mirror of https://github.com/OpenTTD/OpenTTD
(svn r209) -Fix: network code based desync
-Feature: framesync packets to hold the clients framecount near the servers -Fix: command queue now aligns the commands to be processed right after an sync or framesync packet -Fix: added stubs for compiling without networkrelease/0.4.5
parent
1c373cd0af
commit
34ecc0d778
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@ -134,6 +134,7 @@ void NetworkStartSync(bool fcreset);
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void NetworkClose(bool client);
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void NetworkSendReadyPacket();
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void NetworkSendSyncPackets();
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void NetworkSendFrameSyncPackets();
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bool NetworkCheckClientReady();
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void NetworkIPListInit();
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70
network.c
70
network.c
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@ -84,6 +84,7 @@ enum {
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PACKET_TYPE_READY,
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PACKET_TYPE_ACK,
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PACKET_TYPE_SYNC,
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PACKET_TYPE_FSYNC,
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PACKET_TYPE_XMIT,
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PACKET_TYPE_COMMAND,
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};
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@ -114,12 +115,18 @@ typedef struct SyncPacket {
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uint32 random_seed_2;
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} SyncPacket;
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typedef struct FrameSyncPacket {
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byte packet_length;
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byte packet_type;
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byte frames; // where is the server currently executing? this is negatively relative to the old value of max.
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} FrameSyncPacket;
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// sent from server -> client as an acknowledgement that the server received the command.
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// the command will be executed at the current value of "max".
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typedef struct AckPacket {
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byte packet_length;
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byte packet_type;
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byte when;
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int16 when;
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} AckPacket;
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typedef struct ReadyPacket {
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@ -197,6 +204,7 @@ static uint32 _my_seed_list[16][2];
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static bool _network_ready_sent;
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static uint16 _network_ready_ahead = 1;
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static uint16 _network_client_timeout;
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static uint32 _frame_fsync_last;
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typedef struct FutureSeeds {
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uint32 frame;
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@ -356,6 +364,16 @@ static void QueueClear(CommandQueue *nq) {
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nq->last = &nq->head;
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}
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static int GetNextSyncFrame()
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{
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uint32 newframe;
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if (_frame_fsync_last == 0) return -1;
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newframe = (_frame_fsync_last + 9);
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if ( (newframe + 4) > _frame_counter_max) return -1;
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return (_frame_counter_max - newframe);
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}
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// go through the player queues for each player and see if there are any pending commands
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// that should be executed this frame. if there are, execute them.
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void NetworkProcessCommands()
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@ -468,7 +486,7 @@ void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comman
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qp->callback = callback;
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// so the server knows when to execute it.
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qp->frame = _frame_counter + 5;
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qp->frame = _frame_counter_max - GetNextSyncFrame();
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// calculate the amount of extra bytes.
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nump = 8;
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@ -510,7 +528,6 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
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QueuedCommand *qp;
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ClientState *c;
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AckPacket ap;
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int i;
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DEBUG(net, 2) ("[NET] cmd size %d", np->packet_length);
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@ -519,14 +536,8 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
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// put it into the command queue
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qp = AllocQueuedCommand(&_command_queue);
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qp->cp = *np;
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i = _frame_counter_max - (_frame_counter + 3);
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if (i<0) {
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qp->frame = _frame_counter_max ;
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} else {
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qp->frame = _frame_counter + 3;
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}
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qp->frame = _frame_counter_max - GetNextSyncFrame();
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qp->callback = NULL;
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@ -534,8 +545,9 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
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memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
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ap.packet_type = PACKET_TYPE_ACK;
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ap.when = _frame_counter_max-(qp->frame);
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ap.when = GetNextSyncFrame();
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ap.packet_length = sizeof(AckPacket);
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DEBUG(net,4)("[NET] NewACK: frame=%i %i",ap.when,_frame_counter_max - GetNextSyncFrame());
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// send it to the peers
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if (_networking_server) {
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@ -597,6 +609,13 @@ static void HandleSyncPacket(SyncPacket *sp)
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}
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}
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static void HandleFSyncPacket(FrameSyncPacket *fsp)
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{
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DEBUG(net,3)("[NET] FSYNC: srv=%i %i",fsp->frames,(_frame_counter_max - fsp->frames));
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if (fsp->frames < 4) return;
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_frame_fsync_last = _frame_counter_srv = _frame_counter_max - fsp->frames;
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}
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// sent from server -> client as an acknowledgement that the server received the command.
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// the command will be executed at the current value of "max".
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static void HandleAckPacket(AckPacket * ap)
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@ -751,6 +770,9 @@ static bool ReadPackets(ClientState *cs)
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assert(!_networking_server);
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HandleSyncPacket((SyncPacket*)packet);
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break;
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case PACKET_TYPE_FSYNC:
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HandleFSyncPacket((FrameSyncPacket *)packet);
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break;
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case PACKET_TYPE_ACK:
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assert(!_networking_server);
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HandleAckPacket((AckPacket*)packet);
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@ -916,7 +938,26 @@ void NetworkSendSyncPackets()
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// send it to all the clients and mark them unready
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for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
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cs->ready=false;
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SendBytes(cs, &sp, sizeof(sp));
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SendBytes(cs, &sp, sp.packet_length);
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}
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}
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void NetworkSendFrameSyncPackets()
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{
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ClientState *cs;
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FrameSyncPacket fsp;
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if ((_frame_counter + 4) < _frame_counter_max) if ((_frame_fsync_last + 4 < _frame_counter)) {
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// this packet mantains some information about on which frame the server is
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fsp.frames = _frame_counter_max - _frame_counter;
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fsp.packet_type = PACKET_TYPE_FSYNC;
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fsp.packet_length = sizeof (FrameSyncPacket);
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// send it to all the clients and mark them unready
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for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
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cs->ready=false;
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SendBytes(cs, &fsp, fsp.packet_length);
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}
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_frame_fsync_last = _frame_counter;
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}
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}
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@ -1293,6 +1334,7 @@ void NetworkStartSync(bool fcreset)
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if (fcreset) {
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_frame_counter_max = 0;
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_frame_counter_srv = 0;
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_frame_fsync_last = 0;
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}
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_num_future_seed = 0;
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_sync_seed_1 = _sync_seed_2 = 0;
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@ -1863,6 +1905,10 @@ void NetworkSend() {}
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void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) {}
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void NetworkProcessCommands() {}
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void NetworkStartSync(bool fcreset) {}
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void NetworkSendReadyPacket() {}
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void NetworkSendSyncPackets() {}
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void NetworkSendFrameSyncPackets() {}
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bool NetworkCheckClientReady() { return true; }
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void NetworkCoreInit() { _network_available=false; };
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void NetworkCoreShutdown() {};
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void NetworkCoreDisconnect() {};
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3
ttd.c
3
ttd.c
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@ -995,8 +995,10 @@ void GameLoop()
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// client: make sure client's time is synched to the server by running frames quickly up to where the server is.
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if (!_networking_server) {
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while (_frame_counter < _frame_counter_srv) {
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NetworkCoreLoop(true);
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StateGameLoop();
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NetworkProcessCommands(); // need to process queue to make sure that packets get executed.
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NetworkCoreLoop(false);
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}
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// client: don't exceed the max count told by the server
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if (_frame_counter < _frame_counter_max) {
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@ -1010,6 +1012,7 @@ void GameLoop()
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if (_frame_counter < _frame_counter_max) {
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StateGameLoop();
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NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
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NetworkSendFrameSyncPackets();
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}
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// server: wait until all clients were ready for going on
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if (_frame_counter == _frame_counter_max) {
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