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/cvs/deliantra/server/socket/loop.C
Revision: 1.10
Committed: Wed Dec 13 02:55:51 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +46 -65 lines
Log Message:
- medium decruftification
- medium cleanups
- make settings accessible to perl using cf::settings->mutator
  (completely untested)

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.7 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /**
25     * \file
26     * Main client/server loops.
27     *
28     * \date 2003-12-02
29     *
30     * loop.c mainly deals with initialization and higher level socket
31     * maintenance (checking for lost connections and if data has arrived.)
32     * The reading of data is handled in ericserver.c
33     */
34    
35    
36     #include <global.h>
37 root 1.10 #include <sproto.h>
38     #include <sockproto.h>
39 elmex 1.1
40 pippijn 1.8 #include <sys/types.h>
41     #include <sys/time.h>
42     #include <sys/socket.h>
43     #include <netinet/in.h>
44     #include <netdb.h>
45 elmex 1.1
46     #ifdef HAVE_UNISTD_H
47 root 1.6 # include <unistd.h>
48 elmex 1.1 #endif
49    
50     #ifdef HAVE_ARPA_INET_H
51 root 1.6 # include <arpa/inet.h>
52 elmex 1.1 #endif
53    
54     #include <loader.h>
55     #include <newserver.h>
56    
57     /*****************************************************************************
58     * Start of command dispatch area.
59     * The commands here are protocol commands.
60     ****************************************************************************/
61    
62     /* Either keep this near the start or end of the file so it is
63     * at least reasonablye easy to find.
64     * There are really 2 commands - those which are sent/received
65     * before player joins, and those happen after the player has joined.
66     * As such, we have function types that might be called, so
67     * we end up having 2 tables.
68     */
69    
70 root 1.6 typedef void (*func_uint8_int_ns) (char *, int, NewSocket *);
71 elmex 1.1
72 root 1.6 struct NsCmdMapping
73     {
74     const char *cmdname;
75     func_uint8_int_ns cmdproc;
76 elmex 1.1 };
77    
78 root 1.6 typedef void (*func_uint8_int_pl) (char *, int, player *);
79     struct PlCmdMapping
80     {
81     const char *cmdname;
82     func_uint8_int_pl cmdproc;
83     uint8 flag;
84 elmex 1.1 };
85    
86     /**
87     * Dispatch table for the server.
88     *
89     * CmdMapping is the dispatch table for the server, used in HandleClient,
90     * which gets called when the client has input. All commands called here
91     * use the same parameter form (char* data, int len, int clientnum.
92     * We do implicit casts, because the data that is being passed is
93     * unsigned (pretty much needs to be for binary data), however, most
94     * of these treat it only as strings, so it makes things easier
95     * to cast it here instead of a bunch of times in the function itself.
96     * flag is 1 if the player must be in the playing state to issue the
97     * command, 0 if they can issue it at any time.
98     */
99     static struct PlCmdMapping plcommands[] = {
100 root 1.6 {"examine", ExamineCmd, 1},
101     {"apply", ApplyCmd, 1},
102     {"move", MoveCmd, 1},
103     {"reply", ReplyCmd, 0},
104     {"command", PlayerCmd, 1},
105     {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
106     {"lookat", LookAt, 1},
107     {"lock", (func_uint8_int_pl) LockItem, 1},
108     {"mark", (func_uint8_int_pl) MarkItem, 1},
109     {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
110     {"mapinfo", MapInfoCmd, 2}, /* CF+ */
111     {"ext", ExtCmd, 2}, /* CF+ */
112     {NULL, NULL, 0} /* terminator */
113 elmex 1.1 };
114    
115     /** Face-related commands */
116     static struct NsCmdMapping nscommands[] = {
117 root 1.6 {"addme", AddMeCmd},
118     {"askface", SendFaceCmd}, /* Added: phil */
119     {"requestinfo", RequestInfo},
120     {"setfacemode", SetFaceMode},
121     {"setsound", SetSound},
122     {"setup", SetUp},
123     {"version", VersionCmd},
124     {"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */
125     {"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */
126     {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
127     {NULL, NULL} /* terminator (I, II & III) */
128 elmex 1.1 };
129    
130     /**
131     * RequestInfo is sort of a meta command. There is some specific
132     * request of information, but we call other functions to provide
133     * that information.
134     */
135 root 1.6 void
136     RequestInfo (char *buf, int len, NewSocket * ns)
137 elmex 1.1 {
138 root 1.6 char *params = NULL, *cp;
139    
140     /* No match */
141     char bigbuf[MAX_BUF];
142     int slen;
143    
144     /* Set up replyinfo before we modify any of the buffers - this is used
145     * if we don't find a match.
