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(svn r20549) -Codechange: centralise the handling of the incoming commands (from clients and the server)
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@ -122,6 +122,7 @@ public:
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ClientStatus status; ///< Status of this client
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CommandQueue incoming_queue; ///< The command-queue awaiting handling
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection(bool error = true);
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@ -1181,6 +1181,8 @@ void NetworkGameLoop()
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f = NULL;
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}
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#endif /* DEBUG_DUMP_COMMANDS */
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NetworkDistributeCommands();
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if (_frame_counter >= _frame_counter_max) {
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/* Only check for active clients just before we're going to send out
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* the commands so we don't send multiple pause/unpause commands when
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@ -742,16 +742,13 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
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const char *err = MY_CLIENT->Recv_Command(p, &cp);
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cp.frame = p->Recv_uint32();
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cp.my_cmd = p->Recv_bool();
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cp.next = NULL;
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if (err != NULL) {
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IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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/* The server did send us this command..
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* queue it in our own queue, so we can handle it in the upcoming frame! */
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NetworkAddCommandQueue(cp);
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MY_CLIENT->incoming_queue.Append(&cp);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -55,16 +55,19 @@ static CommandCallback * const _callback_table[] = {
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/**
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* Append a CommandPacket at the end of the queue.
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* @param p The packet to append to the queue.
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* @note A new instance of the CommandPacket will be made.
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*/
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void CommandQueue::Append(CommandPacket *p)
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{
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assert(p != NULL);
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CommandPacket *add = MallocT<CommandPacket>(1);
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*add = *p;
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add->next = NULL;
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if (this->first == NULL) {
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this->first = p;
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this->first = add;
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} else {
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this->last->next = p;
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this->last->next = add;
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}
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this->last = p;
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this->last = add;
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}
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/**
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@ -96,23 +99,11 @@ void CommandQueue::Free()
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}
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}
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/** Local queue of packets waiting for handling. */
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static CommandQueue _local_wait_queue;
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/** Local queue of packets waiting for execution. */
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static CommandQueue _local_execution_queue;
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/**
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* Add a command to the local or client socket command queue,
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* based on the socket.
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* @param cp the command packet to add
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* @param cs the socket to send to (NULL = locally)
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*/
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void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs)
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{
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CommandPacket *new_cp = MallocT<CommandPacket>(1);
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*new_cp = cp;
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(cs == NULL ? _local_execution_queue : cs->outgoing_queue).Append(new_cp);
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}
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/**
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* Prepare a DoCommand to be send over the network
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* @param tile The tile to perform a command on (see #CommandProc)
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@ -129,7 +120,6 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
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CommandPacket c;
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c.company = company;
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c.next = NULL;
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c.tile = tile;
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c.p1 = p1;
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c.p2 = p2;
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@ -148,15 +138,7 @@ void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comma
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c.frame = _frame_counter_max + 1;
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c.my_cmd = true;
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NetworkAddCommandQueue(c);
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/* Only the local client (in this case, the server) gets the callback */
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c.callback = 0;
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/* And we queue it for delivery to the clients */
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->status > STATUS_MAP_WAIT) NetworkAddCommandQueue(c, cs);
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}
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_local_wait_queue.Append(&c);
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return;
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}
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@ -180,8 +162,7 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs)
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for (CommandPacket *p = _local_execution_queue.Peek(); p != NULL; p = p->next) {
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CommandPacket c = *p;
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c.callback = 0;
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c.next = NULL;
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NetworkAddCommandQueue(c, cs);
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cs->outgoing_queue.Append(&c);
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}
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}
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@ -192,8 +173,10 @@ void NetworkExecuteLocalCommandQueue()
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{
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assert(IsLocalCompany());
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CommandQueue &queue = (_network_server ? _local_execution_queue : NetworkClientSocket::Get(0)->incoming_queue);
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CommandPacket *cp;
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while ((cp = _local_execution_queue.Peek()) != NULL) {
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while ((cp = queue.Peek()) != NULL) {
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/* The queue is always in order, which means
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* that the first element will be executed first. */
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if (_frame_counter < cp->frame) break;
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@ -209,7 +192,7 @@ void NetworkExecuteLocalCommandQueue()
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cp->cmd |= CMD_NETWORK_COMMAND;
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DoCommandP(cp, cp->my_cmd);
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_local_execution_queue.Pop();
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queue.Pop();
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free(cp);
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}
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@ -225,6 +208,58 @@ void NetworkFreeLocalCommandQueue()
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_local_execution_queue.Free();
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}
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/**
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* "Send" a particular CommandPacket to all clients.
