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/cvs/deliantra/server/socket/loop.C
Revision: 1.21
Committed: Sat Dec 16 03:21:08 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +23 -8 lines
Log Message:
- limit command backlog to two seconds

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 root 1.16 #include <unistd.h>
47     #include <arpa/inet.h>
48 elmex 1.1
49     #include <loader.h>
50    
51 root 1.20 #define MAX_QUEUE_DEPTH 500 //TODO
52 root 1.21 #define MAX_QUEUE_BACKLOG 2 //TODO
53 elmex 1.1
54 root 1.21 void
55     client::reset_state ()
56     {
57     if (!pl)
58     return;
59    
60     pl->run_on = 0;
61     pl->fire_on = 0;
62     }
63 elmex 1.1
64 root 1.20 void
65     client::queue_command (packet_type *handler, char *data, int datalen)
66 root 1.6 {
67 root 1.20 tstamp stamp = now ();
68 elmex 1.1
69 root 1.20 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
70 root 1.21 {
71     //TODO: just disconnect here?
72     reset_state ();
73     send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
74     }
75 root 1.20 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp)
76 root 1.21 {
77     reset_state ();
78     send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED);
79     }
80 root 1.20 else
81     cmd_queue.push_back (command (
82     stamp, handler, (char *)salloc (datalen, data), datalen
83     ));
84     }
85 elmex 1.1
86 root 1.20 bool
87     client::handle_command ()
88 elmex 1.1 {
89 root 1.20 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
90     return false;
91 elmex 1.1
92 root 1.20 if (cmd_queue.empty ())
93     return false;
94 root 1.6
95 root 1.20 command &cmd = cmd_queue.front ();
96 root 1.11
97 root 1.20 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
98 root 1.21 {
99     reset_state ();
100     send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
101     }
102 root 1.20 else
103     execute (cmd.handler, cmd.data, cmd.datalen);
104 root 1.11
105 root 1.20 sfree (cmd.data, cmd.datalen);
106     cmd_queue.pop_front ();
107 root 1.6
108 root 1.20 return true;
109 elmex 1.1 }
110    
111 root 1.6 void
112     flush_sockets (void)
113 elmex 1.1 {
114 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
115 root 1.15 if ((*i)->status != Ns_Dead)
116     (*i)->flush ();
117 elmex 1.1 }
118    
119     /**
120 root 1.10 * This checks the sockets for input, does the right thing.
121 elmex 1.1 *
122     * A bit of this code is grabbed out of socket.c
123     * There are 2 lists we need to look through - init_sockets is a list
124     *
125     */
126 root 1.6 void
127     doeric_server (void)
128 elmex 1.1 {
129     #ifdef CS_LOGSTATS
130 root 1.6 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
131     write_cs_stats ();
132 elmex 1.1 #endif
133    
134 root 1.6 /* Go through the players. Let the loop set the next pl value,
135     * since we may remove some
136     */
137 root 1.14 //TODO: must be handled cleanly elsewhere
138 root 1.20 for (player *pl = first_player; pl; )
139 root 1.6 {
140 root 1.14 player *npl = pl->next;
141    
142     //TODO: must be handled cleanly elsewhere
143 root 1.20 if (!pl->socket || pl->socket->status == Ns_Dead)
144 root 1.6 {
145     save_player (pl->ob, 0);
146 root 1.10
147 root 1.6 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
148     {
149     terminate_all_pets (pl->ob);
150 root 1.9 pl->ob->remove ();
151 root 1.3 }
152 root 1.10
153 root 1.6 leave (pl, 1);
154     final_free_player (pl);
155 root 1.3 }
156 elmex 1.1
157 root 1.14 pl = npl;
158 elmex 1.1 }
159    
160 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
161 root 1.6 {
162 root 1.19 client *s = *i;
163 elmex 1.1
164 root 1.14 if (s->status == Ns_Dead)
165 root 1.6 {
166 root 1.19 clients.erase (i);
167 root 1.14 delete s;
168 root 1.6 }
169     else
170 root 1.20 ++i;
171 elmex 1.1 }
172    
173 root 1.14 /* We need to do some of the processing below regardless */
174    
175 root 1.10 /* Check for any input on the sockets */
176 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
177 root 1.6 {
178 root 1.19 client *s = *i;
179 root 1.14 player *pl = s->pl;
180 elmex 1.1
181 root 1.20 s->handle_packet ();
182     s->handle_command ();
183 root 1.10
184 root 1.14 //TODO: should not be done here, either
185     if (s->status != Ns_Dead && pl)
186 root 1.6 {
187 root 1.10 /* Update the players stats once per tick. More efficient than
188     * sending them whenever they change, and probably just as useful
189 root 1.6 */
190 root 1.10 esrv_update_stats (pl);
191 root 1.20
192 root 1.10 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
193 root 1.6 {
194 root 1.10 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
195     if (pl->last_weight != WEIGHT (pl->ob))
196     LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
197     (unsigned long) pl->last_weight, WEIGHT (pl->ob));
198 root 1.6 }
199    
200 root 1.10 draw_client_map (pl->ob);
201 root 1.20
202 root 1.14 if (s->update_look)
203 root 1.10 esrv_draw_look (pl->ob);
204 root 1.3 }
205 elmex 1.1 }
206     }
207 root 1.10