146     */
147     strcpy (bigbuf, "replyinfo ");
148     slen = strlen (bigbuf);
149     safe_strcat (bigbuf, buf, &slen, MAX_BUF);
150    
151     /* find the first space, make it null, and update the
152     * params pointer.
153     */
154     for (cp = buf; *cp != '\0'; cp++)
155     if (*cp == ' ')
156     {
157     *cp = '\0';
158     params = cp + 1;
159     break;
160     }
161 root 1.10
162 root 1.6 if (!strcmp (buf, "image_info"))
163     send_image_info (ns, params);
164     else if (!strcmp (buf, "image_sums"))
165     send_image_sums (ns, params);
166     else if (!strcmp (buf, "skill_info"))
167     send_skill_info (ns, params);
168     else if (!strcmp (buf, "spell_paths"))
169     send_spell_paths (ns, params);
170     else
171     Write_String_To_Socket (ns, bigbuf, len);
172 elmex 1.1 }
173    
174     /**
175     * Handle client input.
176     *
177     * HandleClient is actually not named really well - we only get here once
178     * there is input, so we don't do exception or other stuff here.
179     * sock is the output socket information. pl is the player associated
180     * with this socket, null if no player (one of the init_sockets for just
181     * starting a connection)
182     */
183    
184 root 1.6 void
185     HandleClient (NewSocket * ns, player *pl)
186 elmex 1.1 {
187 root 1.6 int len = 0, i, cnt;
188     char *data;
189 elmex 1.1
190 root 1.6 /* Loop through this - maybe we have several complete packets here. */
191     // limit to a few commands only, though, as to not monopolise the server
192     for (cnt = 16; cnt--;)
193     {
194     /* If it is a player, and they don't have any speed left, we
195     * return, and will read in the data when they do have time.
196     */
197     if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0)
198     {
199     return;
200 root 1.3 }
201 elmex 1.1
202 root 1.6 i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1);
203    
204     if (i < 0)
205     {
206 elmex 1.1 #ifdef ESRV_DEBUG
207 root 1.6 LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None"));
208 elmex 1.1 #endif
209 root 1.6 /* Caller will take care of cleaning this up */
210     ns->status = Ns_Dead;
211     return;
212 root 1.3 }
213 root 1.6 /* Still dont have a full packet */
214     if (i == 0)
215     return;
216 elmex 1.1
217     // //D//TODO//temporarily log long commands
218     // if (ns->inbuf.len >= 40 && pl && pl->ob)
219     // LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
220    
221 root 1.6 /* First, break out beginning word. There are at least
222     * a few commands that do not have any paremeters. If
223     * we get such a command, don't worry about trying
224     * to break it up.
225     */
226     data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' ');
227     if (data)
228     {
229     *data = '\0';
230     data++;
231     len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
232     }
233     else
234     len = 0;
235    
236     ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */
237     for (i = 0; nscommands[i].cmdname != NULL; i++)
238     {
239     if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0)
240     {
241     nscommands[i].cmdproc ((char *) data, len, ns);
242     ns->inbuf.len = 0;
243     return; //D// not doing this causes random memory corruption
244     goto next_packet;
245 root 1.3 }
246     }
247 root 1.6 /* Player must be in the playing state or the flag on the
248     * the command must be zero for the user to use the command -
249     * otherwise, a player cam save, be in the play_again state, and
250     * the map they were on gets swapped out, yet things that try to look
251     * at the map causes a crash. If the command is valid, but
252     * one they can't use, we still swallow it up.
253     */
254     if (pl)
255     for (i = 0; plcommands[i].cmdname != NULL; i++)
256     {
257     if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0)
258     {
259 root 1.3 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
260 root 1.6 plcommands[i].cmdproc ((char *) data, len, pl);
261     ns->inbuf.len = 0;
262 elmex 1.1 //D// not doing this causes random memory corruption
263     if (plcommands[i].flag & 2)
264     goto next_packet;
265     return;
266 root 1.6 }
267     }
268     /* If we get here, we didn't find a valid command. Logging
269     * this might be questionable, because a broken client/malicious
270     * user could certainly send a whole bunch of invalid commands.
271     */
272     LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2);
273 elmex 1.1 next_packet:
274 root 1.6 ;
275 elmex 1.1 }
276     }
277    
278    
279     /*****************************************************************************
280     *
281     * Low level socket looping - select calls and watchdog udp packet
282     * sending.
