(svn r207) -Codechange: randomizer handling

-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
pull/155/head
signde 20 years ago
parent d03afadad2
commit 1fb915df69

@ -1305,6 +1305,8 @@ void PlayersMonthlyLoop()
if (_patches.inflation)
AddInflation();
PlayersPayInterest();
// Reset the _current_player flag
_current_player = OWNER_NONE;
HandleEconomyFluctuations();
SubsidyMonthlyHandler();
}

@ -95,6 +95,8 @@ void memswap(void *a, void *b, size_t size);
uint32 Random();
uint RandomRange(uint max);
void InitPlayerRandoms();
uint32 InteractiveRandom(); /* Used for random sequences that are not the same on the other end of the multiplayer link */
void SetDate(uint date);
/* facedraw.c */
@ -131,6 +133,8 @@ void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comman
void NetworkStartSync(bool fcreset);
void NetworkClose(bool client);
void NetworkSendReadyPacket();
void NetworkSendSyncPackets();
bool NetworkCheckClientReady();
void NetworkIPListInit();

@ -125,8 +125,8 @@ int32 CmdGenRandomNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
// this forces stuff into test mode.
_docommand_recursive = 0;
_random_seed_1 = p1;
_random_seed_2 = p2;
_random_seeds[0][0] = p1;
_random_seeds[0][1] = p2;
if (_networking) { NetworkStartSync(true); }
@ -166,8 +166,8 @@ int32 CmdStartScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
// this forces stuff into test mode.
_docommand_recursive = 0;
_random_seed_1 = p1;
_random_seed_2 = p2;
_random_seeds[0][0] = p1;
_random_seeds[0][1] = p2;
if (_networking) { NetworkStartSync(true); }

@ -922,8 +922,8 @@ void ZoomInOrOutToCursorWindow(bool in, Window *w)
void ResetLandscape()
{
_random_seed_1 = InteractiveRandom();
_random_seed_2 = InteractiveRandom();
_random_seeds[0][0] = InteractiveRandom();
_random_seeds[0][1] = InteractiveRandom();
GenerateWorld(1);
MarkWholeScreenDirty();

@ -8,8 +8,6 @@
extern void StartupEconomy();
extern void InitNewsItemStructs();
static uint32 _random_seed_3, _random_seed_4;
byte _name_array[512][32];
static INLINE uint32 ROR(uint32 x, int n)
@ -20,10 +18,17 @@ static INLINE uint32 ROR(uint32 x, int n)
uint32 Random()
{
uint32 t = _random_seed_2;
uint32 s = _random_seed_1;
_random_seed_1 = s + ROR(t ^ 0x1234567F, 7);
return _random_seed_2 = ROR(s, 3);
if (_current_player>=MAX_PLAYERS) {
uint32 s = _random_seeds[0][0];
uint32 t = _random_seeds[0][1];
_random_seeds[0][0] = s + ROR(t ^ 0x1234567F, 7);
return _random_seeds[0][1] = ROR(s, 3);
} else {
uint32 s = _player_seeds[_current_player][0];
uint32 t = _player_seeds[_current_player][1];
_player_seeds[_current_player][0] = s + ROR(t ^ 0x1234567F, 7);
return _player_seeds[_current_player][1] = ROR(s, 3);
}
}
uint RandomRange(uint max)
@ -33,10 +38,19 @@ uint RandomRange(uint max)
uint32 InteractiveRandom()
{
uint32 t = _random_seed_4;
uint32 s = _random_seed_3;
_random_seed_3 = s + ROR(t ^ 0x1234567F, 7);
return _random_seed_4 = ROR(s, 3);
uint32 t = _random_seeds[1][1];
uint32 s = _random_seeds[1][0];
_random_seeds[1][0] = s + ROR(t ^ 0x1234567F, 7);
return _random_seeds[1][1] = ROR(s, 3);
}
void InitPlayerRandoms()
{
int i;
for (i=0; i<MAX_PLAYERS; i++) {
_player_seeds[i][0]=InteractiveRandom();
_player_seeds[i][1]=InteractiveRandom();
}
}
void memswap(void *a, void *b, size_t size) {
@ -561,7 +575,7 @@ void IncreaseDate()
return;
_cur_month = ymd.month;
// printf("Month %d, %X\n", ymd.month, _random_seed_1);
// printf("Month %d, %X\n", ymd.month, _random_seeds[0][0]);
/* yes, call various monthly loops */
if (_game_mode != GM_MENU) {
@ -693,8 +707,8 @@ static const SaveLoadGlobVarList _date_desc[] = {
{&_cur_tileloop_tile, SLE_UINT16, 0, 255},
{&_disaster_delay, SLE_UINT16, 0, 255},
{&_station_tick_ctr, SLE_UINT16, 0, 255},
{&_random_seed_1, SLE_UINT32, 0, 255},
{&_random_seed_2, SLE_UINT32, 0, 255},
{&_random_seeds[0][0], SLE_UINT32, 0, 255},
{&_random_seeds[0][1], SLE_UINT32, 0, 255},
{&_cur_town_ctr, SLE_UINT8, 0, 255},
{&_cur_player_tick_index, SLE_FILE_U8 | SLE_VAR_UINT, 0, 255},
{&_next_competitor_start, SLE_FILE_U16 | SLE_VAR_UINT, 0, 255},

