--- deliantra/server/include/client.h 2006/12/20 01:19:11 1.12 +++ deliantra/server/include/client.h 2007/02/04 00:39:32 1.27 @@ -1,32 +1,33 @@ /* - CrossFire, A Multiplayer game for the X Window System - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The author can be reached via e-mail to crossfire@schmorp.de -*/ + * CrossFire, A Multiplayer game for the X Window System + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The author can be reached via e-mail to crossfire@schmorp.de + */ #ifndef CLIENT_H #define CLIENT_H #include #include -#include +#include // (possibly) max. number of objects "per page" in the ground container #define FLOORBOX_PAGESIZE 50 @@ -70,18 +71,15 @@ * are using. */ -enum Sock_Status { Ns_Add, Ns_Dead }; - /* Only one map mode can actually be used, so lets make it a switch * instead of having a bunch of different fields that needed to * get toggled. */ enum MapMode { Map0Cmd = 0, Map1Cmd = 1, Map1aCmd = 2 }; -/* The following is the setup for a ring buffer for storing outbut +/* The following is the setup for a ring buffer for storing output * data that the OS can't handle right away. */ - struct Buffer { char data[SOCKETBUFSIZE]; @@ -89,10 +87,21 @@ int len; }; +// states the socket can be in +enum { + ST_DEAD, // socket is dead + ST_SETUP, // initial handshake / setup / login + ST_PLAYING, // logged in an playing + ST_CUSTOM, // waiting for custom reply + + ST_CHANGE_CLASS, + ST_GET_PARTY_PASSWORD, +}; + // a handler for a specific type of packet enum { - PF_PLAYER = 0x01, // must have valid player / will by synchronised - PF_PLAYING = 0x02, // must be in playing state + PF_PLAYER = 0x01, // must have valid player / will by synchronised + PF_PLAYING = 0x02, // must be in playing state }; struct packet_type @@ -115,44 +124,78 @@ } }; +struct refitem +{ + object_ptr op; +}; + // this represents a container on the client side. // right now, there are only ever two of them: // the inventory and the floor/open container //TODO: unused as of yet -struct client_container +struct client_container : vector< refitem, slice_allocator > { + client *ns; enum { CC_NONE, CC_INVENTORY, CC_MAPSPACE, CC_CONTAINER } type; + bool item_changed; // one of the items in here possibly changed + // for mapspace and container - sint16 x, y; + int x, y; maptile *map; // for container object *env; + + client_container (client *ns) + : ns (ns), type (CC_NONE) { } + + tag_t tag () const; + + inline iterator merge_item (iterator i, object *op); + + void clear (); + void update (); + + void set_mapspace (maptile *map, int x, int y); + void set_container (object *env); }; /* how many times we are allowed to give the wrong password before being kicked. */ #define MAX_PASSWORD_FAILURES 5 -ACC_CLASS (client) // should become player when newsocket is a baseclass of player -struct client : zero_initialised, attachable_base +INTERFACE_CLASS (client) // should become player when newsocket is a baseclass of player +struct client : zero_initialised, attachable { - enum Sock_Status status; int ACC (RW, fd); unsigned int inbuf_len; // number of bytes valid in inbuf uint8 *faces_sent; // This is a bitmap on sent face status - statsinfo stats; + statsinfo stats; + int ACC (RO, active); client_container cc_inv, cc_other; + Buffer outputbuffer; char *ACC (RW, host); /* Which host it is connected from (ip address) */ - uint8 ACC (RW, password_fails); /* how many times the player has failed to give the right password */ - Buffer outputbuffer; + uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ + + sint8 ACC (RW, last_level); /* Last level we sent to client */ + uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ + float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ + sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ + sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ + uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ + uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ + uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ + living ACC (RO, last_stats); /* Last stats as sent to client */ + float ACC (RW, last_speed); /* Last speed as sent to client */ + sint16 ACC (RW, last_resist[NROFATTACKS]);/* last resist values sent to client */ + sint64 ACC (RW, last_skill_exp[NUM_SKILLS]);/* shadow register. if != exp. obj update client */ + bool ACC (RW, afk); /* player is afk */ bool ACC (RW, facecache); /* If true, client is caching images */ bool ACC (RW, sent_scroll); bool ACC (RW, sound); /* does the client want sound */ - bool ACC (RW, exp64); /* Client wants 64 bit exp data, as well as skill data */ bool ACC (RW, newmapcmd); /* Send newmap command when entering new map SMACFIGGEN */ bool ACC (RW, plugincmd); /* CF+ extend the protocol through a plug-in */ bool ACC (RW, mapinfocmd); /* CF+ return map info and send map change info */ @@ -182,33 +225,41 @@ int ACC (RW, current_x), ACC (RW, current_y); // CF+ last/current map position char ACC (RW, version)[64]; // CF+ client name/version - player *ACC (RO, pl);//TODO should not be here, preferably + player_ptr ACC (RO, pl); int ACC (RW, rtt), ACC (RW, rttvar); /* round-trip time and -variance, if known */ - client (int fd, const char *from_ip); - ~client (); - void destroy (); + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; iw cmd_ev; void cmd_cb (iw &w); iow socket_ev; void socket_cb (iow &w, int got); std::deque< command, slice_allocator > cmd_queue; - // resets movement state + // large structures at the end please + struct Map lastmap; + std::bitset anims_sent; + // if we get an incomplete packet, this is used to hold the data. + // we add 2 byte for the header, one for the trailing 0 byte + uint8 inbuf[MAXSOCKBUF + 2 + 1]; + bool may_execute (const packet_type *pkt) const; void execute (const packet_type *pkt, char *data, int datalen); void queue_command (packet_type *handler, char *data, int datalen); - bool handle_command (); - void reset_state (); + MTH bool handle_command (); + // resets movement state + MTH void reset_state (); + // resets variable data used to send stat diffs + MTH void reset_stats (); - bool handle_packet (); + MTH bool handle_packet (); int next_packet (); // returns length of packet or 0 void skip_packet (int len); // we have processed the packet, skip it - void flush (); - void write_outputbuffer (); + MTH void flush (); + MTH void write_outputbuffer (); void send (void *buf_, int len); void send_packet (const char *buf); @@ -217,16 +268,15 @@ void send_packet (packet &sl); // called when something under the player changes - void floorbox_update () { update_look = 1; } + MTH void floorbox_update () { update_look = 1; } // called when the player has been moved - void floorbox_reset () { look_position = 0; floorbox_update (); } + MTH void floorbox_reset () { look_position = 0; floorbox_update (); } - // large structures at the end please - struct Map lastmap; - std::bitset anims_sent; - // if we get an incomplete packet, this is used to hold the data. - // we add 2 byte for the header, one for the trailing 0 byte - uint8 inbuf[MAXSOCKBUF + 2 + 1]; + MTH static client *create (int fd, const char *peername); + +protected: + client (int fd, const char *from_ip); + ~client (); }; #define CLIENT_SUPPORT_READABLES(__sockPtr,__type)\ @@ -273,9 +323,14 @@ #define VERSION_SC 1027 #define VERSION_INFO "Crossfire+ Server" -typedef unordered_vector sockvec; +typedef object_vector sockvec; extern sockvec clients; + +#define for_all_clients(var) \ + for (int _i = 0; _i < clients.size (); ++_i) \ + declvar (client *, var, clients [_i]) + extern int nrofpixmaps; //TODO: hrmpf, should go #endif