283     *
284     ******************************************************************************/
285    
286     #ifdef WATCHDOG
287 root 1.6
288 elmex 1.1 /**
289     * Tell watchdog that we are still alive
290     *
291     * I put the function here since we should hopefully already be getting
292     * all the needed include files for socket support
293     */
294    
295 root 1.6 void
296     watchdog (void)
297 elmex 1.1 {
298 root 1.6 static int fd = -1;
299 elmex 1.1 static struct sockaddr_in insock;
300    
301 root 1.6 if (fd == -1)
302 elmex 1.1 {
303     struct protoent *protoent;
304    
305 root 1.6 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
306     {
307     return;
308     }
309     insock.sin_family = AF_INET;
310     insock.sin_port = htons ((unsigned short) 13325);
311     insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
312 elmex 1.1 }
313 root 1.6 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
314 elmex 1.1 }
315     #endif
316    
317 root 1.6 void
318     flush_sockets (void)
319 elmex 1.1 {
320     player *pl;
321    
322     for (pl = first_player; pl != NULL; pl = pl->next)
323     if (pl->socket.status != Ns_Dead)
324     Socket_Flush (&pl->socket);
325     }
326    
327     /**
328 root 1.10 * This checks the sockets for input, does the right thing.
329 elmex 1.1 *
330     * A bit of this code is grabbed out of socket.c
331     * There are 2 lists we need to look through - init_sockets is a list
332     *
333     */
334 root 1.6 void
335     doeric_server (void)
336 elmex 1.1 {
337 root 1.6 int i, pollret;
338 root 1.10 fd_set tmp_read, tmp_write;
339 root 1.6 struct sockaddr_in addr;
340     socklen_t addrlen = sizeof (struct sockaddr);
341     player *pl, *next;
342 elmex 1.1
343     #ifdef CS_LOGSTATS
344 root 1.6 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
345     write_cs_stats ();
346 elmex 1.1 #endif
347    
348 root 1.6 FD_ZERO (&tmp_read);
349     FD_ZERO (&tmp_write);
350    
351     for (i = 0; i < socket_info.allocated_sockets; i++)
352     {
353     if (init_sockets[i].status == Ns_Dead)
354     {
355     free_newsocket (&init_sockets[i]);
356     init_sockets[i].status = Ns_Avail;
357     socket_info.nconns--;
358     }
359     else if (init_sockets[i].status != Ns_Avail)
360     {
361 root 1.10 FD_SET (init_sockets[i].fd, &tmp_read);
362     FD_SET (init_sockets[i].fd, &tmp_write);
363 root 1.3 }
364 elmex 1.1 }
365    
366 root 1.6 /* Go through the players. Let the loop set the next pl value,
367     * since we may remove some
368     */
369     for (pl = first_player; pl != NULL;)
370     {
371     if (pl->socket.status == Ns_Dead)
372     {
373     player *npl = pl->next;
374    
375     save_player (pl->ob, 0);
376 root 1.10
377 root 1.6 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
378     {
379     terminate_all_pets (pl->ob);
380 root 1.9 pl->ob->remove ();
381 root 1.3 }
382 root 1.10
383 root 1.6 leave (pl, 1);
384     final_free_player (pl);
385     pl = npl;
386     }
387     else
388     {
389     FD_SET ((uint32) pl->socket.fd, &tmp_read);
390     FD_SET ((uint32) pl->socket.fd, &tmp_write);
391     pl = pl->next;
392 root 1.3 }
393 elmex 1.1 }
394    
395 root 1.6 /* Reset timeout each time, since some OS's will change the values on
396     * the return from select.