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* @param cp The command that has to be distributed.
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* @param owner The client that owns the command,
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*/
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static void DistributeCommandPacket(CommandPacket cp, const NetworkClientSocket *owner)
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{
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CommandCallback *callback = cp.callback;
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cp.frame = _frame_counter_max + 1;
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->status >= STATUS_MAP) {
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/* Callbacks are only send back to the client who sent them in the
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* first place. This filters that out. */
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cp.callback = (cs != owner) ? NULL : callback;
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cp.my_cmd = (cs == owner);
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cs->outgoing_queue.Append(&cp);
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}
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}
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cp.callback = (cs != owner) ? NULL : callback;
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cp.my_cmd = (cs == owner);
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_local_execution_queue.Append(&cp);
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}
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/**
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* "Send" a particular CommandQueue to all clients.
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* @param queue The queue of commands that has to be distributed.
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* @param owner The client that owns the commands,
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*/
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static void DistributeQueue(CommandQueue *queue, const NetworkClientSocket *owner)
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{
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CommandPacket *cp;
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while ((cp = queue->Pop()) != NULL) {
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DistributeCommandPacket(*cp, owner);
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free(cp);
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}
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}
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void NetworkDistributeCommands()
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{
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/* First send the server's commands. */
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DistributeQueue(&_local_wait_queue, NULL);
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/* Then send the queues of the others. */
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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DistributeQueue(&cs->incoming_queue, cs);
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}
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}
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/**
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* Receives a command from the network.
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* @param p the packet to read from.
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@ -160,7 +160,7 @@ struct CommandPacket : CommandContainer {
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bool my_cmd; ///< did the command originate from "me"
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};
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void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL);
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void NetworkDistributeCommands();
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void NetworkExecuteLocalCommandQueue();
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void NetworkFreeLocalCommandQueue();
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void NetworkSyncCommandQueue(NetworkClientSocket *cs);
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@ -891,8 +891,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
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*/
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DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
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{
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NetworkClientSocket *new_cs;
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/* The client was never joined.. so this is impossible, right?
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* Ignore the packet, give the client a warning, and close his connection */
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if (cs->status < STATUS_DONE_MAP || cs->HasClientQuit()) {
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@ -947,28 +945,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
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if (GetCommandFlags(cp.cmd) & CMD_CLIENT_ID) cp.p2 = cs->client_id;
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/* The frame can be executed in the same frame as the next frame-packet
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* That frame just before that frame is saved in _frame_counter_max */
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cp.frame = _frame_counter_max + 1;
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cp.next = NULL;
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CommandCallback *callback = cp.callback;
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/* Queue the command for the clients (are send at the end of the frame
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* if they can handle it ;)) */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status >= STATUS_MAP) {
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/* Callbacks are only send back to the client who sent them in the
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* first place. This filters that out. */
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cp.callback = (new_cs != cs) ? NULL : callback;
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cp.my_cmd = (new_cs == cs);
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NetworkAddCommandQueue(cp, new_cs);
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}
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}
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cp.callback = NULL;
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cp.my_cmd = false;
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NetworkAddCommandQueue(cp);
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cs->incoming_queue.Append(&cp);
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return NETWORK_RECV_STATUS_OKAY;
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}
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