Add scheduled dispatch support (edit + authoritative view)
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Editing (game port, OpenTTDClient): a core of JGRPP's scheduled dispatch
DoCommands — set_scheduled_dispatch (enable/disable), add/remove schedule,
add/remove/clear slots, and set duration/start date. Adds the command IDs
to protocol.py.

Viewing (admin, OpenTTDAdminClient.get_dispatch): the GameScript API has no
dispatch support, so a new server patch (docker/patches/0002-*) adds
read-only GSOrder.GetScheduledDispatch* / IsScheduledDispatchEnabled
getters, an AdminBridge GameScript get_dispatch handler exposes them, and
get_dispatch() returns the live schedules and slots (mirrors get_timetable).

Note: set_dispatch_start_date values are normalised by the engine relative
to current game time, so they read back offset from the requested value.

Includes unit + e2e tests, a demo in main.py, and protocol/timetable docs.
The AdminBridge GameScript and the patched OpenTTD-patches clone live
outside this repo; the 0002 patch file is the durable source for the latter.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-24 22:56:37 +02:00
parent 81a4d9333d
commit 2eea541158
11 changed files with 822 additions and 6 deletions

View File

@@ -62,24 +62,48 @@ Correlation, the `update_frequency` subscription requirement (auto-subscribed on
- **Filters:** `via_station` restricts the query (and the `*_by_from` breakdowns) to cargo whose next hop is that station; `from_station` restricts it (and the `*_by_via` breakdowns) to cargo from that source; supplying both makes `waiting`/`planned` the exact source-and-next-hop amount. Pass `65535` to target `STATION_INVALID`.
- **Reply (error):** same envelope with an `"error"` field: `"invalid_station"`, `"invalid_cargo"`, `"invalid_from_station"`/`"invalid_via_station"` (a filter that is neither a valid station nor `STATION_INVALID`), or `"response_too_large"`. `get_station_cargo()` raises `ValueError` for these.
## Vehicle Timetables (Game Port DoCommands)
Unlike vehicle listing, timetables have no stock GameScript API surface (this project adds read-only getters via a server patch — see "Timetable Query" above; writing still has none). Reading and modifying them requires real engine commands (`DoCommand`s) sent over the **game port** (TCP 3979) via `ClientCommand`/`ServerCommand` packets, not the Admin Network. This section covers the wire format; for how to call the methods and what each parameter means, see the [Vehicle Timetables Usage Guide](TIMETABLES.md).
### Dispatch Query
`get_dispatch()` fetches an authoritative snapshot of a vehicle's **scheduled dispatch** state over the GameScript JSON channel, the vehicle analogue of `get_timetable()` for JGRPP's scheduled dispatch feature. Like the timetable getters, the dispatch getters it relies on are added by a **server patch** (`docker/patches/0002-*`, adding `GSOrder.GetScheduledDispatch*` / `IsScheduledDispatchEnabled`), so it needs the patched JGRPP build. Correlation, the auto-subscribe, and the paused-game timeout behave exactly as for the Timetable Query.
- **Request:** `{"command": "get_dispatch", "vehicle_id": N, "request_id": X}`.
- **Reply (success):** `{"command": "get_dispatch", "vehicle_id": N, "request_id": X, "enabled": 0|1, "schedules": [{"index", "duration", "start_tick", "delay", "reuse_slots", "slots": [{"offset", "flags"}, ...]}, ...]}`. `enabled` is whether scheduled dispatch is turned on for the vehicle; each schedule reports its `duration` (ticks), `start_tick`, `delay` (max allowed delay), `reuse_slots` (0/1) and its `slots` (each a departure `offset` within the duration plus a 16-bit `flags` word). These are the same schedules and slots edited by the game-port dispatch methods.
