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/cvs/deliantra/server/socket/loop.C
Revision: 1.27
Committed: Sun Dec 17 19:07:23 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +5 -1 lines
Log Message:
thats the crash bug

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 root 1.26 * maintanance (checking for lost connections and if data has arrived.)
32 elmex 1.1 */
33    
34    
35     #include <global.h>
36 root 1.10 #include <sproto.h>
37     #include <sockproto.h>
38 elmex 1.1
39 pippijn 1.8 #include <sys/types.h>
40     #include <sys/time.h>
41     #include <sys/socket.h>
42     #include <netinet/in.h>
43     #include <netdb.h>
44 elmex 1.1
45 root 1.16 #include <unistd.h>
46     #include <arpa/inet.h>
47 elmex 1.1
48     #include <loader.h>
49    
50 root 1.20 #define MAX_QUEUE_DEPTH 500 //TODO
51 root 1.23 #define MAX_QUEUE_BACKLOG 5. //TODO
52 elmex 1.1
53 root 1.21 void
54     client::reset_state ()
55     {
56     if (!pl)
57     return;
58    
59     pl->run_on = 0;
60     pl->fire_on = 0;
61     }
62 elmex 1.1
63 root 1.20 void
64     client::queue_command (packet_type *handler, char *data, int datalen)
65 root 1.6 {
66 root 1.20 tstamp stamp = now ();
67 elmex 1.1
68 root 1.20 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
69 root 1.21 {
70     //TODO: just disconnect here?
71     reset_state ();
72     send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
73     }
74 root 1.20 else
75 root 1.24 {
76     cmd_queue.push_back (command ());
77     command &cmd = cmd_queue.back ();
78     cmd.stamp = stamp;
79     cmd.handler = handler;
80 root 1.25 cmd.data = salloc<char> (datalen + 1, data);
81 root 1.24 cmd.datalen = datalen;
82     }
83 root 1.20 }
84 elmex 1.1
85 root 1.20 bool
86     client::handle_command ()
87 elmex 1.1 {
88 root 1.26 bool skipping = false;
89 elmex 1.1
90 root 1.26 while (!cmd_queue.empty ()
91     && !(pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0))
92     {
93     command &cmd = cmd_queue.front ();
94 root 1.6
95 root 1.26 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
96     {
97     if (!skipping)
98     {
99     skipping = true;
100     reset_state ();
101     send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
102     }
103 root 1.11
104 root 1.26 cmd_queue.pop_front ();
105     }
106     else
107     {
108     execute (cmd.handler, cmd.data, cmd.datalen);
109     cmd_queue.pop_front ();
110     return true;
111     }
112 root 1.21 }
113 root 1.6
114 root 1.26 return false;
115 elmex 1.1 }
116    
117 root 1.6 void
118     flush_sockets (void)
119 elmex 1.1 {
120 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
121 root 1.15 if ((*i)->status != Ns_Dead)
122     (*i)->flush ();
123 elmex 1.1 }
124    
125     /**
126 root 1.10 * This checks the sockets for input, does the right thing.
127 elmex 1.1 *
128     * A bit of this code is grabbed out of socket.c
129     * There are 2 lists we need to look through - init_sockets is a list
130     *
131     */
132 root 1.6 void
133     doeric_server (void)
134 elmex 1.1 {
135     #ifdef CS_LOGSTATS
136 root 1.6 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
137     write_cs_stats ();
138 elmex 1.1 #endif
139    
140 root 1.6 /* Go through the players. Let the loop set the next pl value,
141     * since we may remove some
142     */
143 root 1.14 //TODO: must be handled cleanly elsewhere
144 root 1.20 for (player *pl = first_player; pl; )
145 root 1.6 {
146 root 1.14 player *npl = pl->next;
147    
148     //TODO: must be handled cleanly elsewhere
149 root 1.20 if (!pl->socket || pl->socket->status == Ns_Dead)
150 root 1.6 {
151     save_player (pl->ob, 0);
152 root 1.10
153 root 1.6 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
154     {
155     terminate_all_pets (pl->ob);
156 root 1.9 pl->ob->remove ();
157 root 1.3 }
158 root 1.10
159 root 1.6 leave (pl, 1);
160     final_free_player (pl);
161 root 1.3 }
162 elmex 1.1
163 root 1.14 pl = npl;
164 elmex 1.1 }
165    
166 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
167 root 1.6 {
168 root 1.19 client *s = *i;
169 elmex 1.1
170 root 1.14 if (s->status == Ns_Dead)
171 root 1.6 {
172 root 1.19 clients.erase (i);
173 root 1.14 delete s;
174 root 1.6 }
175     else
176 root 1.20 ++i;
177 elmex 1.1 }
178    
179 root 1.14 /* We need to do some of the processing below regardless */
180    
181 root 1.10 /* Check for any input on the sockets */
182 root 1.19 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
183 root 1.6 {
184 root 1.19 client *s = *i;
185 root 1.14 player *pl = s->pl;
186 elmex 1.1
187 root 1.20 s->handle_packet ();
188 root 1.27
189     for (int i = 16; --i; ) //D
190     if (!//D
191     s->handle_command ()
192     ) break;//D
193 root 1.10
194 root 1.14 //TODO: should not be done here, either
195     if (s->status != Ns_Dead && pl)
196 root 1.6 {
197 root 1.10 /* Update the players stats once per tick. More efficient than
198     * sending them whenever they change, and probably just as useful
199 root 1.6 */
200 root 1.10 esrv_update_stats (pl);
201 root 1.20
202 root 1.10 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
203 root 1.6 {
204 root 1.10 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
205     if (pl->last_weight != WEIGHT (pl->ob))
206     LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
207     (unsigned long) pl->last_weight, WEIGHT (pl->ob));
208 root 1.6 }
209    
210 root 1.10 draw_client_map (pl->ob);
211 root 1.20
212 root 1.14 if (s->update_look)
213 root 1.10 esrv_draw_look (pl->ob);
214 root 1.3 }
215 elmex 1.1 }
216     }
217 root 1.10