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/cvs/deliantra/server/socket/loop.C
Revision: 1.14
Committed: Thu Dec 14 04:30:33 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +50 -156 lines
Log Message:
- rewrote most of the socket loop code
- moved connection accept into tcp.ext
- no evil socket copying anymore,
  needs more cleanups

File Contents

# Content
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 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
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 #include <sproto.h>
38 #include <sockproto.h>
39
40 #include <sys/types.h>
41 #include <sys/time.h>
42 #include <sys/socket.h>
43 #include <netinet/in.h>
44 #include <netdb.h>
45
46 #ifdef HAVE_UNISTD_H
47 # include <unistd.h>
48 #endif
49
50 #ifdef HAVE_ARPA_INET_H
51 # include <arpa/inet.h>
52 #endif
53
54 #include <loader.h>
55 #include <newserver.h>
56
57 /*****************************************************************************
58 * Start of command dispatch area.
59 * The commands here are protocol commands.
60 ****************************************************************************/
61
62 /* Either keep this near the start or end of the file so it is
63 * at least reasonablye easy to find.
64 * There are really 2 commands - those which are sent/received
65 * before player joins, and those happen after the player has joined.
66 * As such, we have function types that might be called, so
67 * we end up having 2 tables.
68 */
69
70 typedef void (*func_uint8_int_ns) (char *, int, client_socket *);
71
72 struct NsCmdMapping
73 {
74 const char *cmdname;
75 func_uint8_int_ns cmdproc;
76 uint8 flag;
77 };
78
79 typedef void (*func_uint8_int_pl) (char *, int, player *);
80 struct PlCmdMapping
81 {
82 const char *cmdname;
83 func_uint8_int_pl cmdproc;
84 uint8 flag;
85 };
86
87 /**
88 * Dispatch table for the server.
89 *
90 * CmdMapping is the dispatch table for the server, used in HandleClient,
91 * which gets called when the client has input. All commands called here
92 * use the same parameter form (char* data, int len, int clientnum.
93 * We do implicit casts, because the data that is being passed is
94 * unsigned (pretty much needs to be for binary data), however, most
95 * of these treat it only as strings, so it makes things easier
96 * to cast it here instead of a bunch of times in the function itself.
97 * flag is 1 if the player must be in the playing state to issue the
98 * command, 0 if they can issue it at any time.
99 */
100 static struct PlCmdMapping plcommands[] = {
101 {"examine", ExamineCmd, 1},
102 {"apply", ApplyCmd, 1},
103 {"move", MoveCmd, 1},
104 {"reply", ReplyCmd, 0},
105 {"command", PlayerCmd, 1},
106 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
107 {"lookat", LookAt, 1},
108 {"lock", (func_uint8_int_pl) LockItem, 1},
109 {"mark", (func_uint8_int_pl) MarkItem, 1},
110 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
111 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
112 {"ext", ExtCmd, 2}, /* CF+ */
113 { 0 } /* terminator */
114 };
115
116 /** Face-related commands */
117 static struct NsCmdMapping nscommands[] = {
118 {"addme", AddMeCmd, 2},
119 {"askface", SendFaceCmd}, /* Added: phil */
120 {"requestinfo", RequestInfo},
121 {"setfacemode", SetFaceMode, 2},
122 {"setsound", SetSound, 2},
123 {"setup", SetUp, 2},
124 {"version", VersionCmd, 2},
125 {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */
126 {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */
127 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
128 { 0 } /* terminator (I, II & III) */
129 };
130
131 /**
132 * RequestInfo is sort of a meta command. There is some specific
133 * request of information, but we call other functions to provide
134 * that information.
135 */
136 void
137 RequestInfo (char *buf, int len, client_socket * ns)
138 {
139 char *params = NULL, *cp;
140
141 /* No match */
142 char bigbuf[MAX_BUF];
143 int slen;
144
145 /* Set up replyinfo before we modify any of the buffers - this is used
146 * if we don't find a match.
147 */
148 strcpy (bigbuf, "replyinfo ");
149 slen = strlen (bigbuf);
150 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
151
152 /* find the first space, make it null, and update the
153 * params pointer.
154 */
155 for (cp = buf; *cp != '\0'; cp++)
156 if (*cp == ' ')
157 {
158 *cp = '\0';
159 params = cp + 1;
160 break;
161 }
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 ns->send_packet (bigbuf, len);
173 }
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 void
186 HandleClient (client_socket *ns, player *pl)
187 {
188 /* Loop through this - maybe we have several complete packets here. */
189 // limit to a few commands only, though, as to not monopolise the server
190 for (int repeat = 16; repeat--;)
191 {
192 /* If it is a player, and they don't have any speed left, we
193 * return, and will read in the data when they do have time.
194 */
195 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
196 return;
197
198 int pkt_len = ns->read_packet ();
199
200 if (pkt_len < 0)
201 {
202 LOG (llevError, "read error on player %s\n", &pl->ob->name);
203 /* Caller will take care of cleaning this up */
204 ns->status = Ns_Dead;
205 return;
206 }
207 else if (pkt_len == 0)
208 /* Still dont have a full packet */
209 return;
210
211 /* First, break out beginning word. There are at least
212 * a few commands that do not have any paremeters. If
213 * we get such a command, don't worry about trying
214 * to break it up.