@ -79,6 +79,15 @@ struct timerequest *TimerRequest = NULL;
#if defined(ENABLE_NETWORK)
enum {
PACKET_TYPE_WELCOME = 0,
PACKET_TYPE_READY,
PACKET_TYPE_ACK,
PACKET_TYPE_SYNC,
PACKET_TYPE_XMIT,
PACKET_TYPE_COMMAND,
};
// sent from client -> server whenever the client wants to exec a command.
// send from server -> client when another player execs a command.
typedef struct CommandPacket {
@ -92,8 +101,6 @@ typedef struct CommandPacket {
uint32 dp[8];
} CommandPacket;
assert_compile(sizeof(CommandPacket) == 16 + 32);
#define COMMAND_PACKET_BASE_SIZE (sizeof(CommandPacket) - 8 * sizeof(uint32))
// sent from server -> client periodically to tell the client about the current tick in the server
@ -107,13 +114,12 @@ typedef struct SyncPacket {
uint32 random_seed_2;
} SyncPacket;
assert_compile(sizeof(SyncPacket) == 12);
// sent from server -> client as an acknowledgement that the server received the command.
// the command will be executed at the current value of "max".
typedef struct AckPacket {
byte packet_length;
byte packet_type;
byte when;
} AckPacket;
typedef struct ReadyPacket {
@ -124,16 +130,16 @@ typedef struct ReadyPacket {
typedef struct FilePacketHdr {
byte packet_length;
byte packet_type;
byte unused[2];
} FilePacketHdr;
assert_compile(sizeof(FilePacketHdr) == 4);
// sent from server to client when the client has joined.
typedef struct WelcomePacket {
byte packet_length;
byte packet_type;
byte unused[2];
uint32 player_seeds[MAX_PLAYERS][2];
uint32 frames_max;
uint32 frames_srv;
uint32 frames_cnt;
} WelcomePacket;
typedef struct Packet Packet;
@ -155,19 +161,17 @@ typedef struct ClientState {
Packet *head, **last;
uint buflen; // receive buffer len
byte buf[256]; // receive buffer
byte buf[1024]; // receive buffer
} ClientState;
static uint _not_packet;
typedef struct QueuedCommand QueuedCommand;
struct QueuedCommand {
QueuedCommand *next;
CommandPacket cp;
CommandCallback *callback;
uint32 cmd;
int32 frame;
uint32 frame;
};
typedef struct CommandQueue CommandQueue;
@ -195,7 +199,7 @@ static uint16 _network_ready_ahead = 1;
static uint16 _network_client_timeout;
typedef struct FutureSeeds {
int32 frame;
uint32 frame;
uint32 seed[2];
} FutureSeeds;
@ -223,6 +227,8 @@ enum {
};
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
static void CloseClient(ClientState *cs);
void NetworkSendWelcome(ClientState *cs, bool direct);
uint32 _network_ip_list[10]; // network ip list
@ -340,6 +346,16 @@ static QueuedCommand *AllocQueuedCommand(CommandQueue *nq)
return qp;
}
static void QueueClear(CommandQueue *nq) {
QueuedCommand *qp;
while ((qp=nq->head)) {
// unlink it.
if (!(nq->head = qp->next)) nq->last = &nq->head;
free(qp);
}
nq->last = &nq->head;
}
// go through the player queues for each player and see if there are any pending commands
// that should be executed this frame. if there are, execute them.
void NetworkProcessCommands()
@ -416,6 +432,20 @@ static void SendBytes(ClientState *cs, void *bytes, uint len)
} while (len -= n);
}
// send data direct to a client
static void SendDirectBytes(ClientState *cs, void *bytes, uint len)
{
char *buf = (char*)bytes;
uint n;
n = send(cs->socket, buf, len, 0);
if (n == -1) {
int err = GET_LAST_ERROR();
DEBUG(net, 0) ("[NET] send() failed with error %d", err);
CloseClient(cs);
}
}
// client:
