--- deliantra/server/socket/loop.C 2006/08/24 13:13:49 1.2
+++ deliantra/server/socket/loop.C 2009/10/12 14:00:59 1.82
@@ -1,32 +1,27 @@
-
/*
- * static char *rcsid_loop_c =
- * "$Id: loop.C,v 1.2 2006/08/24 13:13:49 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002-2003,2007 Mark Wedel & The Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The author can be reached via e-mail to crossfire-devel@real-time.com
-*/
-
/**
* \file
* Main client/server loops.
@@ -34,651 +29,262 @@
* \date 2003-12-02
*
* loop.c mainly deals with initialization and higher level socket
- * maintenance (checking for lost connections and if data has arrived.)
- * The reading of data is handled in ericserver.c
+ * maintanance (checking for lost connections and if data has arrived.)
*/
-
#include
-#ifndef __CEXTRACT__
#include
#include
-#endif
-#ifndef WIN32 /* ---win32 exclude unix headers */
#include
#include
#include
#include
#include
-#endif /* end win32 */
-#ifdef HAVE_UNISTD_H
#include
-#endif
-
-#ifdef HAVE_ARPA_INET_H
#include
-#endif
#include
-#include
-
-/*****************************************************************************
- * Start of command dispatch area.
- * The commands here are protocol commands.
- ****************************************************************************/
-
-/* Either keep this near the start or end of the file so it is
- * at least reasonablye easy to find.
- * There are really 2 commands - those which are sent/received
- * before player joins, and those happen after the player has joined.
- * As such, we have function types that might be called, so
- * we end up having 2 tables.
- */
-typedef void (*func_uint8_int_ns) (char*, int, NewSocket *);
+#define BG_SCRUB_RATE 4 // how often to send a face in the background
-struct NsCmdMapping {
- const char *cmdname;
- func_uint8_int_ns cmdproc;
-};
-
-typedef void (*func_uint8_int_pl)(char*, int, player *);
-struct PlCmdMapping {
- const char *cmdname;
- func_uint8_int_pl cmdproc;
- uint8 flag;
-};
+#define MAX_QUEUE_DEPTH 50
+#define MAX_QUEUE_BACKLOG 3.
-/**
- * Dispatch table for the server.
- *
- * CmdMapping is the dispatch table for the server, used in HandleClient,
- * which gets called when the client has input. All commands called here
- * use the same parameter form (char* data, int len, int clientnum.
- * We do implicit casts, because the data that is being passed is
- * unsigned (pretty much needs to be for binary data), however, most
- * of these treat it only as strings, so it makes things easier
- * to cast it here instead of a bunch of times in the function itself.
- * flag is 1 if the player must be in the playing state to issue the
- * command, 0 if they can issue it at any time.
- */
-static struct PlCmdMapping plcommands[] = {
- { "examine", ExamineCmd, 1},
- { "apply", ApplyCmd, 1},
- { "move", MoveCmd, 1},
- { "reply", ReplyCmd, 0},
- { "command", PlayerCmd, 1},
- { "ncom", (func_uint8_int_pl)NewPlayerCmd, 1},
- { "lookat", LookAt, 1},
- { "lock", (func_uint8_int_pl)LockItem, 1},
- { "mark", (func_uint8_int_pl)MarkItem, 1},
- { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */
- { "mapinfo", MapInfoCmd, 2}, /* CF+ */
- { "ext", ExtCmd, 2}, /* CF+ */
- { NULL, NULL, 0} /* terminator */
-};
-
-/** Face-related commands */
-static struct NsCmdMapping nscommands[] = {
- { "addme", AddMeCmd },
- { "askface", SendFaceCmd}, /* Added: phil */
- { "requestinfo", RequestInfo},
- { "setfacemode", SetFaceMode},
- { "setsound", SetSound},
- { "setup", SetUp},
- { "version", VersionCmd },
- { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/
- { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/
- { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/
- { NULL, NULL} /* terminator (I, II & III)*/
-};
-
-/**
- * RequestInfo is sort of a meta command. There is some specific
- * request of information, but we call other functions to provide
- * that information.
