1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team |
5 | Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | |
7 | This program is free software; you can redistribute it and/or modify |
8 | 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 | it under the terms of the GNU General Public License as published by |
… | |
… | |
26 | * Main client/server loops. |
27 | * Main client/server loops. |
27 | * |
28 | * |
28 | * \date 2003-12-02 |
29 | * \date 2003-12-02 |
29 | * |
30 | * |
30 | * loop.c mainly deals with initialization and higher level socket |
31 | * loop.c mainly deals with initialization and higher level socket |
31 | * maintenance (checking for lost connections and if data has arrived.) |
32 | * maintanance (checking for lost connections and if data has arrived.) |
32 | * The reading of data is handled in ericserver.c |
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33 | */ |
33 | */ |
34 | |
34 | |
35 | |
35 | |
36 | #include <global.h> |
36 | #include <global.h> |
37 | #include <sproto.h> |
37 | #include <sproto.h> |
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45 | |
45 | |
46 | #include <unistd.h> |
46 | #include <unistd.h> |
47 | #include <arpa/inet.h> |
47 | #include <arpa/inet.h> |
48 | |
48 | |
49 | #include <loader.h> |
49 | #include <loader.h> |
50 | #include <newserver.h> |
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51 | |
50 | |
52 | /***************************************************************************** |
51 | #define MAX_QUEUE_DEPTH 500 //TODO |
53 | * Start of command dispatch area. |
52 | #define MAX_QUEUE_BACKLOG 3. //TODO |
54 | * The commands here are protocol commands. |
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55 | ****************************************************************************/ |
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56 | |
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57 | /* Either keep this near the start or end of the file so it is |
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58 | * at least reasonablye easy to find. |
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59 | * There are really 2 commands - those which are sent/received |
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60 | * before player joins, and those happen after the player has joined. |
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61 | * As such, we have function types that might be called, so |
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62 | * we end up having 2 tables. |
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63 | */ |
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64 | |
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65 | enum { |
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66 | PF_PLAYER = 0x01, // must have valid player |
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67 | PF_IMMEDIATE = 0x02, // TODO: hack, can be executed immediately |
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68 | PF_PLAYING = 0x04, // must be in playing state |
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69 | }; |
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70 | |
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71 | struct pkt_type |
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72 | { |
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73 | const char *name; |
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74 | void *cb; |
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75 | int flags; |
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76 | |
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77 | bool may_execute (client_socket *ns) |
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78 | { |
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79 | return (!(flags & PF_PLAYER) || ns->pl) |
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80 | && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING)); |
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81 | } |
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82 | |
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83 | void execute (client_socket *ns, char *data, int datalen) |
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84 | { |
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85 | //TODO: only one format |
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86 | if (flags & PF_PLAYER) |
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87 | ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl); |
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88 | else |
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89 | ((void (*)(char *, int, client_socket *))cb)((char *)data, datalen, ns); |
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90 | } |
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91 | }; |
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92 | |
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93 | // SocketCommand, PlayingCommand, should not exist with those ugly casts |
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94 | #define SC(cb) (void *)static_cast<void (*)(char *, int, client_socket *)>(cb), |
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95 | #define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER | |
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96 | |
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97 | /** |
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98 | * Dispatch table for the server. |
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99 | */ |
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100 | static struct pkt_type packets[] = { |
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101 | {"ncom", PC(NewPlayerCmd) PF_PLAYING }, |
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102 | {"command", PC(PlayerCmd) PF_PLAYING }, |
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103 | |
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104 | {"examine", PC(ExamineCmd) PF_PLAYING | PF_IMMEDIATE }, |
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105 | {"apply", PC(ApplyCmd) PF_PLAYING | PF_IMMEDIATE }, |
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106 | {"reply", PC(ReplyCmd) PF_IMMEDIATE }, |
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107 | {"lookat", PC(LookAt) PF_PLAYING | PF_IMMEDIATE }, |
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108 | {"lock", PC(LockItem) PF_PLAYING | PF_IMMEDIATE }, |