// add it to the client's ack queue, and send the command to the server
// server:
@ -427,7 +457,7 @@ void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comman
ClientState *cs;
qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
qp->cp.packet_type = 0;
qp->cp.packet_type = PACKET_TYPE_COMMAND;
qp->cp.tile = tile;
qp->cp.p1 = p1;
qp->cp.p2 = p2;
@ -438,7 +468,7 @@ void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, Comman
qp->callback = callback;
// so the server knows when to execute it.
qp->frame = _frame_counter_max;
qp->frame = _frame_counter + 5;
// calculate the amount of extra bytes.
nump = 8;
@ -480,6 +510,7 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
QueuedCommand *qp;
ClientState *c;
AckPacket ap;
int i;
DEBUG(net, 2) ("[NET] cmd size %d", np->packet_length);
@ -489,21 +520,28 @@ static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
qp = AllocQueuedCommand(&_command_queue);
qp->cp = *np;
qp->frame = _frame_counter_max;
i = _frame_counter_max - (_frame_counter + 3);
if (i<0) {
qp->frame = _frame_counter_max ;
} else {
qp->frame = _frame_counter + 3;
}
qp->callback = NULL;
// extra params
memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
ap.packet_type = 2;
ap.packet_length = 2;
ap.packet_type = PACKET_TYPE_ACK;
ap.when = _frame_counter_max-(qp->frame);
ap.packet_length = sizeof(AckPacket);
// send it to the peers
if (_networking_server) {
for(c=_clients; c->socket != INVALID_SOCKET; c++) {
if (c == cs) {
SendBytes(c, &ap, 2);
SendDirectBytes(c, &ap, ap.packet_length);
} else {
if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
}
@ -540,7 +578,7 @@ static void HandleSyncPacket(SyncPacket *sp)
s1 = TO_LE32(sp->random_seed_1);
s2 = TO_LE32(sp->random_seed_2);
DEBUG(net, 3) ("[NET] sync seeds: [1]=%i rnd[2]=%i", sp->random_seed_1, sp->random_seed_2);
DEBUG(net, 3) ("[NET] sync seeds: frame=%i 1=%i 2=%i",_frame_counter, sp->random_seed_1, sp->random_seed_2);
if (_frame_counter_srv <= _frame_counter) {
// we are ahead of the server check if the seed is in our list.
@ -561,7 +599,7 @@ static void HandleSyncPacket(SyncPacket *sp)
// sent from server -> client as an acknowledgement that the server received the command.
// the command will be executed at the current value of "max".
static void HandleAckPacket()
static void HandleAckPacket(AckPacket * ap)
{
QueuedCommand *q;
// move a packet from the ack queue to the end of this player's queue.
@ -569,12 +607,12 @@ static void HandleAckPacket()
assert(q);
if (!(_ack_queue.head = q->next)) _ack_queue.last = &_ack_queue.head;
q->next = NULL;
q->frame = _frame_counter_max;
q->frame = (_frame_counter_max - (ap->when));
*_command_queue.last = q;
_command_queue.last = &q->next;
DEBUG(net, 2) ("[NET] ack");
DEBUG(net, 2) ("[NET] ack [frame=%i]",q->frame);
}
static void HandleFilePacket(FilePacketHdr *fp)
@ -619,6 +657,28 @@ static void HandleFilePacket(FilePacketHdr *fp)
}
}
static void HandleWelcomePacket(WelcomePacket *wp) {
int i;
for (i=0; i<MAX_PLAYERS; i++) {
_player_seeds[i][0]=wp->player_seeds[i][0];
_player_seeds[i][1]=wp->player_seeds[i][1];
}
if (wp->frames_srv != 0) {
_frame_counter_max = wp->frames_max;
_frame_counter_srv = wp->frames_srv;
}
if (wp->frames_cnt != 0) {
_frame_counter = wp->frames_cnt;
}
}
static void HandleReadyPacket(ReadyPacket *rp, ClientState *cs)
