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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.7 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.31 by root, Thu Dec 21 23:37:06 2006 UTC

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 33
35 34
36#include <global.h> 35#include <global.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 36#include <sproto.h>
39# include <sockproto.h> 37#include <sockproto.h>
40#endif
41 38
42#ifndef WIN32 /* ---win32 exclude unix headers */
43# include <sys/types.h> 39#include <sys/types.h>
44# include <sys/time.h> 40#include <sys/time.h>
45# include <sys/socket.h> 41#include <sys/socket.h>
46# include <netinet/in.h> 42#include <netinet/in.h>
47# include <netdb.h> 43#include <netdb.h>
48#endif /* end win32 */
49 44
50#ifdef HAVE_UNISTD_H
51# include <unistd.h> 45#include <unistd.h>
52#endif
53
54#ifdef HAVE_ARPA_INET_H
55# include <arpa/inet.h> 46#include <arpa/inet.h>
56#endif
57 47
58#include <loader.h> 48#include <loader.h>
59#include <newserver.h>
60 49
61/***************************************************************************** 50#define MAX_QUEUE_DEPTH 500 //TODO
62 * Start of command dispatch area. 51#define MAX_QUEUE_BACKLOG 5. //TODO
63 * The commands here are protocol commands.
64 ****************************************************************************/
65 52
66/* Either keep this near the start or end of the file so it is 53void
67 * at least reasonablye easy to find. 54client::reset_state ()
68 * There are really 2 commands - those which are sent/received
69 * before player joins, and those happen after the player has joined.
70 * As such, we have function types that might be called, so
71 * we end up having 2 tables.
72 */
73
74typedef void (*func_uint8_int_ns) (char *, int, NewSocket *);
75
76struct NsCmdMapping
77{ 55{
78 const char *cmdname; 56 if (!pl)
79 func_uint8_int_ns cmdproc; 57 return;
80};
81 58
82typedef void (*func_uint8_int_pl) (char *, int, player *); 59 pl->run_on = 0;
83struct PlCmdMapping 60 pl->fire_on = 0;
61}
62
63void
64client::queue_command (packet_type *handler, char *data, int datalen)
84{ 65{
85 const char *cmdname; 66 tstamp stamp = now ();
86 func_uint8_int_pl cmdproc; 67
87 uint8 flag; 68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
88}; 69 {
70 //TODO: just disconnect here?
71 reset_state ();
72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
73 }
74 else
75 {
76 cmd_queue.push_back (command ());
77 command &cmd = cmd_queue.back ();
78 cmd.stamp = stamp;
79 cmd.handler = handler;
80 cmd.data = salloc<char> (datalen + 1, data);
81 cmd.datalen = datalen;
82 }
83}
84
85bool
86client::handle_command ()
87{
88 bool skipping = false;
89
90 while (!cmd_queue.empty ()
91 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0))
92 {
93 command &cmd = cmd_queue.front ();
94
95 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
96 {
97 if (!skipping)
98 {
99 skipping = true;
100 reset_state ();
101 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
102 }
103
104 cmd_queue.pop_front ();
105 }
106 else
107 {
108 execute (cmd.handler, cmd.data, cmd.datalen);
109 cmd_queue.pop_front ();
110 return true;
111 }
112 }
113
114 return false;
115}
116
117void
118flush_sockets (void)
119{
120 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
121 (*i)->flush ();
122}
89 123
90/** 124/**
91 * Dispatch table for the server.
92 *
93 * CmdMapping is the dispatch table for the server, used in HandleClient,
94 * which gets called when the client has input. All commands called here
95 * use the same parameter form (char* data, int len, int clientnum.
96 * We do implicit casts, because the data that is being passed is
97 * unsigned (pretty much needs to be for binary data), however, most
98 * of these treat it only as strings, so it makes things easier
99 * to cast it here instead of a bunch of times in the function itself.
100 * flag is 1 if the player must be in the playing state to issue the
101 * command, 0 if they can issue it at any time.
