageCommandHarvest:
CommandHarvest(unit,x,y,status);
break;
case MessageCommandMine:
dest=NoUnitP;
if( ntohs(ncq->Data.Dest)!=0xFFFF ) {
dest=UnitSlots[ntohs(ncq->Data.Dest)];
DebugCheck( !dest );
}
CommandMineGold(unit,dest,status);
break;
case MessageCommandHaul:
dest=NoUnitP;
if( ntohs(ncq->Data.Dest)!=0xFFFF ) {
dest=UnitSlots[ntohs(ncq->Data.Dest)];
DebugCheck( !dest );
}
CommandHaulOil(unit,dest,status);
break;
case MessageCommandReturn:
CommandReturnGoods(unit,status);
break;
case MessageCommandTrain:
CommandTrainUnit(unit,UnitTypes+ntohs(ncq->Data.Dest),status);
break;
case MessageCommandCancelTrain:
// FIXME: cancel slot?
CommandCancelTraining(unit,0);
break;
case MessageCommandUpgrade:
CommandUpgradeTo(unit,UnitTypes+ntohs(ncq->Data.Dest),status);
break;
case MessageCommandResearch:
CommandResearch(unit,Upgrades+x,status);
break;
case MessageCommandDemolish:
dest=NoUnitP;
if( ntohs(ncq->Data.Dest)!=0xFFFF ) {
dest=UnitSlots[ntohs(ncq->Data.Dest)];
DebugCheck( !dest );
}
CommandDemolish(unit,x,y,dest,status);
break;
case MessageCommandSpellCast:
// FIXME: WARNING: vladi: currently network protocol
// cannot carry required information for spell cast
// it is required to handle dest unit and aditional
// integer value!
default:
ParseCommand(ncq->Data.Type,
ntohs(ncq->Data.Unit),
ntohs(ncq->Data.X),
ntohs(ncq->Data.Y),
ntohs(ncq->Data.Dest));
break;
}
}
@ -1946,7 +1276,7 @@ local void NetworkExecCommands(void)
}
/**
** Network syncronize commands.
** Network synchronize commands.
*/
local void NetworkSyncCommands(void)
{

View file

@ -76,6 +76,7 @@ extern int getopt(int argc, char *const*argv, const char *opt);
#include "sound_server.h"
#include "sound.h"
#include "network.h"
#include "commands.h"
#include "settings.h"
/*----------------------------------------------------------------------------

View file

@ -38,7 +38,7 @@
#include "unittype.h"
#include "player.h"
#include "unit.h"
#include "network.h"
#include "commands.h"
#include "depend.h"
#include "interface.h"
#include "ui.h"

View file

@ -33,7 +33,7 @@
#include "player.h"
#include "unit.h"
#include "missile.h"
#include "network.h"
#include "commands.h"
#include "minimap.h"
#include "font.h"
#include "image.h"