- */
-void RequestInfo(char *buf, int len, NewSocket *ns)
+void
+client::reset_state ()
{
- char *params=NULL, *cp;
- /* No match */
- char bigbuf[MAX_BUF];
- int slen;
-
- /* Set up replyinfo before we modify any of the buffers - this is used
- * if we don't find a match.
- */
- strcpy(bigbuf,"replyinfo ");
- slen = strlen(bigbuf);
- safe_strcat(bigbuf, buf, &slen, MAX_BUF);
-
- /* find the first space, make it null, and update the
- * params pointer.
- */
- for (cp = buf; *cp != '\0'; cp++)
- if (*cp==' ') {
- *cp = '\0';
- params = cp + 1;
- break;
- }
- if (!strcmp(buf, "image_info")) send_image_info(ns, params);
- else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params);
- else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params);
- else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params);
- else Write_String_To_Socket(ns, bigbuf, len);
+ if (!pl)
+ return;
+
+ pl->run_on = 0;
+ pl->fire_on = 0;
}
-/**
- * Handles old socket format.
- */
-void Handle_Oldsocket(NewSocket *ns)
+void
+client::queue_command (packet_type *handler, char *data, int datalen)
{
- int stat,i;
- CommFunc command;
- char buf[MAX_BUF],*cp;
- object ob;
- player pl;
-
- /* This is not the most efficient block, but keeps the code simpler -
- * we basically read a byte at a time until we get a newline, error,
- * or no more characters to read.
- */
- do {
- /* hack to disable old socket mode without creating too many conflicts */
- if (1 || ns->inbuf.len >= MAXSOCKBUF-1) {
- ns->status = Ns_Dead;
- LOG(llevDebug, "Old input socket sent too much data without newline\n");
- return;
- }
-#ifdef WIN32 /* ***win32: change oldsocket read() to recv() */
- stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0);
-
- if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) {
-#else
- do {
- stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1);
- } while ((stat<0) && (errno == EINTR));
-
- if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) {
-#endif
- LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno));
- ns->status = Ns_Dead;
- return;
- }
- if (stat == 0) return;
- } while (ns->inbuf.buf[ns->inbuf.len++]!='\n');
-
- ns->inbuf.buf[ns->inbuf.len]=0;
-
- cp = strchr((const char*)ns->inbuf.buf, ' ');
- if (cp) {
- /* Replace the space with a null, skip any more spaces */
- *cp++=0;
- while (isspace(*cp)) cp++;
- }
-
- /* Strip off all spaces and control characters from end of line */
- for (i=ns->inbuf.len-1; i>=0; i--) {
- if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0;
- else break;
- }
- ns->inbuf.len=0; /* reset for next read */
-
- /* If just a return, don't do anything */
- if (ns->inbuf.buf[0] == 0) return;
- if (!strcasecmp((const char*)ns->inbuf.buf,"quit")) {
- ns->status = Ns_Dead;
- return;
- }
- if (!strcasecmp((const char*)ns->inbuf.buf, "listen")) {
- if (cp) {
- char *buf="Socket switched to listen mode\n";
-
- free(ns->comment);
- ns->comment = strdup_local(cp);
- ns->old_mode = Old_Listen;
- cs_write_string(ns, buf, strlen(buf));
- } else {
- char *buf="Need to supply a comment/url to listen\n";
- cs_write_string(ns, buf, strlen(buf));
- }
- return;
- }
- if (!strcasecmp((const char*)ns->inbuf.buf, "name")) {
- char *cp1=NULL;
- if (cp) cp1= strchr(cp, ' ');
- if (cp1) {
- *cp1++ = 0;
- while (isspace(*cp1)) cp1++;
- }
- if (!cp || !cp1) {
- char *buf="Need to provide a name/password to name\n";
- cs_write_string(ns, buf, strlen(buf));
- return;
- }
-
- if (verify_player(cp, cp1)==0) {
- char *buf="Welcome back\n";
- free(ns->comment);
- ns->comment = strdup_local(cp);
- ns->old_mode = Old_Player;
- cs_write_string(ns, buf, strlen(buf));
- }
- else if (verify_player(cp, cp1)==2) {
- ns->password_fails++;
- if (ns->password_fails >= MAX_PASSWORD_FAILURES) {
- char *buf="You failed to log in too many times, you will now be kicked.\n";
- LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n",
- ns->host);
- cs_write_string(ns, buf, strlen(buf));
- ns->status = Ns_Dead;
- }
- else {
- char *buf="Could not login you in. Check your name and password.\n";
- cs_write_string(ns, buf, strlen(buf));
- }
- }
- else {
- char *buf="Could not login you in. Check your name and password.\n";
- cs_write_string(ns, buf, strlen(buf));
- }
- return;
- }
+ tstamp stamp = NOW;
- command = find_oldsocket_command((char*)ns->inbuf.buf);
- if (!command && ns->old_mode==Old_Player) {
- command = find_oldsocket_command2((char*)ns->inbuf.buf);
+ if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
+ {
+ //TODO: just disconnect here?