{
cs->ready=true;
cs->timeout=_network_client_timeout;
}
static void CloseClient(ClientState *cs)
{
Packet *p, *next;
@ -680,24 +740,26 @@ static bool ReadPackets(ClientState *cs)
size -= packet[0];
pos += packet[0];
switch(packet[1]) {
case 0:
case PACKET_TYPE_WELCOME:
HandleWelcomePacket((WelcomePacket *)packet);
break;
case PACKET_TYPE_COMMAND:
HandleCommandPacket(cs, (CommandPacket*)packet);
break;
case 1:
case PACKET_TYPE_SYNC:
assert(_networking_sync || _networking_queuing);
assert(!_networking_server);
HandleSyncPacket((SyncPacket*)packet);
break;
case 2:
case PACKET_TYPE_ACK:
assert(!_networking_server);
HandleAckPacket();
HandleAckPacket((AckPacket*)packet);
break;
case 3:
case PACKET_TYPE_XMIT:
HandleFilePacket((FilePacketHdr*)packet);
break;
case 5:
cs->ready=true;
cs->timeout=_network_client_timeout;
case PACKET_TYPE_READY:
HandleReadyPacket((ReadyPacket*)packet, cs);
break;
default:
DEBUG (net,0) ("net: unknown packet type");
@ -783,8 +845,7 @@ static void SendXmit(ClientState *cs)
n = minu(_transmit_file_size - pos, 248);
hdr.packet_length = n + sizeof(hdr);
hdr.packet_type = 3;
hdr.unused[0] = hdr.unused[1] = 0;
hdr.packet_type = PACKET_TYPE_XMIT;
SendBytes(cs, &hdr, sizeof(hdr));
if (n == 0) {
@ -797,6 +858,10 @@ static void SendXmit(ClientState *cs)
cs->xmitpos = pos + 1;
if (cs->xmitpos == 0) {
NetworkSendWelcome(cs,false);
}
DEBUG(net, 2) ("[NET] client xmit at %d", pos + 1);
}
@ -819,17 +884,65 @@ static ClientState *AllocClient(SOCKET s)
void NetworkSendReadyPacket()
{
if (!_network_ready_sent) {
if ((!_network_ready_sent) && (_frame_counter + _network_ready_ahead >= _frame_counter_max)) {
ReadyPacket *rp = malloc(sizeof(rp));
ClientState *c = _clients;
rp->packet_type = 5;
rp->packet_type = PACKET_TYPE_READY;
rp->packet_length = sizeof(rp);
SendBytes(c, rp, sizeof(rp));
_network_ready_sent = true;
}
}
void NetworkSendSyncPackets()
{
ClientState *cs;
uint32 new_max;
SyncPacket sp;
new_max = _frame_counter + (int)_network_sync_freq;
DEBUG(net,3) ("net: serv: sync frame=%i,max=%i, seed1=%i, seed2=%i",new_max,_sync_seed_1,_sync_seed_2);
sp.packet_length = sizeof(sp);
sp.packet_type = PACKET_TYPE_SYNC;
sp.frames = new_max - _frame_counter_max;
sp.server = _frame_counter_max - _frame_counter;
sp.random_seed_1 = TO_LE32(_sync_seed_1);
sp.random_seed_2 = TO_LE32(_sync_seed_2);
_frame_counter_max = new_max;
// send it to all the clients and mark them unready
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
cs->ready=false;
SendBytes(cs, &sp, sizeof(sp));
}
}
void NetworkSendWelcome(ClientState *cs, bool direct) {
WelcomePacket wp;
int i;
wp.packet_type = PACKET_TYPE_WELCOME;
wp.packet_length = sizeof(WelcomePacket);
for (i=0; i<MAX_PLAYERS; i++) {
wp.player_seeds[i][0]=_player_seeds[i][0];
wp.player_seeds[i][1]=_player_seeds[i][1];
}
if (direct) {
wp.frames_max=0;
wp.frames_srv=0;
wp.frames_cnt=_frame_counter;
SendDirectBytes(cs,(void *)&wp,wp.packet_length);
} else {
wp.frames_max=_frame_counter_max;
wp.frames_srv=_frame_counter_srv;
wp.frames_cnt=0;
SendBytes(cs,(void *)&wp,wp.packet_length);
}
}
static void NetworkAcceptClients()
{
struct sockaddr_in sin;
@ -888,12 +1001,12 @@ static void SendQueuedCommandsToNewClient(ClientState *cs)
// send the commands in the server queue to the new client.
QueuedCommand *qp;
SyncPacket sp;