- **Reply (error):** same envelope with an `"error"` field: `"invalid_vehicle"` or `"response_too_large"`. `get_dispatch()` raises `ValueError` for these.
## Vehicle Orders & Timetables (Game Port DoCommands)
Unlike vehicle listing, a vehicle's order list, timetables and scheduled dispatch have no writable GameScript API surface (this project adds read-only timetable and dispatch getters via server patches — see "Timetable Query" and "Dispatch Query" above). Reading and modifying them requires real engine commands (`DoCommand`s) sent over the **game port** (TCP 3979) via `ClientCommand`/`ServerCommand` packets, not the Admin Network. This section covers the wire format; for how to call the methods and what each parameter means, see the [Vehicle Timetables Usage Guide](TIMETABLES.md).
### Command envelope
Both `ClientCommand` and `ServerCommand` share this body: `company (uint8)`, `cmd (uint16 LE, index into the `Commands` enum)`, `error_msg (uint16 LE, StringID, use 0)`, `tile (uint32 LE, always 0 for these commands)`, `payload_len (uint16 LE)`, `payload (payload_len bytes)`, `callback (uint8, use 0)`, `callback_param (uint32 LE, only present if callback != 0)`. `ServerCommand` additionally appends `frame (uint32 LE)` and `my_cmd (uint8 bool)`, and is a **broadcast echo of the request** (no success/failure code) sent to every joined client, not just the sender.
### Timetable command IDs and payload tuples
### Payload integer encoding
Command payload fields follow JGRPP's generic serialiser, which picks the wire width from the C++ type's **size**: types of ≤1 byte are sent as a fixed `uint8`, exactly 2 bytes as a fixed `uint16` (LE), and 4/8-byte types as a variable-length **varuint** (`write_varuint`/`read_varuint` in `protocol.py` — a UTF-8-like prefix encoding, not LEB128; signed fields use zigzag via `write_varuint_signed`/`read_varuint_signed`). This is why `VehicleID` (a 4-byte pool id) is a varuint while `VehicleOrderID` (a `uint16`) is a fixed `uint16`.
### Command IDs and payload tuples
| Method | `cmd` | payload |
|---|---|---|
| `add_order()` | 52 (`InsertOrder`) | `VehicleID (varuint), sel_ord (uint16), order_type (uint8), order_flags (uint16), DestinationID (uint16)` |
| `remove_order()` | 51 (`DeleteOrder`) | `VehicleID (varuint), VehicleOrderID (uint16)` |
| `change_timetable()` | 174 (`ChangeTimetable`) | `VehicleID (varuint), VehicleOrderID (uint16), ModifyTimetableFlags (uint8), value (varuint), ModifyTimetableCtrlFlags (uint8)` |
| `set_vehicle_on_time()` | 176 (`SetVehicleOnTime`) | `VehicleID (varuint), apply_to_group (uint8 bool)` |
| `autofill_timetable()` | 177 (`AutofillTimetable`) | `VehicleID (varuint), bool (uint8), bool (uint8)` |
| `set_timetable_start()` | 180 (`SetTimetableStart`) | `VehicleID (varuint), bool (uint8), StateTicks (signed varuint)` |
| `set_scheduled_dispatch()` | 205 (`SchDispatch`) | `VehicleID (varuint), enabled (uint8 bool)` |
| `add_dispatch_slot()` | 206 (`SchDispatchAdd`) | `VehicleID (varuint), schedule_index (varuint), offset (varuint), interval (varuint), extra_slots (varuint), slot_flags (uint16), route_id (uint8)` |
| `remove_dispatch_slot()` | 207 (`SchDispatchRemove`) | `VehicleID (varuint), schedule_index (varuint), offset (varuint)` |
| `set_dispatch_duration()` | 208 (`SchDispatchSetDuration`) | `VehicleID (varuint), schedule_index (varuint), duration (varuint)` |
| `set_dispatch_start_date()` | 209 (`SchDispatchSetStartDate`) | `VehicleID (varuint), schedule_index (varuint), StateTicks (signed varuint)` |
| `clear_dispatch_schedule()` | 213 (`SchDispatchClear`) | `VehicleID (varuint), schedule_index (varuint)` |
| `add_dispatch_schedule()` | 214 (`SchDispatchAddNewSchedule`) | `VehicleID (varuint), StateTicks (signed varuint), duration (varuint)` |