+ reset_state ();
+ send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
}
- if (!command) {
- snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf);
- cs_write_string(ns, buf, strlen(buf));
- return;
+ else
+ {
+ cmd_queue.resize (cmd_queue.size () + 1);
+ command &cmd = cmd_queue.back ();
+ cmd.stamp = stamp;
+ cmd.handler = handler;
+ cmd.data = salloc (datalen + 1, data);
+ cmd.datalen = datalen;
}
+}
- /* This is a bit of a hack, but works. Basically, we make some
- * fake object and player pointers and give at it.
- * This works as long as the functions we are calling don't need
- * to do anything to the object structure (ie, they are only
- * outputting information and not actually updating anything much.)
- */
- ob.contr = &pl;
- pl.ob = &ob;
- ob.type = PLAYER;
- pl.listening = 10;
- pl.socket = *ns;
- pl.outputs_count = 1;
- ob.name = ns->comment;
+bool
+client::handle_command ()
+{
+ if (!cmd_queue.empty ()
+ && state == ST_PLAYING
+ && pl->ob->speed_left > 0.f)
+ {
+ command &cmd = cmd_queue.front ();
- command(&ob, cp);
+ if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
+ {
+ reset_state (); // the command might actually reset some movement state etc.
+
+ if (pl)
+ pl->failmsg (
+ "Cannot keep up with your commands, ignoring them! "
+ "H. "
+ "Try issuing commands slower, or, if G is incapacitated (paralyzed and so on), "
+ "wait till your character can act again.\n\nIf G is permanently stuck, then "
+ "try the B command (or use B to ask somebody to B you out).>"
+ );
+ }
+ else
+ execute (cmd.handler, cmd.data, cmd.datalen);
+
+ sfree (cmd.data, cmd.datalen + 1);
+ cmd_queue.pop_front ();
+ return true;
+ }
+ else
+ return false;
}
+void
+client::tick ()
+{
+ if (!pl || destroyed ())
+ return;
-/**
- * Handle client input.
- *
- * HandleClient is actually not named really well - we only get here once
- * there is input, so we don't do exception or other stuff here.
- * sock is the output socket information. pl is the player associated
- * with this socket, null if no player (one of the init_sockets for just
- * starting a connection)
- */
+ pl->dirty = true;
-void HandleClient(NewSocket *ns, player *pl)
-{
- int len=0,i,cnt;
- char *data;
+ /* Update the players stats once per tick. More efficient than
+ * sending them whenever they change, and probably just as useful
+ */
+ esrv_update_stats (pl);
- /* Loop through this - maybe we have several complete packets here. */
- // limit to a few commands only, though, as to not monopolise the server
- for (cnt = 16; cnt--; ) {
- /* If it is a player, and they don't have any speed left, we
- * return, and will read in the data when they do have time.