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109 | {"mark", PC(MarkItem) PF_PLAYING | PF_IMMEDIATE }, |
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110 | {"move", PC(MoveCmd) PF_PLAYING | PF_IMMEDIATE }, |
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111 | {"ext", PC(ExtCmd) PF_IMMEDIATE }, /* CF+ */ |
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112 | {"mapredraw", PC(MapRedrawCmd) PF_IMMEDIATE }, /* Added: phil */ |
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113 | {"mapinfo", PC(MapInfoCmd) PF_IMMEDIATE }, /* CF+ */ |
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114 | |
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115 | {"addme", SC(AddMeCmd) PF_IMMEDIATE }, |
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116 | {"askface", SC(SendFaceCmd) 0 }, /* Added: phil */ |
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117 | {"requestinfo", SC(RequestInfo) 0 }, |
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118 | {"setfacemode", SC(SetFaceMode) PF_IMMEDIATE }, |
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119 | {"setsound", SC(SetSound) PF_IMMEDIATE }, |
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120 | {"setup", SC(SetUp) PF_IMMEDIATE }, |
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121 | {"version", SC(VersionCmd) PF_IMMEDIATE }, |
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122 | {"toggleextendedinfos", SC(ToggleExtendedInfos) PF_IMMEDIATE }, /*Added: tchize */ |
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123 | {"toggleextendedtext", SC(ToggleExtendedText) PF_IMMEDIATE }, /*Added: tchize */ |
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124 | {"asksmooth", SC(AskSmooth) 0 }, /*Added: tchize (smoothing technologies) */ |
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125 | }; |
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126 | |
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127 | /** |
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128 | * Handle client input. |
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129 | * |
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130 | * HandleClient is actually not named really well - we only get here once |
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131 | * there is input, so we don't do exception or other stuff here. |
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132 | * sock is the output socket information. pl is the player associated |
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133 | * with this socket, null if no player (one of the init_sockets for just |
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134 | * starting a connection) |
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135 | */ |
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136 | |
53 | |
137 | void |
54 | void |
138 | HandleClient (client_socket *ns, player *pl) |
55 | client::reset_state () |
139 | { |
56 | { |
140 | /* Loop through this - maybe we have several complete packets here. */ |
57 | if (!pl) |
141 | // limit to a few commands only, though, as to not monopolise the server |
58 | return; |
142 | for (int repeat = 16; repeat--;) |
59 | |
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60 | pl->run_on = 0; |
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61 | pl->fire_on = 0; |
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62 | } |
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63 | |
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64 | void |
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65 | client::queue_command (packet_type *handler, char *data, int datalen) |
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66 | { |
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67 | tstamp stamp = now (); |
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68 | |
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69 | if (cmd_queue.size () >= MAX_QUEUE_DEPTH) |
143 | { |
70 | { |
144 | /* If it is a player, and they don't have any speed left, we |
71 | //TODO: just disconnect here? |
145 | * return, and will read in the data when they do have time. |
72 | reset_state (); |
146 | */ |
73 | send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); |
147 | if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) |
74 | } |
148 | return; |
75 | else |
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76 | { |
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77 | cmd_queue.push_back (command ()); |
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78 | command &cmd = cmd_queue.back (); |
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79 | cmd.stamp = stamp; |
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80 | cmd.handler = handler; |
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81 | cmd.data = salloc<char> (datalen + 1, data); |
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82 | cmd.datalen = datalen; |
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83 | } |
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84 | } |
149 | |
85 | |
150 | int pkt_len = ns->read_packet (); |
86 | bool |
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87 | client::handle_command () |
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88 | { |
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89 | bool skipping = false; |
151 | |
90 | |
152 | if (pkt_len < 0) |
91 | while (!cmd_queue.empty () |
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92 | && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0)) |
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93 | { |
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94 | command &cmd = cmd_queue.front (); |
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95 | |
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96 | if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) |
153 | { |
97 | { |
154 | LOG (llevError, "read error on player %s\n", &pl->ob->name); |
98 | if (!skipping) |
155 | /* Caller will take care of cleaning this up */ |
99 | { |
156 | ns->status = Ns_Dead; |
100 | skipping = true; |
157 | return; |
101 | reset_state (); |
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102 | send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED); |
158 | } |
103 | } |
159 | else if (pkt_len == 0) |
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160 | /* Still dont have a full packet */ |