215 */
216 int datalen;
217 char *data = strchr ((char *)ns->inbuf + 2, ' ');
218
219 if (data)
220 {
221 *data++ = 0;
222 datalen = pkt_len - (data - (char *)ns->inbuf);
223 }
224 else
225 {
226 data = (char *)ns->inbuf + 2; // better read garbage than segfault
227 datalen = 0;
228 }
229
230 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */
231
232 for (int i = 0; nscommands[i].cmdname; i++)
233 {
234 if (!strcmp ((char *)ns->inbuf + 2, nscommands[i].cmdname))
235 {
236 nscommands[i].cmdproc (data, datalen, ns);
237 ns->skip_packet (pkt_len);
238 //D// not doing this causes random memory corruption
239 if (nscommands[i].flag & 2)
240 goto next_packet;
241 return;
242 }
243 }
244
245 /* Player must be in the playing state or the flag on the
246 * the command must be zero for the user to use the command -
247 * otherwise, a player cam save, be in the play_again state, and
248 * the map they were on gets swapped out, yet things that try to look
249 * at the map causes a crash. If the command is valid, but
250 * one they can't use, we still swallow it up.
251 */
252 if (pl)
253 for (int i = 0; plcommands[i].cmdname; i++)
254 {
255 if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname))
256 {
257 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
258 plcommands[i].cmdproc ((char *) data, datalen, pl);
259
260 ns->skip_packet (pkt_len);
261 //D// not doing this causes random memory corruption
262 if (plcommands[i].flag & 2)
263 goto next_packet;
264
265 return;
266 }
267 }
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 + 2);
274 ns->skip_packet (pkt_len);
275 next_packet:
276 ;
277 }
278 }
279
280
281 /*****************************************************************************
282 *
283 * Low level socket looping - select calls and watchdog udp packet
284 * sending.
285 *
286 ******************************************************************************/
287
288 #ifdef WATCHDOG
289
290 /**
291 * Tell watchdog that we are still alive
292 *
293 * I put the function here since we should hopefully already be getting
294 * all the needed include files for socket support
295 */
296
297 void
298 watchdog (void)
299 {
300 static int fd = -1;
301 static struct sockaddr_in insock;
302
303 if (fd == -1)
304 {
305 struct protoent *protoent;
306
307 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
308 {
309 return;
310 }
311 insock.sin_family = AF_INET;
312 insock.sin_port = htons ((unsigned short) 13325);
313 insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
314 }
315 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
316 }
317 #endif
318
319 void
320 flush_sockets (void)
321 {
322 player *pl;
323
324 for (pl = first_player; pl != NULL; pl = pl->next)
325 if (pl->socket->status != Ns_Dead)
326 Socket_Flush (pl->socket);
327 }
328
329 /**
330 * This checks the sockets for input, does the right thing.
331 *
332 * A bit of this code is grabbed out of socket.c
333 * There are 2 lists we need to look through - init_sockets is a list
334 *
335 */
336 void
337 doeric_server (void)
338 {
339 int i, pollret;
340 fd_set tmp_read, tmp_write;
341 struct sockaddr_in addr;
342 socklen_t addrlen = sizeof (struct sockaddr);
343 player *pl, *next;
344 int maxfd = 0;
345
346 #ifdef CS_LOGSTATS
347 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
348 write_cs_stats ();
349 #endif
350
351 /* Go through the players. Let the loop set the next pl value,
352 * since we may remove some
353 */
354 //TODO: must be handled cleanly elsewhere
355 for (pl = first_player; pl; )
356 {
357 player *npl = pl->next;
358
359 //TODO: must be handled cleanly elsewhere
360 if (pl->socket->status == Ns_Dead)
361 {
362 save_player (pl->ob, 0);
363
364 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
365 {
366 terminate_all_pets (pl->ob);
367 pl->ob->remove ();
368 }
369
370 leave (pl, 1);
371 final_free_player (pl);
372 }
373
374 pl = npl;
375 }
376
377 FD_ZERO (&tmp_read);
378 FD_ZERO (&tmp_write);
379
380 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
381 {
382 client_socket *s = *i;
383
384 if (s->status == Ns_Dead)
385 {
386 client_sockets.erase (i);
387 delete s;
388 }
389 else
390 {
391 if (s->fd > maxfd) maxfd = s->fd;
392
393 FD_SET (s->fd, &tmp_read);
394
395 if (s->outputbuffer.len)
396 FD_SET (s->fd, &tmp_write);
397
398 ++i;
399 }
400 }
401
402 struct timeval timeout;
403
404 timeout.tv_sec = 0;
405 timeout.tv_usec = 0;
406
407 pollret = select (maxfd + 1,
408 &tmp_read, &tmp_write, 0,
409 &timeout);
410
411 if (pollret == -1)
412 {
413 LOG (llevError, "select failed: %s\n", strerror (errno));
414 return;
415 }
416
417 /* We need to do some of the processing below regardless */
418
419 /* Check for any input on the sockets */
420 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
421 {
422 client_socket *s = *i;
423 player *pl = s->pl;
424
425 //TODO: writing should be independent of tick
426 if (FD_ISSET (s->fd, &tmp_write))
427 {
428 s->can_write = 1;
429 write_socket_buffer (s);
430 }
431
432 //TODO: disassociate handleclient from socket readin
433 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read))
434 HandleClient (s, pl);
435
436 //TODO: should not be done here, either
437 if (s->status != Ns_Dead && pl)
438 {
439 /* Update the players stats once per tick. More efficient than
440 * sending them whenever they change, and probably just as useful
441 */
442 esrv_update_stats (pl);
443 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
444 {
445 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
446 if (pl->last_weight != WEIGHT (pl->ob))
447 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
448 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
449 }
450
451 /* draw_client_map does sanity checking that map is
452 * valid, so don't do it here.
453 */
454 draw_client_map (pl->ob);
455 if (s->update_look)
456 esrv_draw_look (pl->ob);
457 }
458 }
459 }
460