int32 frame;
uint32 frame;
DEBUG(net, 2) ("[NET] sending queued commands to client");
sp.packet_length = sizeof(sp);
sp.packet_type = 1;
sp.packet_type = PACKET_TYPE_SYNC;
sp.random_seed_1 = sp.random_seed_2 = 0;
sp.server = 0;
@ -918,6 +1031,25 @@ static void SendQueuedCommandsToNewClient(ClientState *cs)
}
bool NetworkCheckClientReady() {
bool ready_all = true;
uint16 count = 0;
ClientState *cs;
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
count++;
ready_all = ready_all && (cs->ready || cs->inactive || (cs->xmitpos>0));
if (!cs->ready) cs->timeout-=1;
if (cs->timeout == 0) {
SET_DPARAM16(0,count);
ShowErrorMessage(-1,STR_NETWORK_ERR_TIMEOUT,0,0);
CloseClient(cs);
}
}
return ready_all;
}
// ************************** //
// * TCP Networking * //
// ************************** //
@ -1077,6 +1209,8 @@ void NetworkReceive()
// send queue of commands to client.
SendQueuedCommandsToNewClient(cs);
NetworkSendWelcome(cs, true);
}
}
}
@ -1086,61 +1220,6 @@ void NetworkSend()
{
ClientState *cs;
void *free_xmit;
uint16 count;
bool ready_all;
// send sync packets?
if (_networking_server && _networking_sync && !_pause) {
if (++_not_packet >= _network_sync_freq) {
SyncPacket sp;
uint new_max;
_network_ahead_frames = _network_sync_freq + 1;
ready_all=false;
while (!ready_all) {
// check wether all clients are ready
ready_all=true;
count=0;
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
count++;
ready_all = ready_all && (cs->ready || cs->inactive || (cs->xmitpos>0));
if (!cs->ready) cs->timeout-=5;
if (cs->timeout == 0) {
SET_DPARAM16(0,count);
ShowErrorMessage(-1,STR_NETWORK_ERR_TIMEOUT,0,0);
CloseClient(cs);
}
}
if (!ready_all) {
NetworkReceive();
CSleep(5);
}
}
_not_packet = 0;
new_max = max(_frame_counter + (int)_network_ahead_frames, _frame_counter_max);
DEBUG(net,3) ("net: serv: sync max=%i, seed1=%i, seed2=%i",new_max,_sync_seed_1,_sync_seed_2);
sp.packet_length = sizeof(sp);
sp.packet_type = 1;
sp.frames = new_max - _frame_counter_max;
sp.server = _frame_counter_max - _frame_counter;
sp.random_seed_1 = TO_LE32(_sync_seed_1);
sp.random_seed_2 = TO_LE32(_sync_seed_2);
_frame_counter_max = new_max;
// send it to all the clients and mark them unready
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
cs->ready=false;
SendBytes(cs, &sp, sizeof(sp));
}
}
}
free_xmit = _transmit_file;
@ -1168,8 +1247,9 @@ void NetworkInitialize()
{
ClientState *cs;
QueueClear(&_command_queue);
QueueClear(&_ack_queue);
_command_queue.last = &_command_queue.head;
_ack_queue.last = &_ack_queue.head;
// invalidate all clients
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++)
@ -1455,7 +1535,7 @@ void NetworkCoreInit() {
DEBUG(net, 3) ("[NET][Core] init()");
_network_available=true;
_network_client_timeout=3000;
_network_client_timeout=300;
// [win32] winsock startup
@ -1631,19 +1711,12 @@ if (incomming) {
if (_networking) {
NetworkReceive();
NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
}
} else {
// outgoing
if ((_networking) && (!_networking_server) && (_frame_counter+_network_ready_ahead >= _frame_counter_max)) {
// send the "i" am ready message to the server
// [_network_ready_ahead] frames before "i" reach the frame-limit
NetworkSendReadyPacket();
}
if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
if (_networking) {
NetworkSend();