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161 | return; |
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162 | |
104 | |
163 | /* First, break out beginning word. There are at least |
105 | cmd_queue.pop_front (); |
164 | * a few commands that do not have any paremeters. If |
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165 | * we get such a command, don't worry about trying |
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166 | * to break it up. |
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167 | */ |
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168 | int datalen; |
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169 | char *data = strchr ((char *)ns->inbuf + 2, ' '); |
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170 | |
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171 | if (data) |
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172 | { |
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173 | *data++ = 0; |
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174 | datalen = pkt_len - (data - (char *)ns->inbuf); |
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175 | } |
106 | } |
176 | else |
107 | else |
177 | { |
108 | { |
178 | data = (char *)ns->inbuf + 2; // better read garbage than segfault |
109 | execute (cmd.handler, cmd.data, cmd.datalen); |
179 | datalen = 0; |
110 | cmd_queue.pop_front (); |
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111 | return true; |
180 | } |
112 | } |
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113 | } |
181 | |
114 | |
182 | ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ |
115 | return false; |
183 | |
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184 | for (pkt_type *pkt = packets; pkt < packets + (sizeof (packets) / sizeof (packets[0])); ++pkt) |
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185 | if (!strcmp ((char *)ns->inbuf + 2, pkt->name)) |
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186 | { |
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187 | if (pkt->may_execute (ns)) |
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188 | { |
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189 | pkt->execute (ns, data, datalen); |
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190 | ns->skip_packet (pkt_len); |
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191 | //D//TODO not doing this causes random memory corruption |
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192 | if (pkt->flags & PF_IMMEDIATE) |
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193 | goto next_packet; |
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194 | return; |
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195 | } |
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196 | } |
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197 | |
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198 | /* If we get here, we didn't find a valid command. Logging |
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199 | * this might be questionable, because a broken client/malicious |
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200 | * user could certainly send a whole bunch of invalid commands. |
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201 | */ |
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202 | LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2); |
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203 | ns->skip_packet (pkt_len); |
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204 | next_packet: |
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205 | ; |
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206 | } |
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207 | } |
116 | } |
208 | |
117 | |
209 | void |
118 | void |
210 | flush_sockets (void) |
119 | flush_sockets (void) |
211 | { |
120 | { |
212 | for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) |
121 | for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) |
213 | if ((*i)->status != Ns_Dead) |
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214 | (*i)->flush (); |
122 | (*i)->flush (); |
215 | } |
123 | } |
216 | |
124 | |
217 | /** |
125 | /** |
218 | * This checks the sockets for input, does the right thing. |
126 | * This checks the sockets for input, does the right thing. |
219 | * |
127 | * |
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222 | * |
130 | * |
223 | */ |
131 | */ |
224 | void |
132 | void |
225 | doeric_server (void) |
133 | doeric_server (void) |
226 | { |
134 | { |
227 | int i, pollret; |
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228 | fd_set tmp_read; |
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229 | struct sockaddr_in addr; |
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230 | socklen_t addrlen = sizeof (struct sockaddr); |
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231 | player *pl, *next; |
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232 | int maxfd = 0; |
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233 | |
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234 | #ifdef CS_LOGSTATS |
135 | #ifdef CS_LOGSTATS |
235 | if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) |
136 | if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) |
236 | write_cs_stats (); |
137 | write_cs_stats (); |
237 | #endif |
138 | #endif |
238 | |
139 | |
239 | /* Go through the players. Let the loop set the next pl value, |
140 | //TODO: should not be done here, either |
240 | * since we may remove some |
141 | for (int i = 0; i < clients.size (); ++i) |
241 | */ |
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242 | //TODO: must be handled cleanly elsewhere |
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243 | for (pl = first_player; pl; ) |
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244 | { |
142 | { |
245 | player *npl = pl->next; |
143 | client *s = clients [i]; |
246 | |
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247 | //TODO: must be handled cleanly elsewhere |
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248 | if (pl->socket->status == Ns_Dead) |
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249 | { |
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250 | save_player (pl->ob, 0); |
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251 | |
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252 | if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
