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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.16 by root, Thu Dec 14 22:45:41 2006 UTC vs.
Revision 1.64 by root, Sat Jul 28 00:45:05 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/** 24/**
25 * \file 25 * \file
26 * Main client/server loops. 26 * Main client/server loops.
27 * 27 *
28 * \date 2003-12-02 28 * \date 2003-12-02
29 * 29 *
30 * loop.c mainly deals with initialization and higher level socket 30 * loop.c mainly deals with initialization and higher level socket
31 * maintenance (checking for lost connections and if data has arrived.) 31 * maintanance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */ 32 */
34
35 33
36#include <global.h> 34#include <global.h>
37#include <sproto.h> 35#include <sproto.h>
38#include <sockproto.h> 36#include <sockproto.h>
39 37
45 43
46#include <unistd.h> 44#include <unistd.h>
47#include <arpa/inet.h> 45#include <arpa/inet.h>
48 46
49#include <loader.h> 47#include <loader.h>
50#include <newserver.h>
51 48
52/***************************************************************************** 49#define BG_SCRUB_RATE 4 // how often to send a face in the background
53 * Start of command dispatch area.
54 * The commands here are protocol commands.
55 ****************************************************************************/
56 50
57/* Either keep this near the start or end of the file so it is 51#define MAX_QUEUE_DEPTH 500
58 * at least reasonablye easy to find. 52#define MAX_QUEUE_BACKLOG 3.
59 * There are really 2 commands - those which are sent/received
60 * before player joins, and those happen after the player has joined.
61 * As such, we have function types that might be called, so
62 * we end up having 2 tables.
63 */
64 53
65typedef void (*func_uint8_int_ns) (char *, int, client_socket *);
66
67struct NsCmdMapping
68{
69 const char *cmdname;
70 func_uint8_int_ns cmdproc;
71 uint8 flag;
72};
73
74typedef void (*func_uint8_int_pl) (char *, int, player *);
75struct PlCmdMapping
76{
77 const char *cmdname;
78 func_uint8_int_pl cmdproc;
79 uint8 flag;
80};
81
82/**
83 * Dispatch table for the server.
84 *
85 * CmdMapping is the dispatch table for the server, used in HandleClient,
86 * which gets called when the client has input. All commands called here
87 * use the same parameter form (char* data, int len, int clientnum.
88 * We do implicit casts, because the data that is being passed is
89 * unsigned (pretty much needs to be for binary data), however, most
90 * of these treat it only as strings, so it makes things easier
91 * to cast it here instead of a bunch of times in the function itself.
92 * flag is 1 if the player must be in the playing state to issue the
93 * command, 0 if they can issue it at any time.
94 */
95static struct PlCmdMapping plcommands[] = {
96 {"examine", ExamineCmd, 1},
97 {"apply", ApplyCmd, 1},
98 {"move", MoveCmd, 1},
99 {"reply", ReplyCmd, 0},
100 {"command", PlayerCmd, 1},
101 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
102 {"lookat", LookAt, 1},
103 {"lock", (func_uint8_int_pl) LockItem, 1},
104 {"mark", (func_uint8_int_pl) MarkItem, 1},
105 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
106 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
107 {"ext", ExtCmd, 2}, /* CF+ */
108 { 0 } /* terminator */
109};
110
111/** Face-related commands */
112static struct NsCmdMapping nscommands[] = {
113 {"addme", AddMeCmd, 2},
114 {"askface", SendFaceCmd}, /* Added: phil */
115 {"requestinfo", RequestInfo},
116 {"setfacemode", SetFaceMode, 2},
117 {"setsound", SetSound, 2},
118 {"setup", SetUp, 2},
119 {"version", VersionCmd, 2},
120 {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */
121 {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */
122 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
123 { 0 } /* terminator (I, II & III) */
124};
125
126/**
127 * RequestInfo is sort of a meta command. There is some specific
128 * request of information, but we call other functions to provide
129 * that information.