| `remove_dispatch_schedule()` | 215 (`SchDispatchRemoveSchedule`) | `VehicleID (varuint), schedule_index (varuint)` |
`VehicleID` and other 4/8-byte fields use OpenTTD's custom varuint scheme (`write_varuint`/`read_varuint` in `protocol.py`) — a UTF-8-like prefix encoding, not LEB128; signed fields (`StateTicks`) use zigzag on top of it (`write_varuint_signed`/`read_varuint_signed`).
### Scheduled dispatch (JGRPP)
A vehicle's order list can carry several **dispatch schedules**, each with a duration, a start tick and a set of departure **slots** (offsets within the duration). The methods above edit them over the game port (`add_dispatch_schedule()`/`remove_dispatch_schedule()` create and delete schedules; `add_dispatch_slot()`/`remove_dispatch_slot()`/`clear_dispatch_schedule()` manage a schedule's slots; `set_dispatch_duration()`/`set_dispatch_start_date()` adjust a schedule; `set_scheduled_dispatch()` toggles the feature for the vehicle). `add_dispatch_slot()` can add several evenly spaced slots at once via its `interval`/`extra_slots` parameters. The stock JGRPP command set covers ~22 dispatch commands (routes, departure tags, per-slot flags, adjust/swap/duplicate, …); the client implements this common core. There is no game-port read; for an authoritative view of the resulting schedules use the Admin Network's `get_dispatch()` (see "Dispatch Query" below).
### Adding & removing orders
`add_order()` issues `CMD_INSERT_ORDER`, which appends a new order before `sel_ord` (pass `0xFFFF`/`INVALID_VEH_ORDER_ID` to append to the end). The client currently builds "go to station" orders only. The `order_type` byte is bit-packed: **bits 0-3** hold the `OrderType` (`1` = `OT_GOTO_STATION`), **bits 4-5** the `OrderStopLocation`, and **bits 6-7** the `OrderNonStopFlags`. The stop location defaults to `PlatformFarEnd` (`2`) because near-end/middle/through are **train-only** and the server rejects (`CMD_ERROR`, no state change) any other value for road vehicles, ships, or aircraft. `order_flags` is the 16-bit load/unload word (`0` = load-if-possible + unload-if-possible). `DestinationID` is the target `StationID`. `remove_order()` issues `CMD_DELETE_ORDER` for the order at a given position. Both are **broadcast** back as `ServerCommand` like any DoCommand; the client does not currently decode those echoes into observed order state, so verify results via the admin `get_timetable()` order count.
### Ownership requirement
A command is rejected (and the client kicked) unless it's issued by the company that owns the target vehicle — join that company via `join_company()` with a real company id (not 255/spectator) before calling any timetable method.
A command is rejected unless it's issued by the company that owns the target vehicle — join that company via `join_company()` with a real company id (not 255/spectator) before calling any order or timetable method. A malformed or wrong-company packet is treated as illegal and the client is kicked; a well-formed command that merely fails validation (e.g. an order the vehicle can't serve) is silently dropped with no state change and no kick.
### Reading timetables — no query command exists on the game port
There is no getter `DoCommand` for orders/timetables anywhere in the protocol. `get_vehicle_timetable()` works by passively decoding `ServerCommand` broadcasts (including the sender's own) as they arrive — it only reflects **changes made after the client joined**. A vehicle's pre-existing timetable (set before this client connected) is invisible until something changes it again; seeing it upfront would require parsing the `ORDR`/`VEHS` chunks of the initial savegame transfer (`ServerMapData`), which this client does not implement. For an authoritative read, use the Admin Network's `get_timetable()` instead (see "Timetable Query" above).