397     */
398 root 1.10 socket_info.timeout.tv_sec = 0;
399 root 1.6 socket_info.timeout.tv_usec = 0;
400 elmex 1.1
401 root 1.10 pollret = select (socket_info.max_filedescriptor,
402     &tmp_read, &tmp_write, 0,
403     &socket_info.timeout);
404 elmex 1.1
405 root 1.6 if (pollret == -1)
406     {
407     LOG (llevError, "select failed: %s\n", strerror (errno));
408     return;
409 elmex 1.1 }
410    
411 root 1.6 /* We need to do some of the processing below regardless */
412    
413 elmex 1.1 /* if (!pollret) return;*/
414    
415 root 1.6 /* Following adds a new connection */
416     if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
417     {
418     int newsocknum = 0;
419 elmex 1.1
420     #ifdef ESRV_DEBUG
421 root 1.6 LOG (llevDebug, "doeric_server: New Connection\n");
422 elmex 1.1 #endif
423 root 1.6 /* If this is the case, all sockets currently in used */
424     if (socket_info.allocated_sockets <= socket_info.nconns)
425     {
426     init_sockets = (NewSocket *) realloc (init_sockets, sizeof (NewSocket) * (socket_info.nconns + 1));
427     if (!init_sockets)
428     fatal (OUT_OF_MEMORY);
429     newsocknum = socket_info.allocated_sockets;
430     socket_info.allocated_sockets++;
431     init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
432     init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent));
433     if (!init_sockets[newsocknum].faces_sent)
434     fatal (OUT_OF_MEMORY);
435     init_sockets[newsocknum].status = Ns_Avail;
436     }
437     else
438     {
439     int j;
440    
441     for (j = 1; j < socket_info.allocated_sockets; j++)
442     if (init_sockets[j].status == Ns_Avail)
443     {
444     newsocknum = j;
445     break;
446     }
447     }
448 root 1.10
449 root 1.6 init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
450 root 1.10
451 root 1.6 if (init_sockets[newsocknum].fd == -1)
452 root 1.10 LOG (llevError, "accept failed: %s\n", strerror (errno));
453 root 1.6 else
454     {
455     char buf[MAX_BUF];
456     long ip;
457     NewSocket *ns;
458    
459     ns = &init_sockets[newsocknum];
460    
461     ip = ntohl (addr.sin_addr.s_addr);
462     sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255);
463    
464     if (checkbanned (NULL, buf))
465     {
466     LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf);
467     close (init_sockets[newsocknum].fd);
468     init_sockets[newsocknum].fd = -1;
469 root 1.3 }
470 root 1.6 else
471     {
472     InitConnection (ns, buf);
473     socket_info.nconns++;
474 root 1.3 }
475     }
476 elmex 1.1 }
477    
478 root 1.10 /* Check for any input on the sockets */
479 root 1.6 if (pollret)
480     for (i = 1; i < socket_info.allocated_sockets; i++)
481     {
482     if (init_sockets[i].status == Ns_Avail)
483     continue;
484 root 1.10
485 root 1.6 if (FD_ISSET (init_sockets[i].fd, &tmp_read))
486 root 1.10 HandleClient (&init_sockets[i], NULL);
487    
488 root 1.6 if (FD_ISSET (init_sockets[i].fd, &tmp_write))
489 root 1.10 init_sockets[i].can_write = 1;
490 root 1.6 }
491 elmex 1.1
492 root 1.6 /* This does roughly the same thing, but for the players now */
493     for (pl = first_player; pl != NULL; pl = next)
494     {
495 elmex 1.1
496 root 1.6 next = pl->next;
497     if (pl->socket.status == Ns_Dead)
498     continue;
499    
500     if (FD_ISSET (pl->socket.fd, &tmp_write))
501     {
502     if (!pl->socket.can_write)
503     {
504 elmex 1.1 #if 0
505 root 1.6 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
506 elmex 1.1 #endif
507 root 1.6 pl->socket.can_write = 1;
508     write_socket_buffer (&pl->socket);
509 root 1.3 }
510 root 1.10
511 root 1.6 /* if we get an error on the write_socket buffer, no reason to
512     * continue on this socket.
513     */
514     if (pl->socket.status == Ns_Dead)
515     continue;
516     }
517     else
518     pl->socket.can_write = 0;
519    
520 root 1.10 HandleClient (&pl->socket, pl);
521     /* If the player has left the game, then the socket status
522     * will be set to this be the leave function. We don't
523     * need to call leave again, as it has already been called
524     * once.
525     */
526     if (pl->socket.status == Ns_Dead)
527 root 1.6 {
528     save_player (pl->ob, 0);
529 root 1.10
530 root 1.6 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
531     {
532     terminate_all_pets (pl->ob);
533 root 1.9 pl->ob->remove ();
534 root 1.3 }
535 root 1.10
536 root 1.6 leave (pl, 1);
537     final_free_player (pl);
538 root 1.3 }
539 root 1.6 else
540     {
541 root 1.10 /* Update the players stats once per tick. More efficient than
542     * sending them whenever they change, and probably just as useful
543 root 1.6 */
544 root 1.10 esrv_update_stats (pl);
545     if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
546 root 1.6 {
547 root 1.10 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
548     if (pl->last_weight != WEIGHT (pl->ob))
549     LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
550     (unsigned long) pl->last_weight, WEIGHT (pl->ob));
551 root 1.6 }
552    
553 root 1.10 /* draw_client_map does sanity checking that map is
554     * valid, so don't do it here.
555     */
556     draw_client_map (pl->ob);
557     if (pl->socket.update_look)
558     esrv_draw_look (pl->ob);
559 root 1.3 }
560 elmex 1.1 }
561     }
562 root 1.10