130 */
131void 54void
132RequestInfo (char *buf, int len, client_socket * ns) 55client::reset_state ()
133{ 56{
134 char *params = NULL, *cp; 57 if (!pl)
58 return;
135 59
136 /* No match */ 60 pl->run_on = 0;
137 char bigbuf[MAX_BUF]; 61 pl->fire_on = 0;
138 int slen; 62}
139 63
140 /* Set up replyinfo before we modify any of the buffers - this is used 64void
141 * if we don't find a match. 65client::queue_command (packet_type *handler, char *data, int datalen)
142 */ 66{
143 strcpy (bigbuf, "replyinfo "); 67 tstamp stamp = NOW;
144 slen = strlen (bigbuf);
145 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
146 68
147 /* find the first space, make it null, and update the 69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
148 * params pointer.
149 */
150 for (cp = buf; *cp != '\0'; cp++)
151 if (*cp == ' ')
152 { 70 {
153 *cp = '\0'; 71 //TODO: just disconnect here?
154 params = cp + 1; 72 reset_state ();
155 break; 73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
156 } 74 }
157
158 if (!strcmp (buf, "image_info"))
159 send_image_info (ns, params);
160 else if (!strcmp (buf, "image_sums"))
161 send_image_sums (ns, params);
162 else if (!strcmp (buf, "skill_info"))
163 send_skill_info (ns, params);
164 else if (!strcmp (buf, "spell_paths"))
165 send_spell_paths (ns, params);
166 else 75 else
167 ns->send_packet (bigbuf, len); 76 {
168} 77 cmd_queue.push_back (command ());
169 78 command &cmd = cmd_queue.back ();
170/** 79 cmd.stamp = stamp;
171 * Handle client input. 80 cmd.handler = handler;
172 * 81 cmd.data = salloc<char> (datalen + 1, data);
173 * HandleClient is actually not named really well - we only get here once 82 cmd.datalen = datalen;
174 * there is input, so we don't do exception or other stuff here.
175 * sock is the output socket information. pl is the player associated
176 * with this socket, null if no player (one of the init_sockets for just
177 * starting a connection)
178 */
179
180void
181HandleClient (client_socket *ns, player *pl)
182{
183 /* Loop through this - maybe we have several complete packets here. */
184 // limit to a few commands only, though, as to not monopolise the server
185 for (int repeat = 16; repeat--;)
186 { 83 }
187 /* If it is a player, and they don't have any speed left, we 84}
188 * return, and will read in the data when they do have time.
189 */
190 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
191 return;
192 85
193 int pkt_len = ns->read_packet (); 86bool
87client::handle_command ()
88{
89 if (!cmd_queue.empty ()
90 && state == ST_PLAYING
91 && pl->ob->speed_left > 0.f)
92 {
93 command &cmd = cmd_queue.front ();
194 94
195 if (pkt_len < 0) 95 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
196 {
197 LOG (llevError, "read error on player %s\n", &pl->ob->name);
198 /* Caller will take care of cleaning this up */
199 ns->status = Ns_Dead;
200 return;
201 } 96 {
202 else if (pkt_len == 0) 97 reset_state ();
203 /* Still dont have a full packet */ 98 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
204 return;
205
206 /* First, break out beginning word. There are at least
207 * a few commands that do not have any paremeters. If
208 * we get such a command, don't worry about trying
209 * to break it up.
210 */
211 int datalen;
212 char *data = strchr ((char *)ns->inbuf + 2, ' ');
213
214 if (data)
215 {
216 *data++ = 0;
217 datalen = pkt_len - (data - (char *)ns->inbuf);
218 } 99 }
219 else 100 else
220 { 101 execute (cmd.handler, cmd.data, cmd.datalen);
221 data = (char *)ns->inbuf + 2; // better read garbage than segfault
222 datalen = 0;
223 }
224 102
225 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 103 cmd_queue.pop_front ();
226 104 return true;
227 for (int i = 0; nscommands[i].cmdname; i++)
228 {
229 if (!strcmp ((char *)ns->inbuf + 2, nscommands[i].cmdname))
230 {
231 nscommands[i].cmdproc (data, datalen, ns);
232 ns->skip_packet (pkt_len);
233 //D// not doing this causes random memory corruption
234 if (nscommands[i].flag & 2)
235 goto next_packet;
236 return;
237 }
238 }
239
240 /* Player must be in the playing state or the flag on the
241 * the command must be zero for the user to use the command -
242 * otherwise, a player cam save, be in the play_again state, and
243 * the map they were on gets swapped out, yet things that try to look
244 * at the map causes a crash. If the command is valid, but
245 * one they can't use, we still swallow it up.
