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/cvs/deliantra/server/socket/loop.C
Revision: 1.13
Committed: Thu Dec 14 02:37:37 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +6 -6 lines
Log Message:
moar\! rewrite\!

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 1.13 typedef void (*func_uint8_int_ns) (char *, int, client_socket *);
71 elmex 1.1
72 root 1.6 struct NsCmdMapping
73     {
74     const char *cmdname;
75     func_uint8_int_ns cmdproc;
76 root 1.11 uint8 flag;
77 elmex 1.1 };
78    
79 root 1.6 typedef void (*func_uint8_int_pl) (char *, int, player *);
80     struct PlCmdMapping
81     {
82     const char *cmdname;
83     func_uint8_int_pl cmdproc;
84     uint8 flag;
85 elmex 1.1 };
86    
87     /**
88     * Dispatch table for the server.
89     *
90     * CmdMapping is the dispatch table for the server, used in HandleClient,
91     * which gets called when the client has input. All commands called here
92     * use the same parameter form (char* data, int len, int clientnum.
93     * We do implicit casts, because the data that is being passed is
94     * unsigned (pretty much needs to be for binary data), however, most
95     * of these treat it only as strings, so it makes things easier
96     * to cast it here instead of a bunch of times in the function itself.
97     * flag is 1 if the player must be in the playing state to issue the
98     * command, 0 if they can issue it at any time.
99     */
100     static struct PlCmdMapping plcommands[] = {
101 root 1.6 {"examine", ExamineCmd, 1},
102     {"apply", ApplyCmd, 1},
103     {"move", MoveCmd, 1},
104     {"reply", ReplyCmd, 0},
105     {"command", PlayerCmd, 1},
106     {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
107     {"lookat", LookAt, 1},
108     {"lock", (func_uint8_int_pl) LockItem, 1},
109     {"mark", (func_uint8_int_pl) MarkItem, 1},
110     {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
111     {"mapinfo", MapInfoCmd, 2}, /* CF+ */
112     {"ext", ExtCmd, 2}, /* CF+ */
113 root 1.11 { 0 } /* terminator */
114 elmex 1.1 };
115    
116     /** Face-related commands */
117     static struct NsCmdMapping nscommands[] = {
118 root 1.11 {"addme", AddMeCmd, 2},
119 root 1.6 {"askface", SendFaceCmd}, /* Added: phil */
120     {"requestinfo", RequestInfo},
121 root 1.11 {"setfacemode", SetFaceMode, 2},
122     {"setsound", SetSound, 2},
123     {"setup", SetUp, 2},
124     {"version", VersionCmd, 2},
125     {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */
126     {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */
127 root 1.6 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
128 root 1.11 { 0 } /* terminator (I, II & III) */
129 elmex 1.1 };
130    
131     /**
132     * RequestInfo is sort of a meta command. There is some specific
133     * request of information, but we call other functions to provide
134     * that information.
135     */
136 root 1.6 void
137 root 1.13 RequestInfo (char *buf, int len, client_socket * ns)
138 elmex 1.1 {
139 root 1.6 char *params = NULL, *cp;
140    
141     /* No match */
142     char bigbuf[MAX_BUF];
143     int slen;
144    
145     /* Set up replyinfo before we modify any of the buffers - this is used
146     * if we don't find a match.
147     */
148     strcpy (bigbuf, "replyinfo ");
149     slen = strlen (bigbuf);
150     safe_strcat (bigbuf, buf, &slen, MAX_BUF);
151    
152     /* find the first space, make it null, and update the
153     * params pointer.
154     */
155     for (cp = buf; *cp != '\0'; cp++)
156     if (*cp == ' ')
157     {
158     *cp = '\0';
159     params = cp + 1;
160     break;
161     }
162 root 1.10
163 root 1.6 if (!strcmp (buf, "image_info"))
164     send_image_info (ns, params);
165     else if (!strcmp (buf, "image_sums"))
166     send_image_sums (ns, params);
167     else if (!strcmp (buf, "skill_info"))
168     send_skill_info (ns, params);
169     else if (!strcmp (buf, "spell_paths"))
170     send_spell_paths (ns, params);
171     else
172 root 1.12 ns->send_packet (bigbuf, len);
173 elmex 1.1 }
174    
175     /**
176     * Handle client input.
177     *
178     * HandleClient is actually not named really well - we only get here once
179     * there is input, so we don't do exception or other stuff here.