102 */
103static struct PlCmdMapping plcommands[] = {
104 {"examine", ExamineCmd, 1},
105 {"apply", ApplyCmd, 1},
106 {"move", MoveCmd, 1},
107 {"reply", ReplyCmd, 0},
108 {"command", PlayerCmd, 1},
109 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
110 {"lookat", LookAt, 1},
111 {"lock", (func_uint8_int_pl) LockItem, 1},
112 {"mark", (func_uint8_int_pl) MarkItem, 1},
113 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
114 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
115 {"ext", ExtCmd, 2}, /* CF+ */
116 {NULL, NULL, 0} /* terminator */
117};
118
119/** Face-related commands */
120static struct NsCmdMapping nscommands[] = {
121 {"addme", AddMeCmd},
122 {"askface", SendFaceCmd}, /* Added: phil */
123 {"requestinfo", RequestInfo},
124 {"setfacemode", SetFaceMode},
125 {"setsound", SetSound},
126 {"setup", SetUp},
127 {"version", VersionCmd},
128 {"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */
129 {"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */
130 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
131 {NULL, NULL} /* terminator (I, II & III) */
132};
133
134/**
135 * RequestInfo is sort of a meta command. There is some specific
136 * request of information, but we call other functions to provide
137 * that information.
138 */
139void
140RequestInfo (char *buf, int len, NewSocket * ns)
141{
142 char *params = NULL, *cp;
143
144 /* No match */
145 char bigbuf[MAX_BUF];
146 int slen;
147
148 /* Set up replyinfo before we modify any of the buffers - this is used
149 * if we don't find a match.
150 */
151 strcpy (bigbuf, "replyinfo ");
152 slen = strlen (bigbuf);
153 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
154
155 /* find the first space, make it null, and update the
156 * params pointer.
157 */
158 for (cp = buf; *cp != '\0'; cp++)
159 if (*cp == ' ')
160 {
161 *cp = '\0';
162 params = cp + 1;
163 break;
164 }
165 if (!strcmp (buf, "image_info"))
166 send_image_info (ns, params);
167 else if (!strcmp (buf, "image_sums"))
168 send_image_sums (ns, params);
169 else if (!strcmp (buf, "skill_info"))
170 send_skill_info (ns, params);
171 else if (!strcmp (buf, "spell_paths"))
172 send_spell_paths (ns, params);
173 else
174 Write_String_To_Socket (ns, bigbuf, len);
175}
176
177/**
178 * Handle client input.
179 *
180 * HandleClient is actually not named really well - we only get here once
181 * there is input, so we don't do exception or other stuff here.
182 * sock is the output socket information. pl is the player associated
183 * with this socket, null if no player (one of the init_sockets for just
184 * starting a connection)
185 */
186
187void
188HandleClient (NewSocket * ns, player *pl)
189{
190 int len = 0, i, cnt;
191 char *data;
192
193 /* Loop through this - maybe we have several complete packets here. */
194 // limit to a few commands only, though, as to not monopolise the server
195 for (cnt = 16; cnt--;)
196 {
197 /* If it is a player, and they don't have any speed left, we
198 * return, and will read in the data when they do have time.
199 */
200 if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0)
201 {
202 return;
203 }
204
205 i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1);
206
207 if (i < 0)
208 {
209#ifdef ESRV_DEBUG
210 LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None"));
211#endif
212 /* Caller will take care of cleaning this up */
213 ns->status = Ns_Dead;
214 return;
215 }
216 /* Still dont have a full packet */
217 if (i == 0)
218 return;
219
220// //D//TODO//temporarily log long commands
221// if (ns->inbuf.len >= 40 && pl && pl->ob)
222// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
223
224 /* First, break out beginning word. There are at least
225 * a few commands that do not have any paremeters. If
226 * we get such a command, don't worry about trying
227 * to break it up.
228 */
229 data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' ');
230 if (data)
231 {
232 *data = '\0';
233 data++;
234 len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
235 }
236 else
237 len = 0;
238
239 ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */
240 for (i = 0; nscommands[i].cmdname != NULL; i++)
241 {
242 if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0)
243 {
244 nscommands[i].cmdproc ((char *) data, len, ns);
245 ns->inbuf.len = 0;
246 return; //D// not doing this causes random memory corruption
247 goto next_packet;
248 }
249 }
250 /* Player must be in the playing state or the flag on the
251 * the command must be zero for the user to use the command -
252 * otherwise, a player cam save, be in the play_again state, and
253 * the map they were on gets swapped out, yet things that try to look
254 * at the map causes a crash. If the command is valid, but
255 * one they can't use, we still swallow it up.