246 */
247 if (pl)
248 for (int i = 0; plcommands[i].cmdname; i++)
249 {
250 if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname))
251 {
252 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
253 plcommands[i].cmdproc ((char *) data, datalen, pl);
254
255 ns->skip_packet (pkt_len);
256 //D// not doing this causes random memory corruption
257 if (plcommands[i].flag & 2)
258 goto next_packet;
259
260 return;
261 }
262 }
263
264 /* If we get here, we didn't find a valid command. Logging
265 * this might be questionable, because a broken client/malicious
266 * user could certainly send a whole bunch of invalid commands.
267 */
268 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
269 ns->skip_packet (pkt_len);
270 next_packet:
271 ;
272 } 105 }
106 else
107 return false;
273} 108}
274 109
275void 110void
276flush_sockets (void) 111flush_sockets (void)
277{ 112{
278 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 113 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
279 if ((*i)->status != Ns_Dead)
280 (*i)->flush (); 114 (*i)->flush ();
281} 115}
282 116
283/** 117/**
284 * This checks the sockets for input, does the right thing. 118 * This checks the sockets for input, does the right thing.
285 * 119 *
288 * 122 *
289 */ 123 */
290void 124void
291doeric_server (void) 125doeric_server (void)
292{ 126{
293 int i, pollret; 127 //TODO: should not be done here, either
294 fd_set tmp_read; 128 for (unsigned i = 0; i < clients.size (); ++i)
295 struct sockaddr_in addr; 129 {
296 socklen_t addrlen = sizeof (struct sockaddr); 130 client *ns = clients [i];
297 player *pl, *next;
298 int maxfd = 0;
299 131
300#ifdef CS_LOGSTATS 132 ns->tick ();
301 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 133 ns->refcnt_chk ();
302 write_cs_stats (); 134 }
135}
136
137void
138client::tick ()
139{
140 if (!pl || destroyed ())
141 return;
142
143 /* Update the players stats once per tick. More efficient than
144 * sending them whenever they change, and probably just as useful
145 */
146 esrv_update_stats (pl);
147
148 if (last_weight != -1 && last_weight != WEIGHT (pl->ob))
149 {
150 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
151 if (last_weight != WEIGHT (pl->ob))
152 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
153 (unsigned long) last_weight, WEIGHT (pl->ob));
154 }
155
156 draw_client_map (pl);
157
158 if (update_look)
159 esrv_draw_look (pl);
160
161 bool overload = false;
162
163#if HAVE_TCP_INFO
164 // do bandwidth checking
165 if (tcpi.tcpi_unacked + 1 > max (4, tcpi.tcpi_snd_cwnd))
166 {
167 overload = true;
168 if (next_rate_adjust <= NOW)
169 {
170 next_rate_adjust = NOW + 2;
171 max_rate = max (max_rate >> 1, int (5000 * TICK));
172 LOG (llevDebug, "tcp %s overloaded (%d + 1 > 4 | %d), rate now %d\n",
173 host, (int)tcpi.tcpi_unacked, (int)tcpi.tcpi_snd_cwnd, int (max_rate / TICK));//D
174 send_packet_printf ("drawinfo %d Due to possible network congestion, your output-rate has been reduced to %dbps.",
175 NDI_RED, int (max_rate / TICK));
176 }
177 }
303#endif 178#endif
304 179
305 /* Go through the players. Let the loop set the next pl value, 180 if (!overload)
306 * since we may remove some
307 */
308 //TODO: must be handled cleanly elsewhere
309 for (pl = first_player; pl; )
310 { 181 {
311 player *npl = pl->next; 182 if (ixface.empty ())
183 {
184 // regularly send a new face when queue is empty
185 if (bg_scrub && !--bg_scrub && enable_bg_scrub)
186 while (scrub_idx < faces.size () - 1)
187 {
188 ++scrub_idx;
312 189
313 //TODO: must be handled cleanly elsewhere 190 if (!faces_sent [scrub_idx])
314 if (pl->socket->status == Ns_Dead) 191 if (faceinfo *f = face_info (scrub_idx))
192 if (f->type == FT_FACE) // only scrub faces for now
193 {
194 send_face (scrub_idx, -120);
195 flush_fx ();
196
197 bg_scrub = 1; // send up to one face per tick, unless an image was requested
198 break;
199 }
200 }
201
202 rate_avail = max_rate - outputbuffer_len ();
315 { 203 }
316 save_player (pl->ob, 0); 204 else
205 {
206 int ol = outputbuffer_len ();
317 207
318 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 208 rate_avail = min (max_rate, rate_avail + max_rate);
209 rate_avail -= ol;
210
211 int avail = rate_avail;
212
213 // if we can split images, transfer up to mss-sized packets if possible
214 // but never 768 bytes more.
