Files
OpenRA/OpenRA.Game/Network/Order.cs
Oliver Brakmann 63f4a0646f Fix build palette showing too many queued items when BuildLimit is reached
When a BuildLimit on an actor type is set and nearly reached, you could
shift-click the build palette and it would show it had five more items
queued when really less are allowed to be built. This fixes it so that
only the allowed number of items is enqueued, and thus showing the
correct number on the build palette.
2014-04-26 16:27:02 +02:00

241 lines
7.0 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.IO;
using System.Linq;
using OpenRA.Network;
namespace OpenRA
{
[Flags]
enum OrderFields : byte
{
TargetActor = 0x01,
TargetLocation = 0x02,
TargetString = 0x04,
Queued = 0x08,
ExtraLocation = 0x10,
ExtraData = 0x20
}
static class OrderFieldsExts
{
public static bool HasField(this OrderFields of, OrderFields f)
{
return (of & f) != 0;
}
}
public sealed class Order
{
public readonly string OrderString;
public readonly Actor Subject;
public readonly bool Queued;
public Actor TargetActor;
public CPos TargetLocation;
public string TargetString;
public CPos ExtraLocation;
public uint ExtraData;
public bool IsImmediate;
public Player Player { get { return Subject.Owner; } }
Order(string orderString, Actor subject,
Actor targetActor, CPos targetLocation, string targetString, bool queued, CPos extraLocation, uint extraData)
{
this.OrderString = orderString;
this.Subject = subject;
this.TargetActor = targetActor;
this.TargetLocation = targetLocation;
this.TargetString = targetString;
this.Queued = queued;
this.ExtraLocation = extraLocation;
this.ExtraData = extraData;
}
// For scripting special powers
public Order()
: this(null, null, null, CPos.Zero, null, false, CPos.Zero, 0) { }
public Order(string orderString, Actor subject, bool queued)
: this(orderString, subject, null, CPos.Zero, null, queued, CPos.Zero, 0) { }
public Order(string orderstring, Order order)
: this(orderstring, order.Subject, order.TargetActor, order.TargetLocation,
order.TargetString, order.Queued, order.ExtraLocation, order.ExtraData) {}
public byte[] Serialize()
{
if (IsImmediate) /* chat, whatever */
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write((byte)0xfe);
w.Write(OrderString);
w.Write(TargetString);
return ret.ToArray();
}
switch (OrderString)
{
// Format:
// u8 : orderID.
// 0xFF: Full serialized order.
// varies: rest of order.
default:
// TODO: specific serializers for specific orders.
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write( (byte)0xFF );
w.Write(OrderString);
w.Write(UIntFromActor(Subject));
OrderFields fields = 0;
if (TargetActor != null) fields |= OrderFields.TargetActor;
if (TargetLocation != CPos.Zero) fields |= OrderFields.TargetLocation;
if (TargetString != null) fields |= OrderFields.TargetString;
if (Queued) fields |= OrderFields.Queued;
if (ExtraLocation != CPos.Zero) fields |= OrderFields.ExtraLocation;
if (ExtraData != 0) fields |= OrderFields.ExtraData;
w.Write((byte)fields);
if (TargetActor != null)
w.Write(UIntFromActor(TargetActor));
if (TargetLocation != CPos.Zero)
w.Write(TargetLocation.ToInt2());
if (TargetString != null)
w.Write(TargetString);
if (ExtraLocation != CPos.Zero)
w.Write(ExtraLocation.ToInt2());
if (ExtraData != 0)
w.Write(ExtraData);
return ret.ToArray();
}
}
}
public static Order Deserialize(World world, BinaryReader r)
{
switch (r.ReadByte())
{
case 0xFF:
{
var order = r.ReadString();
var subjectId = r.ReadUInt32();
var flags = (OrderFields)r.ReadByte();
var targetActorId = flags.HasField(OrderFields.TargetActor) ? r.ReadUInt32() : 0xffffffff;
var targetLocation = (CPos)( flags.HasField(OrderFields.TargetLocation) ? r.ReadInt2() : int2.Zero );
var targetString = flags.HasField(OrderFields.TargetString) ? r.ReadString() : null;
var queued = flags.HasField(OrderFields.Queued);
var extraLocation = (CPos)(flags.HasField(OrderFields.ExtraLocation) ? r.ReadInt2() : int2.Zero);
var extraData = flags.HasField(OrderFields.ExtraData) ? r.ReadUInt32() : 0;
Actor subject, targetActor;
if (!TryGetActorFromUInt(world, subjectId, out subject) || !TryGetActorFromUInt(world, targetActorId, out targetActor))
return null;
return new Order(order, subject, targetActor, targetLocation, targetString, queued, extraLocation, extraData);
}
case 0xfe:
{
var name = r.ReadString();
var data = r.ReadString();
return new Order( name, null, false ) { IsImmediate = true, TargetString = data };
}
default:
throw new NotImplementedException();
}
}
public override string ToString()
{
return ("OrderString: \"{0}\" \n\t Subject: \"{1}\". \n\t TargetActor: \"{2}\" \n\t TargetLocation: {3}." +
"\n\t TargetString: \"{4}\".\n\t IsImmediate: {5}.\n\t Player(PlayerName): {6}\n").F(
OrderString, Subject, TargetActor != null ? TargetActor.Info.Name : null , TargetLocation, TargetString, IsImmediate, Player != null ? Player.PlayerName : null);
}
static uint UIntFromActor(Actor a)
{
if (a == null) return 0xffffffff;
return a.ActorID;
}
static bool TryGetActorFromUInt(World world, uint aID, out Actor ret)
{
if (aID == 0xFFFFFFFF)
{
ret = null;
return true;
}
else
{
foreach (var a in world.Actors.Where(x => x.ActorID == aID))
{
ret = a;
return true;
}
ret = null;
return false;
}
}
// Named constructors for Orders.
// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
public static Order Chat(bool team, string text)
{
return new Order(team ? "TeamChat" : "Chat", null, false) { IsImmediate = true, TargetString = text};
}
public static Order HandshakeResponse(string text)
{
return new Order("HandshakeResponse", null, false) { IsImmediate = true, TargetString = text };
}
public static Order Pong(string pingTime)
{
return new Order("Pong", null, false) { IsImmediate = true, TargetString = pingTime };
}
public static Order PauseGame(bool paused)
{
return new Order("PauseGame", null, false) { TargetString = paused ? "Pause" : "UnPause" };
}
public static Order Command(string text)
{
return new Order("Command", null, false) { IsImmediate = true, TargetString = text };
}
public static Order StartProduction(Actor subject, string item, int count)
{
return new Order("StartProduction", subject, false) { ExtraData = (uint)count, TargetString = item };
}
public static Order PauseProduction(Actor subject, string item, bool pause)
{
return new Order("PauseProduction", subject, false) { ExtraData = pause ? 1u : 0u, TargetString = item };
}
public static Order CancelProduction(Actor subject, string item, int count)
{
return new Order("CancelProduction", subject, false) { ExtraData = (uint)count, TargetString = item };
}
}
}