256 */
257 if (pl)
258 for (i = 0; plcommands[i].cmdname != NULL; i++)
259 {
260 if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0)
261 {
262 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
263 plcommands[i].cmdproc ((char *) data, len, pl);
264 ns->inbuf.len = 0;
265 //D// not doing this causes random memory corruption
266 if (plcommands[i].flag & 2)
267 goto next_packet;
268 return;
269 }
270 }
271 /* If we get here, we didn't find a valid command. Logging
272 * this might be questionable, because a broken client/malicious
273 * user could certainly send a whole bunch of invalid commands.
274 */
275 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2);
276 next_packet:
277 ;
278 }
279}
280
281
282/*****************************************************************************
283 *
284 * Low level socket looping - select calls and watchdog udp packet
285 * sending.
286 *
287 ******************************************************************************/
288
289#ifdef WATCHDOG
290
291/**
292 * Tell watchdog that we are still alive
293 *
294 * I put the function here since we should hopefully already be getting
295 * all the needed include files for socket support
296 */
297
298void
299watchdog (void)
300{
301 static int fd = -1;
302 static struct sockaddr_in insock;
303
304 if (fd == -1)
305 {
306 struct protoent *protoent;
307
308 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
309 {
310 return;
311 }
312 insock.sin_family = AF_INET;
313 insock.sin_port = htons ((unsigned short) 13325);
314 insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
315 }
316 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
317}
318#endif
319
320void
321flush_sockets (void)
322{
323 player *pl;
324
325 for (pl = first_player; pl != NULL; pl = pl->next)
326 if (pl->socket.status != Ns_Dead)
327 Socket_Flush (&pl->socket);
328}
329
330/**
331 * This checks the sockets for input and exceptions, does the right thing. 125 * This checks the sockets for input, does the right thing.
332 * 126 *
333 * A bit of this code is grabbed out of socket.c 127 * A bit of this code is grabbed out of socket.c
334 * There are 2 lists we need to look through - init_sockets is a list 128 * There are 2 lists we need to look through - init_sockets is a list
335 * 129 *
336 */ 130 */
337void 131void
338doeric_server (void) 132doeric_server (void)
339{ 133{
340 int i, pollret;
341 fd_set tmp_read, tmp_exceptions, tmp_write;
342 struct sockaddr_in addr;
343 socklen_t addrlen = sizeof (struct sockaddr);
344 player *pl, *next;
345
346#ifdef CS_LOGSTATS 134#ifdef CS_LOGSTATS
347 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 135 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
348 write_cs_stats (); 136 write_cs_stats ();
349#endif 137#endif
350 138
351 FD_ZERO (&tmp_read);
352 FD_ZERO (&tmp_write);
353 FD_ZERO (&tmp_exceptions);
354
355 for (i = 0; i < socket_info.allocated_sockets; i++)
356 {
357 if (init_sockets[i].status == Ns_Dead)
358 {
359 free_newsocket (&init_sockets[i]);
360 init_sockets[i].status = Ns_Avail;
361 socket_info.nconns--;
362 }
363 else if (init_sockets[i].status != Ns_Avail)
364 {
365 FD_SET ((uint32) init_sockets[i].fd, &tmp_read);
366 FD_SET ((uint32) init_sockets[i].fd, &tmp_write);
367 FD_SET ((uint32) init_sockets[i].fd, &tmp_exceptions);
368 }
369 }
370
371 /* Go through the players. Let the loop set the next pl value, 139 /* Go through the players. Let the loop set the next pl value,
372 * since we may remove some 140 * since we may remove some
373 */ 141 */
142 //TODO: must be handled cleanly elsewhere
374 for (pl = first_player; pl != NULL;) 143 for (player *pl = first_player; pl; )
375 { 144 {
376 if (pl->socket.status == Ns_Dead)
377 {
378 player *npl = pl->next; 145 player *npl = pl->next;
379 146
147 //TODO: must be handled cleanly elsewhere
148 if (!pl->ns || pl->ns->destroyed ())
149 {
380 save_player (pl->ob, 0); 150 save_player (pl->ob, 0);
151
381 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 152 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
382 { 153 {
383 terminate_all_pets (pl->ob); 154 terminate_all_pets (pl->ob);
384 remove_ob (pl->ob); 155 pl->ob->remove ();
385 } 156 }
157
386 leave (pl, 1); 158 leave (pl, 1);
387 final_free_player (pl); 159 final_free_player (pl);
160 }
161
388 pl = npl; 162 pl = npl;
163 }
164
165 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
166 {
167 client *s = *i;
168
169 if (s->destroyed ())
170 {
171 clients.erase (i);
172 delete s;
389 } 173 }
390 else 174 else
391 { 175 ++i;
392 FD_SET ((uint32) pl->socket.fd, &tmp_read);
393 FD_SET ((uint32) pl->socket.fd, &tmp_write);
394 FD_SET ((uint32) pl->socket.fd, &tmp_exceptions);
395 pl = pl->next;
396 }
397 }
398
399 /* Reset timeout each time, since some OS's will change the values on
400 * the return from select.