180     * sock is the output socket information. pl is the player associated
181     * with this socket, null if no player (one of the init_sockets for just
182     * starting a connection)
183     */
184    
185 root 1.6 void
186 root 1.13 HandleClient (client_socket *ns, player *pl)
187 elmex 1.1 {
188 root 1.6 /* Loop through this - maybe we have several complete packets here. */
189     // limit to a few commands only, though, as to not monopolise the server
190 root 1.11 for (int repeat = 16; repeat--;)
191 root 1.6 {
192     /* If it is a player, and they don't have any speed left, we
193     * return, and will read in the data when they do have time.
194     */
195 root 1.11 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
196     return;
197 elmex 1.1
198 root 1.11 int pkt_len = ns->read_packet ();
199 root 1.6
200 root 1.11 if (pkt_len < 0)
201 root 1.6 {
202 root 1.11 LOG (llevError, "read error on player %s\n", &pl->ob->name);
203 root 1.6 /* Caller will take care of cleaning this up */
204     ns->status = Ns_Dead;
205     return;
206 root 1.3 }
207 root 1.11 else if (pkt_len == 0)
208     /* Still dont have a full packet */
209 root 1.6 return;
210 elmex 1.1
211 root 1.6 /* First, break out beginning word. There are at least
212     * a few commands that do not have any paremeters. If
213     * we get such a command, don't worry about trying
214     * to break it up.
215     */
216 root 1.11 int datalen;
217     char *data = strchr ((char *)ns->inbuf + 2, ' ');
218    
219 root 1.6 if (data)
220     {
221 root 1.11 *data++ = 0;
222     datalen = pkt_len - (data - (char *)ns->inbuf);
223 root 1.6 }
224     else
225 root 1.11 {
226     data = (char *)ns->inbuf + 2; // better read garbage than segfault
227     datalen = 0;
228     }
229    
230     ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */
231 root 1.6
232 root 1.11 for (int i = 0; nscommands[i].cmdname; i++)
233 root 1.6 {
234 root 1.11 if (!strcmp ((char *)ns->inbuf + 2, nscommands[i].cmdname))
235 root 1.6 {
236 root 1.11 nscommands[i].cmdproc (data, datalen, ns);
237     ns->skip_packet (pkt_len);
238     //D// not doing this causes random memory corruption
239     if (nscommands[i].flag & 2)
240     goto next_packet;
241     return;
242 root 1.3 }
243     }
244 root 1.11
245 root 1.6 /* Player must be in the playing state or the flag on the
246     * the command must be zero for the user to use the command -
247     * otherwise, a player cam save, be in the play_again state, and
248     * the map they were on gets swapped out, yet things that try to look
249     * at the map causes a crash. If the command is valid, but
250     * one they can't use, we still swallow it up.
251     */
252     if (pl)
253 root 1.11 for (int i = 0; plcommands[i].cmdname; i++)
254 root 1.6 {
255 root 1.11 if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname))
256 root 1.6 {
257 root 1.3 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
258 root 1.11 plcommands[i].cmdproc ((char *) data, datalen, pl);
259    
260     ns->skip_packet (pkt_len);
261 elmex 1.1 //D// not doing this causes random memory corruption
262     if (plcommands[i].flag & 2)
263     goto next_packet;
264 root 1.11
265 elmex 1.1 return;
266 root 1.6 }
267     }
268 root 1.11
269     printf ("BP34n");//D
270 root 1.6 /* If we get here, we didn't find a valid command. Logging
271     * this might be questionable, because a broken client/malicious
272     * user could certainly send a whole bunch of invalid commands.
273     */
274 root 1.11 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
275     ns->skip_packet (pkt_len);
276 elmex 1.1 next_packet:
277 root 1.6 ;
278 elmex 1.1 }
279     }
280    
281    
282     /*****************************************************************************
283     *
284     * Low level socket looping - select calls and watchdog udp packet
285     * sending.
