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/cvs/deliantra/server/socket/loop.C
Revision: 1.24
Committed: Sat Dec 16 18:39:26 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +8 -4 lines
Log Message:
fix memory leak in player command queue.

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 1.23 #define MAX_QUEUE_BACKLOG 5. //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 root 1.24 {
82     cmd_queue.push_back (command ());
83     command &cmd = cmd_queue.back ();
84     cmd.stamp = stamp;
85     cmd.handler = handler;
86     cmd.data = (char *)salloc (datalen + 1, data);
87     cmd.datalen = datalen;
88     }
89 root 1.20 }
90 elmex 1.1
91 root 1.20 bool
92     client::handle_command ()
93 elmex 1.1 {
94 root 1.20 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
95     return false;
96 elmex 1.1
97 root 1.20 if (cmd_queue.empty ())
98     return false;
99 root 1.6
100 root 1.20 command &cmd = cmd_queue.front ();
101 root 1.11
102 root 1.20 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
103 root 1.21 {
104     reset_state ();
105     send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
106     }
107 root 1.20 else
108     execute (cmd.handler, cmd.data, cmd.datalen);
109 root 1.11
110 root 1.20 cmd_queue.pop_front ();
111 root 1.6
112 root 1.20 return true;
113 elmex 1.1 }
114    
115 root 1.6 void
116     flush_sockets (void)
117 elmex 1.1 {
118 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
119 root 1.15 if ((*i)->status != Ns_Dead)
120     (*i)->flush ();
121 elmex 1.1 }
122    
123     /**
124 root 1.10 * This checks the sockets for input, does the right thing.
125 elmex 1.1 *
126     * A bit of this code is grabbed out of socket.c
127     * There are 2 lists we need to look through - init_sockets is a list
128     *
129     */
130 root 1.6 void
131     doeric_server (void)
132 elmex 1.1 {
133     #ifdef CS_LOGSTATS
134 root 1.6 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
135     write_cs_stats ();
136 elmex 1.1 #endif
137    
138 root 1.6 /* Go through the players. Let the loop set the next pl value,
139     * since we may remove some
140     */
141 root 1.14 //TODO: must be handled cleanly elsewhere
142 root 1.20 for (player *pl = first_player; pl; )
143 root 1.6 {
144 root 1.14 player *npl = pl->next;
145    
146     //TODO: must be handled cleanly elsewhere
147 root 1.20 if (!pl->socket || pl->socket->status == Ns_Dead)
148 root 1.6 {
149     save_player (pl->ob, 0);
150 root 1.10
151 root 1.6 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
152     {
153     terminate_all_pets (pl->ob);
154 root 1.9 pl->ob->remove ();
155 root 1.3 }
156 root 1.10
157 root 1.6 leave (pl, 1);
158     final_free_player (pl);
159 root 1.3 }
160 elmex 1.1
161 root 1.14 pl = npl;
162 elmex 1.1 }
163    
164 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
165 root 1.6 {
166 root 1.19 client *s = *i;
167 elmex 1.1
168 root 1.14 if (s->status == Ns_Dead)
169 root 1.6 {
170 root 1.19 clients.erase (i);
171 root 1.14 delete s;
172 root 1.6 }
173     else
174 root 1.20 ++i;
175 elmex 1.1 }
176    
177 root 1.14 /* We need to do some of the processing below regardless */
178    
179 root 1.10 /* Check for any input on the sockets */
180 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
181 root 1.6 {
182 root 1.19 client *s = *i;
183 root 1.14 player *pl = s->pl;
184 elmex 1.1
185 root 1.20 s->handle_packet ();
186     s->handle_command ();
187 root 1.10
188 root 1.14 //TODO: should not be done here, either
189     if (s->status != Ns_Dead && pl)
190 root 1.6 {
191 root 1.10 /* Update the players stats once per tick. More efficient than
192     * sending them whenever they change, and probably just as useful
193 root 1.6 */
194 root 1.10 esrv_update_stats (pl);
195 root 1.20
196 root 1.10 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
197 root 1.6 {
198 root 1.10 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
199     if (pl->last_weight != WEIGHT (pl->ob))
200     LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
201     (unsigned long) pl->last_weight, WEIGHT (pl->ob));
202 root 1.6 }
203    
204 root 1.10 draw_client_map (pl->ob);
205 root 1.20
206 root 1.14 if (s->update_look)
207 root 1.10 esrv_draw_look (pl->ob);
208 root 1.3 }
209 elmex 1.1 }
210     }
211 root 1.10