- */
- if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
- return;
- }
-
- if (ns->status == Ns_Old) {
- Handle_Oldsocket(ns);
- return;
- }
- i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
- /* Special hack - let the user switch to old mode if in the Ns_Add
- * phase. Don't demand they add in the special length bytes
- */
- if (ns->status == Ns_Add) {
- if (!strncasecmp((const char*)ns->inbuf.buf,"oldsocketmode", 13)) {
- ns->status = Ns_Old;
- ns->inbuf.len=0;
- cs_write_string(ns, "Switched to old socket mode\n", 28);
- LOG(llevDebug,"Switched socket to old socket mode\n");
- return;
- }
- }
-
- if (i<0) {
-#ifdef ESRV_DEBUG
- LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
-#endif
- /* Caller will take care of cleaning this up */
- ns->status =Ns_Dead;
- return;
- }
- /* Still dont have a full packet */
- if (i==0) return;
-
-// //D//TODO//temporarily log long commands
-// if (ns->inbuf.len >= 40 && pl && pl->ob)
-// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
-
- /* First, break out beginning word. There are at least
- * a few commands that do not have any paremeters. If
- * we get such a command, don't worry about trying
- * to break it up.
- */
- data = (char *)strchr((char*)ns->inbuf.buf +2, ' ');
- if (data) {
- *data='\0';
- data++;
- len = ns->inbuf.len - (data - (char*)ns->inbuf.buf);
- }
- else len=0;
-
- ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
- for (i=0; nscommands[i].cmdname !=NULL; i++) {
- if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
- nscommands[i].cmdproc((char*)data,len,ns);
- ns->inbuf.len=0;
- return;//D// not doing this causes random memory corruption
- goto next_packet;
- }
- }
- /* Player must be in the playing state or the flag on the
- * the command must be zero for the user to use the command -
- * otherwise, a player cam save, be in the play_again state, and
- * the map they were on gets swapped out, yet things that try to look
- * at the map causes a crash. If the command is valid, but
- * one they can't use, we still swallow it up.
- */
- if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
- if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
- if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
- plcommands[i].cmdproc((char*)data,len,pl);
- ns->inbuf.len=0;
- //D// not doing this causes random memory corruption
- if (plcommands[i].flag & 2)
- goto next_packet;
- return;
- }
- }
- /* If we get here, we didn't find a valid command. Logging
- * this might be questionable, because a broken client/malicious
- * user could certainly send a whole bunch of invalid commands.
- */
- LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
- next_packet:
- ;
+ sint32 weight = pl->ob->client_weight ();
+
+ if (last_weight != weight)
+ {
+ pl->ob->update_stats ();
+ esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
}
-}
+ draw_client_map (pl);
-/*****************************************************************************
- *
- * Low level socket looping - select calls and watchdog udp packet
- * sending.
- *
- ******************************************************************************/
+ if (update_look)
+ esrv_draw_look (pl);
-#ifdef WATCHDOG
-/**
- * Tell watchdog that we are still alive
- *
- * I put the function here since we should hopefully already be getting
- * all the needed include files for socket support
- */
+ mapinfo_queue_run ();
-void watchdog(void)
-{
- static int fd=-1;
- static struct sockaddr_in insock;
+#if HAVE_TCP_INFO