286     *
287     ******************************************************************************/
288    
289     #ifdef WATCHDOG
290 root 1.6
291 elmex 1.1 /**
292     * Tell watchdog that we are still alive
293     *
294     * I put the function here since we should hopefully already be getting
295     * all the needed include files for socket support
296     */
297    
298 root 1.6 void
299     watchdog (void)
300 elmex 1.1 {
301 root 1.6 static int fd = -1;
302 elmex 1.1 static struct sockaddr_in insock;
303    
304 root 1.6 if (fd == -1)
305 elmex 1.1 {
306     struct protoent *protoent;
307    
308 root 1.6 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
309     {
310     return;
311     }
312     insock.sin_family = AF_INET;
313     insock.sin_port = htons ((unsigned short) 13325);
314     insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
315 elmex 1.1 }
316 root 1.6 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
317 elmex 1.1 }
318     #endif
319    
320 root 1.6 void
321     flush_sockets (void)
322 elmex 1.1 {
323     player *pl;
324    
325     for (pl = first_player; pl != NULL; pl = pl->next)
326     if (pl->socket.status != Ns_Dead)
327     Socket_Flush (&pl->socket);
328     }
329    
330     /**
331 root 1.10 * This checks the sockets for input, does the right thing.
332 elmex 1.1 *
333     * A bit of this code is grabbed out of socket.c
334     * There are 2 lists we need to look through - init_sockets is a list
335     *
336     */
337 root 1.6 void
338     doeric_server (void)
339 elmex 1.1 {
340 root 1.6 int i, pollret;
341 root 1.10 fd_set tmp_read, tmp_write;
342 root 1.6 struct sockaddr_in addr;
343     socklen_t addrlen = sizeof (struct sockaddr);
344     player *pl, *next;
345 elmex 1.1
346     #ifdef CS_LOGSTATS
347 root 1.6 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
348     write_cs_stats ();
349 elmex 1.1 #endif
350    
351 root 1.6 FD_ZERO (&tmp_read);
352     FD_ZERO (&tmp_write);
353    
354     for (i = 0; i < socket_info.allocated_sockets; i++)
355     {
356     if (init_sockets[i].status == Ns_Dead)
357     {
358     free_newsocket (&init_sockets[i]);
359     init_sockets[i].status = Ns_Avail;
360     socket_info.nconns--;
361     }
362     else if (init_sockets[i].status != Ns_Avail)
363     {
364 root 1.10 FD_SET (init_sockets[i].fd, &tmp_read);
365     FD_SET (init_sockets[i].fd, &tmp_write);
366 root 1.3 }
367 elmex 1.1 }
368    
369 root 1.6 /* Go through the players. Let the loop set the next pl value,
370     * since we may remove some
371     */
372     for (pl = first_player; pl != NULL;)
373     {
374     if (pl->socket.status == Ns_Dead)
375     {
376     player *npl = pl->next;
377    
378     save_player (pl->ob, 0);
379 root 1.10
380 root 1.6 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
381     {
382     terminate_all_pets (pl->ob);
383 root 1.9 pl->ob->remove ();
384 root 1.3 }
385 root 1.10
386 root 1.6 leave (pl, 1);
387     final_free_player (pl);
388     pl = npl;
389     }
390     else
391     {
392     FD_SET ((uint32) pl->socket.fd, &tmp_read);
393     FD_SET ((uint32) pl->socket.fd, &tmp_write);
394     pl = pl->next;
395 root 1.3 }
396 elmex 1.1 }
397    
398 root 1.6 /* Reset timeout each time, since some OS's will change the values on
399     * the return from select.
400     */
401 root 1.10 socket_info.timeout.tv_sec = 0;
402 root 1.6 socket_info.timeout.tv_usec = 0;
403 elmex 1.1
404 root 1.10 pollret = select (socket_info.max_filedescriptor,
405     &tmp_read, &tmp_write, 0,
406     &socket_info.timeout);
407 elmex 1.1
408 root 1.6 if (pollret == -1)
409     {
410     LOG (llevError, "select failed: %s\n", strerror (errno));
411     return;
412 elmex 1.1 }
413    
414 root 1.6 /* We need to do some of the processing below regardless */
415    
416 elmex 1.1 /* if (!pollret) return;*/
417    
418 root 1.6 /* Following adds a new connection */
419     if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
420     {
421     int newsocknum = 0;
422 elmex 1.1
423     #ifdef ESRV_DEBUG
424 root 1.6 LOG (llevDebug, "doeric_server: New Connection\n");
425 elmex 1.1 #endif
426 root 1.6 /* If this is the case, all sockets currently in used */
427     if (socket_info.allocated_sockets <= socket_info.nconns)
428     {
429 root 1.13 init_sockets = (client_socket *) realloc (init_sockets, sizeof (client_socket) * (socket_info.nconns + 1));
