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/cvs/deliantra/server/socket/loop.C
Revision: 1.8
Committed: Mon Dec 11 19:46:47 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.7: +5 -7 lines
Log Message:
removed #ifn?def WIN32 from all files

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     #ifndef __CEXTRACT__
38 root 1.6 # include <sproto.h>
39     # include <sockproto.h>
40 elmex 1.1 #endif
41    
42 pippijn 1.8 #include <sys/types.h>
43     #include <sys/time.h>
44     #include <sys/socket.h>
45     #include <netinet/in.h>
46     #include <netdb.h>
47 elmex 1.1
48     #ifdef HAVE_UNISTD_H
49 root 1.6 # include <unistd.h>
50 elmex 1.1 #endif
51    
52     #ifdef HAVE_ARPA_INET_H
53 root 1.6 # include <arpa/inet.h>
54 elmex 1.1 #endif
55    
56     #include <loader.h>
57     #include <newserver.h>
58    
59     /*****************************************************************************
60     * Start of command dispatch area.
61     * The commands here are protocol commands.
62     ****************************************************************************/
63    
64     /* Either keep this near the start or end of the file so it is
65     * at least reasonablye easy to find.
66     * There are really 2 commands - those which are sent/received
67     * before player joins, and those happen after the player has joined.
68     * As such, we have function types that might be called, so
69     * we end up having 2 tables.
70     */
71    
72 root 1.6 typedef void (*func_uint8_int_ns) (char *, int, NewSocket *);
73 elmex 1.1
74 root 1.6 struct NsCmdMapping
75     {
76     const char *cmdname;
77     func_uint8_int_ns cmdproc;
78 elmex 1.1 };
79    
80 root 1.6 typedef void (*func_uint8_int_pl) (char *, int, player *);
81     struct PlCmdMapping
82     {
83     const char *cmdname;
84     func_uint8_int_pl cmdproc;
85     uint8 flag;
86 elmex 1.1 };
87    
88     /**
89     * Dispatch table for the server.
90     *
91     * CmdMapping is the dispatch table for the server, used in HandleClient,
92     * which gets called when the client has input. All commands called here
93     * use the same parameter form (char* data, int len, int clientnum.
94     * We do implicit casts, because the data that is being passed is
95     * unsigned (pretty much needs to be for binary data), however, most
96     * of these treat it only as strings, so it makes things easier
97     * to cast it here instead of a bunch of times in the function itself.
98     * flag is 1 if the player must be in the playing state to issue the
99     * command, 0 if they can issue it at any time.
100     */
101     static struct PlCmdMapping plcommands[] = {
102 root 1.6 {"examine", ExamineCmd, 1},
103     {"apply", ApplyCmd, 1},
104     {"move", MoveCmd, 1},
105     {"reply", ReplyCmd, 0},
106     {"command", PlayerCmd, 1},
107     {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
108     {"lookat", LookAt, 1},
109     {"lock", (func_uint8_int_pl) LockItem, 1},
110     {"mark", (func_uint8_int_pl) MarkItem, 1},
111     {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
112     {"mapinfo", MapInfoCmd, 2}, /* CF+ */
113     {"ext", ExtCmd, 2}, /* CF+ */
114     {NULL, NULL, 0} /* terminator */
115 elmex 1.1 };
116    
117     /** Face-related commands */
118     static struct NsCmdMapping nscommands[] = {
119 root 1.6 {"addme", AddMeCmd},
120     {"askface", SendFaceCmd}, /* Added: phil */
121     {"requestinfo", RequestInfo},
122     {"setfacemode", SetFaceMode},
123     {"setsound", SetSound},
124     {"setup", SetUp},
125     {"version", VersionCmd},
126     {"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */
127     {"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */
128     {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
129     {NULL, NULL} /* terminator (I, II & III) */
130 elmex 1.1 };
131    
132     /**
133     * RequestInfo is sort of a meta command. There is some specific
134     * request of information, but we call other functions to provide
135     * that information.
136     */
137 root 1.6 void
138     RequestInfo (char *buf, int len, NewSocket * ns)
139 elmex 1.1 {
140 root 1.6 char *params = NULL, *cp;
141    
142     /* No match */
143     char bigbuf[MAX_BUF];
144     int slen;
145    
146     /* Set up replyinfo before we modify any of the buffers - this is used
147     * if we don't find a match.
148     */
149     strcpy (bigbuf, "replyinfo ");
150     slen = strlen (bigbuf);
151     safe_strcat (bigbuf, buf, &slen, MAX_BUF);
152    
153     /* find the first space, make it null, and update the
154     * params pointer.
155     */
156     for (cp = buf; *cp != '\0'; cp++)
157     if (*cp == ' ')
158     {
159     *cp = '\0';
160     params = cp + 1;
161     break;
162     }
163     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     Write_String_To_Socket (ns, 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     HandleClient (NewSocket * ns, player *pl)
187 elmex 1.1 {
188 root 1.6 int len = 0, i, cnt;
189     char *data;
190 elmex 1.1
191 root 1.6 /* Loop through this - maybe we have several complete packets here. */
192     // limit to a few commands only, though, as to not monopolise the server
193     for (cnt = 16; cnt--;)
194     {
195     /* If it is a player, and they don't have any speed left, we
196     * return, and will read in the data when they do have time.