+ // check time of last ack, and, if too old, kill connection
+ socklen_t len = sizeof (tcpi);
- if (fd==-1)
+ if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi))
{
- struct protoent *protoent;
+ if (tcpi.tcpi_snd_mss)
+ mss = tcpi.tcpi_snd_mss;
- if ((protoent=getprotobyname("udp"))==NULL ||
- (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
- {
- return;
- }
- insock.sin_family=AF_INET;
- insock.sin_port=htons((unsigned short)13325);
- insock.sin_addr.s_addr=inet_addr("127.0.0.1");
+#if 0
+ fprintf (stderr, "uack %d ack %d lost %d ret %d fack %d sst %d cwnd %d mss %d pmtu %d advmss %d EXC %d\n",
+ tcpi.tcpi_unacked,
+ tcpi.tcpi_sacked,
+ tcpi.tcpi_lost,
+ tcpi.tcpi_retrans,
+ tcpi.tcpi_fackets,
+ tcpi.tcpi_snd_ssthresh, tcpi.tcpi_snd_cwnd, tcpi.tcpi_advmss, tcpi.tcpi_pmtu, tcpi.tcpi_advmss,
+
+ tcpi.tcpi_snd_cwnd - (tcpi.tcpi_unacked - tcpi.tcpi_sacked));
+#endif
+
+ // fast-time-out a player by checking for missing acks
+ // do this only when player is active
+ if (pl && pl->active
+ && tcpi.tcpi_last_ack_recv > int (socket_timeout * 1000))
+ {
+ send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
+ write_outputbuffer ();
+
+ LOG (llevDebug, "connection on fd %d closed due to ack timeout (%u/%u/%u)\n", fd,
+ (unsigned)tcpi.tcpi_last_ack_recv, (unsigned)tcpi.tcpi_last_data_sent, (unsigned)tcpi.tcpi_unacked);
+ destroy ();
+ }
}
- sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
-}
#endif
-void flush_sockets(void)
-{
- player *pl;
+ rate_avail = min (max_rate + mss, rate_avail + max_rate);
- for (pl = first_player; pl != NULL; pl = pl->next)
- if (pl->socket.status != Ns_Dead)
- Socket_Flush (&pl->socket);
-}
+ int max_send = rate_avail;
-/**
- * This checks the sockets for input and exceptions, does the right thing.
- *
- * A bit of this code is grabbed out of socket.c
- * There are 2 lists we need to look through - init_sockets is a list
- *
- */
-void doeric_server(void)
-{
- int i, pollret;
- fd_set tmp_read, tmp_exceptions, tmp_write;
- struct sockaddr_in addr;
- socklen_t addrlen=sizeof(struct sockaddr);
- player *pl, *next;
-
-#ifdef CS_LOGSTATS
- if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
- write_cs_stats();
+#if HAVE_TCP_INFO
+ // further restrict the available bandwidth by the excess bandwidth available
+ max_send = min (max_send, (tcpi.tcpi_snd_cwnd - tcpi.tcpi_unacked + tcpi.tcpi_sacked) * mss);
#endif
- FD_ZERO(&tmp_read);
- FD_ZERO(&tmp_write);
- FD_ZERO(&tmp_exceptions);
-
- for(i=0;isocket.status == Ns_Dead) {
- player *npl=pl->next;
-
- save_player(pl->ob, 0);
- if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
- terminate_all_pets(pl->ob);
- remove_ob(pl->ob);
- }
- leave(pl,1);
- final_free_player(pl);
- pl=npl;
- }
- else {
- FD_SET((uint32)pl->socket.fd, &tmp_read);
- FD_SET((uint32)pl->socket.fd, &tmp_write);
- FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
- pl=pl->next;
- }
+ if (ixface.empty ())
+ {
+ // regularly send a new face when queue is empty
+ if (bg_scrub && !--bg_scrub)
+ while (scrub_idx < faces.size () - 1)
+ {
+ ++scrub_idx;
+
+ if (!faces_sent [scrub_idx])
+ if (faceinfo *f = face_info (scrub_idx))
+ if (f->type == FT_FACE || f->type == FT_SOUND) // only scrub faces and sounds for now
+ {
+ send_face (scrub_idx, -120);
+ flush_fx ();
+
+ bg_scrub = 1; // send up to one fx per tick, unless an image was requested
+ break;
+ }
+ }
}
+ else
+ {
+ bg_scrub = BG_SCRUB_RATE;
- /* Reset timeout each time, since some OS's will change the values on
- * the return from select.