215 if (fxix) avail += min (768, mss - (ol % mss));
216
217 bg_scrub = BG_SCRUB_RATE;
218
219 while (avail > 0)
319 { 220 {
320 terminate_all_pets (pl->ob); 221 ixsend &ix = ixface.back ();
321 pl->ob->remove (); 222
223 if (facedata *d = face_data (ix.idx, faceset))
224 {
225 if (fxix)
226 {
227 // only transfer something if the amount of data transferred
228 // has a healthy relation to the header overhead
229 if (avail <= 40)
230 break;
231
232 // 9 bytes is enough for fx_FFFOOO
233 int chunk = min (min (avail, MAXSOCKBUF - 9), (int)ix.ofs);
234
235 if (chunk <= 0)
236 break;
237
238 ix.ofs -= chunk;
239
240 //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
241
242 packet sl ("ix");
243
244 sl << ber32 (ix.idx)
245 << ber32 (ix.ofs)
246 << data (d->data.data () + ix.ofs, chunk);
247
248 send_packet (sl);
249 }
250 else
251 {
252 send_image (ix.idx);
253 ix.ofs = 0;
254 }
255 }
256 else
257 ix.ofs = 0;
258
259 int consumed = outputbuffer_len () - ol;
260
261 avail -= consumed;
262 rate_avail -= consumed;
263
264 ol = outputbuffer_len ();
265
266 if (!ix.ofs)
267 {
268 ixface.pop_back ();
269
270 if (ixface.empty ())
271 break;
272 }
322 } 273 }
323
324 leave (pl, 1);
325 final_free_player (pl);
326 }
327
328 pl = npl;
329 }
330
331 FD_ZERO (&tmp_read);
332
333 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
334 {
335 client_socket *s = *i;
336
337 if (s->status == Ns_Dead)
338 { 274 }
339 client_sockets.erase (i);
340 delete s;
341 }
342 else
343 {
344 if (s->fd > maxfd) maxfd = s->fd;
345
346 FD_SET (s->fd, &tmp_read);
347
348 ++i;
349 }
350 }
351
352 struct timeval timeout;
353
354 timeout.tv_sec = 0;
355 timeout.tv_usec = 0;
356
357 pollret = select (maxfd + 1,
358 &tmp_read, 0, 0,
359 &timeout);
360
361 if (pollret == -1)
362 { 275 }
363 LOG (llevError, "select failed: %s\n", strerror (errno));
364 return;
365 }
366
367 /* We need to do some of the processing below regardless */
368
369 /* Check for any input on the sockets */
370 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
371 {
372 client_socket *s = *i;
373 player *pl = s->pl;
374
375 //TODO: disassociate handleclient from socket readin
376 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read))
377 HandleClient (s, pl);
378
379 //TODO: should not be done here, either
380 if (s->status != Ns_Dead && pl)
381 {
382 /* Update the players stats once per tick. More efficient than
383 * sending them whenever they change, and probably just as useful
384 */
385 esrv_update_stats (pl);
386 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
387 {
388 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
389 if (pl->last_weight != WEIGHT (pl->ob))
390 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
391 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
392 }
393
394 /* draw_client_map does sanity checking that map is
395 * valid, so don't do it here.
396 */
397 draw_client_map (pl->ob);
398 if (s->update_look)
399 esrv_draw_look (pl->ob);
400 }
401 }
402} 276}
403 277

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