197     */
198     if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0)
199     {
200     return;
201 root 1.3 }
202 elmex 1.1
203 root 1.6 i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1);
204    
205     if (i < 0)
206     {
207 elmex 1.1 #ifdef ESRV_DEBUG
208 root 1.6 LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None"));
209 elmex 1.1 #endif
210 root 1.6 /* Caller will take care of cleaning this up */
211     ns->status = Ns_Dead;
212     return;
213 root 1.3 }
214 root 1.6 /* Still dont have a full packet */
215     if (i == 0)
216     return;
217 elmex 1.1
218     // //D//TODO//temporarily log long commands
219     // if (ns->inbuf.len >= 40 && pl && pl->ob)
220     // LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
221    
222 root 1.6 /* First, break out beginning word. There are at least
223     * a few commands that do not have any paremeters. If
224     * we get such a command, don't worry about trying
225     * to break it up.
226     */
227     data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' ');
228     if (data)
229     {
230     *data = '\0';
231     data++;
232     len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
233     }
234     else
235     len = 0;
236    
237     ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */
238     for (i = 0; nscommands[i].cmdname != NULL; i++)
239     {
240     if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0)
241     {
242     nscommands[i].cmdproc ((char *) data, len, ns);
243     ns->inbuf.len = 0;
244     return; //D// not doing this causes random memory corruption
245     goto next_packet;
246 root 1.3 }
247     }
248 root 1.6 /* Player must be in the playing state or the flag on the
249     * the command must be zero for the user to use the command -
250     * otherwise, a player cam save, be in the play_again state, and
251     * the map they were on gets swapped out, yet things that try to look
252     * at the map causes a crash. If the command is valid, but
253     * one they can't use, we still swallow it up.
254     */
255     if (pl)
256     for (i = 0; plcommands[i].cmdname != NULL; i++)
257     {
258     if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0)
259     {
260 root 1.3 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
261 root 1.6 plcommands[i].cmdproc ((char *) data, len, pl);
262     ns->inbuf.len = 0;
263 elmex 1.1 //D// not doing this causes random memory corruption
264     if (plcommands[i].flag & 2)
265     goto next_packet;
266     return;
267 root 1.6 }
268     }
269     /* If we get here, we didn't find a valid command. Logging
270     * this might be questionable, because a broken client/malicious
271     * user could certainly send a whole bunch of invalid commands.
272     */
273     LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2);
274 elmex 1.1 next_packet:
275 root 1.6 ;
276 elmex 1.1 }
277     }
278    
279    
280     /*****************************************************************************
281     *
282     * Low level socket looping - select calls and watchdog udp packet
283     * sending.
284     *
285     ******************************************************************************/
286    
287     #ifdef WATCHDOG
288 root 1.6
289 elmex 1.1 /**
290     * Tell watchdog that we are still alive
291     *
292     * I put the function here since we should hopefully already be getting
293     * all the needed include files for socket support
294     */
295    
296 root 1.6 void
297     watchdog (void)
298 elmex 1.1 {
299 root 1.6 static int fd = -1;
300 elmex 1.1 static struct sockaddr_in insock;
301    
302 root 1.6 if (fd == -1)
303 elmex 1.1 {
304     struct protoent *protoent;
305    
306 root 1.6 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
307     {
308     return;
309     }
310     insock.sin_family = AF_INET;
311     insock.sin_port = htons ((unsigned short) 13325);
312     insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
313 elmex 1.1 }
314 root 1.6 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
315 elmex 1.1 }
316     #endif
317    
318 root 1.6 void
319     flush_sockets (void)
320 elmex 1.1 {
321     player *pl;
322    
323     for (pl = first_player; pl != NULL; pl = pl->next)
324     if (pl->socket.status != Ns_Dead)
325     Socket_Flush (&pl->socket);
326     }
327    
328     /**
329     * This checks the sockets for input and exceptions, does the right thing.