- */
- socket_info.timeout.tv_sec = 0;
- socket_info.timeout.tv_usec = 0;
-
- pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
- &tmp_exceptions, &socket_info.timeout);
-
- if (pollret==-1) {
- LOG(llevError, "select failed: %s\n", strerror_local(errno));
- return;
- }
+ for (;;)
+ {
+ int avail = max_send - outputbuffer_len ();
- /* We need to do some of the processing below regardless */
-/* if (!pollret) return;*/
+ if (avail <= 0)
+ break;
- /* Following adds a new connection */
- if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
- int newsocknum=0;
+ ixsend &ix = ixface.back ();
-#ifdef ESRV_DEBUG
- LOG(llevDebug,"doeric_server: New Connection\n");
-#endif
- /* If this is the case, all sockets currently in used */
- if (socket_info.allocated_sockets <= socket_info.nconns) {
- init_sockets = (NewSocket *) realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
- if (!init_sockets) fatal(OUT_OF_MEMORY);
- newsocknum = socket_info.allocated_sockets;
- socket_info.allocated_sockets++;
- init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
- init_sockets[newsocknum].faces_sent = (uint8*) malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
- if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
- init_sockets[newsocknum].status = Ns_Avail;
- }
- else {
- int j;
-
- for (j=1; j>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
-
- if (checkbanned(NULL, buf)) {
- LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
- close(init_sockets[newsocknum].fd);
- init_sockets[newsocknum].fd = -1;
- }
- else {
- InitConnection(ns, buf);
- socket_info.nconns++;
- }
- }
- }
+ if (facedata *d = face_data (ix.idx, faceset))
+ {
+ // estimate the packet header overhead "ix " + idx + (new)ofs
+ int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
+ int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
- /* Check for any exceptions/input on the sockets */
- if (pollret) for(i=1;inext;
- if (pl->socket.status==Ns_Dead) continue;
+ ix.ofs -= chunk;
- if (FD_ISSET(pl->socket.fd,&tmp_write)) {
- if (!pl->socket.can_write) {
-#if 0
- LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
-#endif
- pl->socket.can_write=1;
- write_socket_buffer(&pl->socket);
- }
- /* if we get an error on the write_socket buffer, no reason to
- * continue on this socket.
- */
- if (pl->socket.status==Ns_Dead) continue;
- }
- else pl->socket.can_write=0;
-
- if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
- save_player(pl->ob, 0);
- if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
- terminate_all_pets(pl->ob);
- remove_ob(pl->ob);
- }
- leave(pl,1);
- final_free_player(pl);
- }
- else {
- HandleClient(&pl->socket, pl);
- /* If the player has left the game, then the socket status
- * will be set to this be the leave function. We don't
- * need to call leave again, as it has already been called
- * once.
- */
- if (pl->socket.status==Ns_Dead) {
- save_player(pl->ob, 0);
- if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
- terminate_all_pets(pl->ob);
- remove_ob(pl->ob);
- }
- leave(pl,1);
- final_free_player(pl);
- } else {
-
- /* Update the players stats once per tick. More efficient than
- * sending them whenever they change, and probably just as useful
- */
- esrv_update_stats(pl);
- if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
- esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
- if(pl->last_weight != WEIGHT(pl->ob))
- LOG(llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", (unsigned long)pl->last_weight, WEIGHT(pl->ob));
- }
- /* draw_client_map does sanity checking that map is
- * valid, so don't do it here.
- */
- draw_client_map(pl->ob);
- if (pl->socket.update_look) esrv_draw_look(pl->ob);
- }
- }
+ //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
+
+ packet sl ("ix");
+
+ sl << ber32 (ix.idx)
+ << ber32 (ix.ofs)
+ << data (d->data.data () + ix.ofs, chunk);
+
+ send_packet (sl);
+ }
+ else
+ ix.ofs = 0;
+
+ if (!ix.ofs)
+ {
+ ixface.pop_back ();
+
+ if (ixface.empty ())
+ break;
+ }
+ }
}
+
+ rate_avail -= outputbuffer_len ();
+}
+
+void
+client::flush_sockets (void)
+{
+ for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
+ (*i)->flush ();
}
+
+void
+client::clock (void)
+{
+ for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
+ (*i)->tick ();
+
+ // give them all the same chances
+ flush_sockets ();
+
+ //TODO: should not be done here, either
+ for (unsigned i = 0; i < clients.size (); ++i)
+ clients[i]->refcnt_chk ();
+}
+