@ -31,10 +31,17 @@ static byte _players_max;
* we'll just use some dummy here
*/
static byte _network_connection;
static uint16 _network_game_count_last;
static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
{
switch(e->event) {
case WE_TICK: {
if (_network_game_count_last != _network_game_count) {
SetWindowDirty(w);
}
}
break;
case WE_PAINT: {
SET_DPARAM16(0, 0x00);
@ -86,8 +93,18 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
_network_connection = e->dropdown.index;
SetWindowDirty(w);
switch (_network_connection) {
case 0:
NetworkGameListFromLAN();
_network_game_count_last = _network_game_count;
SetWindowDirty(w);
break;
case 1:
NetworkGameListFromInternet();
_network_game_count_last = _network_game_count;
SetWindowDirty(w);
break;
}
break;
case WE_MOUSELOOP:
@ -164,6 +181,7 @@ void ShowNetworkGameWindow()
w = AllocateWindowDesc(&_network_game_window_desc);
strcpy(_edit_str_buf, "Your name");
_network_game_count_last = _network_game_count;
WP(w,querystr_d).caret = 1;
WP(w,querystr_d).maxlen = MAX_QUERYSTR_LEN;

@ -1124,8 +1124,8 @@ bool LoadOldSaveGame(const char *file)
_cur_tileloop_tile = m->cur_tileloop_tile;
_disaster_delay = m->disaster_delay;
_station_tick_ctr = m->station_tick_ctr;
_random_seed_1 = m->seed_1;
_random_seed_2 = m->seed_2;
_random_seeds[0][0] = m->seed_1;
_random_seeds[0][1] = m->seed_2;
_cur_town_ctr = REMAP_TOWN_IDX(m->cur_town_ptr);
_cur_player_tick_index = m->cur_player_tick_index;
_next_competitor_start = m->next_competitor_start;