330     *
331     * A bit of this code is grabbed out of socket.c
332     * There are 2 lists we need to look through - init_sockets is a list
333     *
334     */
335 root 1.6 void
336     doeric_server (void)
337 elmex 1.1 {
338 root 1.6 int i, pollret;
339     fd_set tmp_read, tmp_exceptions, tmp_write;
340     struct sockaddr_in addr;
341     socklen_t addrlen = sizeof (struct sockaddr);
342     player *pl, *next;
343 elmex 1.1
344     #ifdef CS_LOGSTATS
345 root 1.6 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
346     write_cs_stats ();
347 elmex 1.1 #endif
348    
349 root 1.6 FD_ZERO (&tmp_read);
350     FD_ZERO (&tmp_write);
351     FD_ZERO (&tmp_exceptions);
352    
353     for (i = 0; i < socket_info.allocated_sockets; i++)
354     {
355     if (init_sockets[i].status == Ns_Dead)
356     {
357     free_newsocket (&init_sockets[i]);
358     init_sockets[i].status = Ns_Avail;
359     socket_info.nconns--;
360     }
361     else if (init_sockets[i].status != Ns_Avail)
362     {
363     FD_SET ((uint32) init_sockets[i].fd, &tmp_read);
364     FD_SET ((uint32) init_sockets[i].fd, &tmp_write);
365     FD_SET ((uint32) init_sockets[i].fd, &tmp_exceptions);
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     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
380     {
381     terminate_all_pets (pl->ob);
382     remove_ob (pl->ob);
383 root 1.3 }
384 root 1.6 leave (pl, 1);
385     final_free_player (pl);
386     pl = npl;
387     }
388     else
389     {
390     FD_SET ((uint32) pl->socket.fd, &tmp_read);
391     FD_SET ((uint32) pl->socket.fd, &tmp_write);
392     FD_SET ((uint32) pl->socket.fd, &tmp_exceptions);
393     pl = pl->next;
394 root 1.3 }
395 elmex 1.1 }
396    
397 root 1.6 /* Reset timeout each time, since some OS's will change the values on
398     * the return from select.
399     */
400     socket_info.timeout.tv_sec = 0;
401     socket_info.timeout.tv_usec = 0;
402 elmex 1.1
403 root 1.6 pollret = select (socket_info.max_filedescriptor, &tmp_read, &tmp_write, &tmp_exceptions, &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     init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
449     if (init_sockets[newsocknum].fd == -1)
450     {
451     LOG (llevError, "accept failed: %s\n", strerror (errno));
452     }
453     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 1.6 /* Check for any exceptions/input on the sockets */
479     if (pollret)
480     for (i = 1; i < socket_info.allocated_sockets; i++)
481     {
482     if (init_sockets[i].status == Ns_Avail)
483     continue;
484     if (FD_ISSET (init_sockets[i].fd, &tmp_exceptions))
485     {
486     free_newsocket (&init_sockets[i]);
487 root 1.3 init_sockets[i].status = Ns_Avail;
488     socket_info.nconns--;
489     continue;
490 root 1.6 }
491     if (FD_ISSET (init_sockets[i].fd, &tmp_read))
492     {
493     HandleClient (&init_sockets[i], NULL);
494     }
495     if (FD_ISSET (init_sockets[i].fd, &tmp_write))
496     {
497     init_sockets[i].can_write = 1;
498     }
499     }
500 elmex 1.1
501 root 1.6 /* This does roughly the same thing, but for the players now */
502     for (pl = first_player; pl != NULL; pl = next)
503     {
504 elmex 1.1
505 root 1.6 next = pl->next;
506     if (pl->socket.status == Ns_Dead)
507     continue;
508    
509     if (FD_ISSET (pl->socket.fd, &tmp_write))
510     {
511     if (!pl->socket.can_write)
512     {
513 elmex 1.1 #if 0
514 root 1.6 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
515 elmex 1.1 #endif
516 root 1.6 pl->socket.can_write = 1;
517     write_socket_buffer (&pl->socket);
518 root 1.3 }
519 root 1.6 /* if we get an error on the write_socket buffer, no reason to
520     * continue on this socket.
521     */
522     if (pl->socket.status == Ns_Dead)
523     continue;
524     }
525     else
526     pl->socket.can_write = 0;
527    
528     if (FD_ISSET (pl->socket.fd, &tmp_exceptions))
529     {
530     save_player (pl->ob, 0);
531     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
532     {
533     terminate_all_pets (pl->ob);
534     remove_ob (pl->ob);
535 root 1.3 }
536 root 1.6 leave (pl, 1);
537     final_free_player (pl);
538 root 1.3 }
539 root 1.6 else
540     {
541     HandleClient (&pl->socket, pl);
542     /* If the player has left the game, then the socket status
543     * will be set to this be the leave function. We don't
544     * need to call leave again, as it has already been called
545     * once.
546     */
547     if (pl->socket.status == Ns_Dead)
548     {
549     save_player (pl->ob, 0);
550     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
551     {
552     terminate_all_pets (pl->ob);
553     remove_ob (pl->ob);
554 root 1.3 }
555 root 1.6 leave (pl, 1);
556     final_free_player (pl);
557     }
558     else
559     {
560    
561     /* Update the players stats once per tick. More efficient than
562     * sending them whenever they change, and probably just as useful
563     */
564     esrv_update_stats (pl);
565     if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
566     {
567     esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
568     if (pl->last_weight != WEIGHT (pl->ob))
569     LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
570     (unsigned long) pl->last_weight, WEIGHT (pl->ob));
571 root 1.3 }
572 root 1.6 /* draw_client_map does sanity checking that map is
573     * valid, so don't do it here.
574     */
575     draw_client_map (pl->ob);
576     if (pl->socket.update_look)
577     esrv_draw_look (pl->ob);
578 root 1.3 }
579     }
580 elmex 1.1 }
581     }