430 root 1.6 if (!init_sockets)
431     fatal (OUT_OF_MEMORY);
432     newsocknum = socket_info.allocated_sockets;
433     socket_info.allocated_sockets++;
434     init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
435     init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent));
436     if (!init_sockets[newsocknum].faces_sent)
437     fatal (OUT_OF_MEMORY);
438     init_sockets[newsocknum].status = Ns_Avail;
439     }
440     else
441     {
442     int j;
443    
444     for (j = 1; j < socket_info.allocated_sockets; j++)
445     if (init_sockets[j].status == Ns_Avail)
446     {
447     newsocknum = j;
448     break;
449     }
450     }
451 root 1.10
452 root 1.6 init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
453 root 1.10
454 root 1.6 if (init_sockets[newsocknum].fd == -1)
455 root 1.10 LOG (llevError, "accept failed: %s\n", strerror (errno));
456 root 1.6 else
457     {
458     char buf[MAX_BUF];
459     long ip;
460 root 1.13 client_socket *ns;
461 root 1.6
462     ns = &init_sockets[newsocknum];
463    
464     ip = ntohl (addr.sin_addr.s_addr);
465     sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255);
466    
467     if (checkbanned (NULL, buf))
468     {
469     LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf);
470     close (init_sockets[newsocknum].fd);
471     init_sockets[newsocknum].fd = -1;
472 root 1.3 }
473 root 1.6 else
474     {
475 root 1.13 ns->init (buf);
476 root 1.6 socket_info.nconns++;
477 root 1.3 }
478     }
479 elmex 1.1 }
480    
481 root 1.10 /* Check for any input on the sockets */
482 root 1.6 if (pollret)
483     for (i = 1; i < socket_info.allocated_sockets; i++)
484     {
485     if (init_sockets[i].status == Ns_Avail)
486     continue;
487 root 1.10
488 root 1.11 //TODO: disassociate handleclient from socket readin
489     if (init_sockets[i].inbuf_len || FD_ISSET (init_sockets[i].fd, &tmp_read))
490 root 1.10 HandleClient (&init_sockets[i], NULL);
491    
492 root 1.6 if (FD_ISSET (init_sockets[i].fd, &tmp_write))
493 root 1.10 init_sockets[i].can_write = 1;
494 root 1.6 }
495 elmex 1.1
496 root 1.6 /* This does roughly the same thing, but for the players now */
497     for (pl = first_player; pl != NULL; pl = next)
498     {
499 elmex 1.1
500 root 1.6 next = pl->next;
501     if (pl->socket.status == Ns_Dead)
502     continue;
503    
504     if (FD_ISSET (pl->socket.fd, &tmp_write))
505     {
506     if (!pl->socket.can_write)
507     {
508 elmex 1.1 #if 0
509 root 1.6 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
510 elmex 1.1 #endif
511 root 1.6 pl->socket.can_write = 1;
512     write_socket_buffer (&pl->socket);
513 root 1.3 }
514 root 1.10
515 root 1.6 /* if we get an error on the write_socket buffer, no reason to
516     * continue on this socket.
517     */
518     if (pl->socket.status == Ns_Dead)
519     continue;
520     }
521     else
522     pl->socket.can_write = 0;
523    
524 root 1.10 HandleClient (&pl->socket, pl);
525     /* If the player has left the game, then the socket status
526     * will be set to this be the leave function. We don't
527     * need to call leave again, as it has already been called
528     * once.
529     */
530     if (pl->socket.status == Ns_Dead)
531 root 1.6 {
532     save_player (pl->ob, 0);
533 root 1.10
534 root 1.6 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
535     {
536     terminate_all_pets (pl->ob);
537 root 1.9 pl->ob->remove ();
538 root 1.3 }
539 root 1.10
540 root 1.6 leave (pl, 1);
541     final_free_player (pl);
542 root 1.3 }
543 root 1.6 else
544     {
545 root 1.10 /* Update the players stats once per tick. More efficient than
546     * sending them whenever they change, and probably just as useful
547 root 1.6 */
548 root 1.10 esrv_update_stats (pl);
549     if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
550 root 1.6 {
551 root 1.10 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
552     if (pl->last_weight != WEIGHT (pl->ob))
553     LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
554     (unsigned long) pl->last_weight, WEIGHT (pl->ob));
555 root 1.6 }
556    
557 root 1.10 /* draw_client_map does sanity checking that map is
558     * valid, so don't do it here.
559     */
560     draw_client_map (pl->ob);
561     if (pl->socket.update_look)
562     esrv_draw_look (pl->ob);
563 root 1.3 }
564 elmex 1.1 }
565     }
566 root 1.10