@ -548,7 +548,7 @@ void RunOtherPlayersLoop()
_is_ai_player = true;
FOR_ALL_PLAYERS(p) {
if (p->is_active) {
if (p->is_active && p->is_ai) {
_current_player = p->index;
if (_patches.ainew_active)
AiNewDoGameLoop(p);
@ -558,8 +558,7 @@ void RunOtherPlayersLoop()
}
_is_ai_player = false;
// XXX: is this needed?
_current_player = 0;
_current_player = OWNER_NONE;
}
// index is the next parameter in _decode_parameters to set up

34
ttd.c

@ -533,7 +533,7 @@ int ttd_main(int argc, char* argv[])
_switch_mode = SM_NEWGAME;
break;
case 'G':
_random_seed_1 = atoi(mgo.opt);
_random_seeds[0][0] = atoi(mgo.opt);
break;
case 'p': {
int i = atoi(mgo.opt);
@ -604,6 +604,7 @@ int ttd_main(int argc, char* argv[])
// initialize the ingame console
IConsoleInit();
InitPlayerRandoms();
while (_video_driver->main_loop() == ML_SWITCHDRIVER) {}
@ -881,8 +882,8 @@ void StateGameLoop()
_frame_counter++;
// store the random seed to be able to detect out of sync errors
_sync_seed_1 = _random_seed_1;
_sync_seed_2 = _random_seed_2;
_sync_seed_1 = _random_seeds[0][0];
_sync_seed_2 = _random_seeds[0][1];
if (_networking) disable_computer=true;
if (_savedump_path[0] && (uint)_frame_counter >= _savedump_first && (uint)(_frame_counter -_savedump_first) % _savedump_freq == 0 ) {
@ -899,6 +900,11 @@ void StateGameLoop()
CallWindowTickEvent();
NewsLoop();
} else {
// All these actions has to be done from OWNER_NONE
// for multiplayer compatibility
uint p = _current_player;
_current_player = OWNER_NONE;
AnimateAnimatedTiles();
IncreaseDate();
RunTileLoop();
@ -910,6 +916,7 @@ void StateGameLoop()
CallWindowTickEvent();
NewsLoop();
_current_player = p;
}
_in_state_game_loop = false;
}
@ -985,21 +992,36 @@ void GameLoop()
NetworkCoreLoop(true);
if (_networking_sync) {
// make sure client's time is synched to the server by running frames quickly up to where the server is.
// client: make sure client's time is synched to the server by running frames quickly up to where the server is.
if (!_networking_server) {
while (_frame_counter < _frame_counter_srv) {
StateGameLoop();
NetworkProcessCommands(); // need to process queue to make sure that packets get executed.
}
}
// don't exceed the max count told by the server
// client: don't exceed the max count told by the server
if (_frame_counter < _frame_counter_max) {
StateGameLoop();
NetworkProcessCommands();
}
// client: send the ready packet
NetworkSendReadyPacket();
} else {
// server: work on to the frame max
if (_frame_counter < _frame_counter_max) {
StateGameLoop();
NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
}
// server: wait until all clients were ready for going on
if (_frame_counter == _frame_counter_max) {
if (NetworkCheckClientReady()) NetworkSendSyncPackets();
}
}
} else {
// server/client/standalone: not synced --> state game loop
if (!_pause)
StateGameLoop();
// server/client: process queued network commands
if (_networking) NetworkProcessCommands();
}
if (!_pause && _display_opt&DO_FULL_ANIMATION)

@ -420,7 +420,7 @@ int CDECL main(int argc, char* argv[])
ChangeWorkingDirectory(argv[0]);
#endif
_random_seed_2 = _random_seed_1 = time(NULL);
_random_seeds[0][1] = _random_seeds[0][0] = time(NULL);
return ttd_main(argc, argv);

@ -62,7 +62,9 @@ VARDEF uint16 _disaster_delay;
// tick handler.
VARDEF uint16 _station_tick_ctr;
VARDEF uint32 _random_seed_1, _random_seed_2;
VARDEF uint32 _random_seeds[2][2];
VARDEF uint32 _player_seeds[MAX_PLAYERS][2];
// Iterator through all towns in OnTick_Town
VARDEF byte _cur_town_ctr;
@ -214,10 +216,10 @@ VARDEF byte _cur_month;
VARDEF byte _player_colors[MAX_PLAYERS];
VARDEF bool _in_state_game_loop;
VARDEF int32 _frame_counter;
VARDEF uint32 _frame_counter;
VARDEF int32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet.
VARDEF int32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
VARDEF uint32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet.
VARDEF uint32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
// networking settings
VARDEF bool _network_available; // is network mode available?

@ -1951,12 +1951,12 @@ int APIENTRY WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPTSTR lpCmdLin
#if defined(_MSC_VER)
{
uint64 seed = rdtsc();
_random_seed_1 = ((uint32*)&seed)[0];
_random_seed_2 = ((uint32*)&seed)[1];
_random_seeds[0][0] = ((uint32*)&seed)[0];
_random_seeds[0][1] = ((uint32*)&seed)[1];
}
#else
_random_seed_1 = GetTickCount();
_random_seed_2 = _random_seed_1 * 0x1234567;
_random_seeds[0][0] = GetTickCount();
_random_seeds[0][1] = _random_seeds[0][0] * 0x1234567;
#endif
argc = ParseCommandLine(GetCommandLine(), argv, lengthof(argv));

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