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253 | { |
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254 | terminate_all_pets (pl->ob); |
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255 | pl->ob->remove (); |
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256 | } |
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257 | |
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258 | leave (pl, 1); |
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259 | final_free_player (pl); |
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260 | } |
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261 | |
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262 | pl = npl; |
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263 | } |
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264 | |
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265 | FD_ZERO (&tmp_read); |
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266 | |
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267 | for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ) |
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268 | { |
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269 | client_socket *s = *i; |
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270 | |
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271 | if (s->status == Ns_Dead) |
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272 | { |
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273 | client_sockets.erase (i); |
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274 | delete s; |
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275 | } |
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276 | else |
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277 | { |
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278 | if (s->fd > maxfd) maxfd = s->fd; |
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279 | |
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280 | FD_SET (s->fd, &tmp_read); |
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281 | |
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282 | ++i; |
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283 | } |
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284 | } |
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285 | |
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286 | struct timeval timeout; |
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287 | |
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288 | timeout.tv_sec = 0; |
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289 | timeout.tv_usec = 0; |
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290 | |
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291 | pollret = select (maxfd + 1, |
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292 | &tmp_read, 0, 0, |
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293 | &timeout); |
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294 | |
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295 | if (pollret == -1) |
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296 | { |
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297 | LOG (llevError, "select failed: %s\n", strerror (errno)); |
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298 | return; |
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299 | } |
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300 | |
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301 | /* We need to do some of the processing below regardless */ |
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302 | |
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303 | /* Check for any input on the sockets */ |
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304 | for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) |
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305 | { |
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306 | client_socket *s = *i; |
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307 | player *pl = s->pl; |
144 | player *pl = s->pl; |
308 | |
145 | |
309 | //TODO: disassociate handleclient from socket readin |
146 | if (pl && pl->ns && !pl->ns->destroyed ()) |
310 | if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) |
147 | { |
311 | HandleClient (s, pl); |
148 | client *ns = pl->ns; |
312 | |
149 | |
313 | //TODO: should not be done here, either |
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314 | if (s->status != Ns_Dead && pl) |
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315 | { |
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316 | /* Update the players stats once per tick. More efficient than |
150 | /* Update the players stats once per tick. More efficient than |
317 | * sending them whenever they change, and probably just as useful |
151 | * sending them whenever they change, and probably just as useful |
318 | */ |
152 | */ |
319 | esrv_update_stats (pl); |
153 | esrv_update_stats (pl); |
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154 | |
320 | if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) |
155 | if (ns->last_weight != -1 && ns->last_weight != WEIGHT (pl->ob)) |
321 | { |
156 | { |
322 | esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); |
157 | esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); |
323 | if (pl->last_weight != WEIGHT (pl->ob)) |
158 | if (ns->last_weight != WEIGHT (pl->ob)) |
324 | LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", |
159 | LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", |
325 | (unsigned long) pl->last_weight, WEIGHT (pl->ob)); |
160 | (unsigned long) ns->last_weight, WEIGHT (pl->ob)); |
326 | } |
161 | } |
327 | |
162 | |
328 | /* draw_client_map does sanity checking that map is |
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329 | * valid, so don't do it here. |
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330 | */ |
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331 | draw_client_map (pl->ob); |
163 | draw_client_map (pl->ob); |
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164 | |
332 | if (s->update_look) |
165 | if (s->update_look) |
333 | esrv_draw_look (pl->ob); |
166 | esrv_draw_look (pl->ob); |
334 | } |
167 | } |
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168 | |
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169 | s->refcnt_chk (); |
335 | } |
170 | } |
336 | } |
171 | } |
337 | |
172 | |