401 */
402 socket_info.timeout.tv_sec = 0;
403 socket_info.timeout.tv_usec = 0;
404
405 pollret = select (socket_info.max_filedescriptor, &tmp_read, &tmp_write, &tmp_exceptions, &socket_info.timeout);
406
407 if (pollret == -1)
408 {
409 LOG (llevError, "select failed: %s\n", strerror (errno));
410 return;
411 } 176 }
412 177
413 /* We need to do some of the processing below regardless */ 178 /* We need to do some of the processing below regardless */
414 179
415/* if (!pollret) return;*/ 180 /* Check for any input on the sockets */
416 181 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
417 /* Following adds a new connection */
418 if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
419 { 182 {
420 int newsocknum = 0; 183 client *s = *i;
184 player *pl = s->pl;
421 185
422#ifdef ESRV_DEBUG 186 //TODO: should not be done here, either
423 LOG (llevDebug, "doeric_server: New Connection\n"); 187 if (!s->destroyed () && pl)
424#endif
425 /* If this is the case, all sockets currently in used */
426 if (socket_info.allocated_sockets <= socket_info.nconns)
427 {
428 init_sockets = (NewSocket *) realloc (init_sockets, sizeof (NewSocket) * (socket_info.nconns + 1));
429 if (!init_sockets)
430 fatal (OUT_OF_MEMORY);
431 newsocknum = socket_info.allocated_sockets;
432 socket_info.allocated_sockets++;
433 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
434 init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent));
435 if (!init_sockets[newsocknum].faces_sent)
436 fatal (OUT_OF_MEMORY);
437 init_sockets[newsocknum].status = Ns_Avail;
438 } 188 {
439 else 189 /* Update the players stats once per tick. More efficient than
440 { 190 * sending them whenever they change, and probably just as useful
441 int j;
442
443 for (j = 1; j < socket_info.allocated_sockets; j++)
444 if (init_sockets[j].status == Ns_Avail)
445 { 191 */
446 newsocknum = j; 192 esrv_update_stats (pl);
447 break;
448 }
449 }
450 init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
451 if (init_sockets[newsocknum].fd == -1)
452 {
453 LOG (llevError, "accept failed: %s\n", strerror (errno));
454 }
455 else
456 {
457 char buf[MAX_BUF];
458 long ip;
459 NewSocket *ns;
460 193
461 ns = &init_sockets[newsocknum]; 194 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
462
463 ip = ntohl (addr.sin_addr.s_addr);
464 sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255);
465
466 if (checkbanned (NULL, buf))
467 { 195 {
468 LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf); 196 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
469 close (init_sockets[newsocknum].fd); 197 if (pl->last_weight != WEIGHT (pl->ob))
470 init_sockets[newsocknum].fd = -1; 198 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
199 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
471 } 200 }
472 else
473 {
474 InitConnection (ns, buf);
475 socket_info.nconns++;
476 }
477 }
478 }
479 201
480 /* Check for any exceptions/input on the sockets */
481 if (pollret)
482 for (i = 1; i < socket_info.allocated_sockets; i++)
483 {
484 if (init_sockets[i].status == Ns_Avail)
485 continue;
486 if (FD_ISSET (init_sockets[i].fd, &tmp_exceptions))
487 {
488 free_newsocket (&init_sockets[i]);
489 init_sockets[i].status = Ns_Avail;
490 socket_info.nconns--;
491 continue;
492 }
493 if (FD_ISSET (init_sockets[i].fd, &tmp_read))
494 {
495 HandleClient (&init_sockets[i], NULL);
496 }
497 if (FD_ISSET (init_sockets[i].fd, &tmp_write))
498 {
499 init_sockets[i].can_write = 1;
500 }
501 }
502
503 /* This does roughly the same thing, but for the players now */
504 for (pl = first_player; pl != NULL; pl = next)
505 {
506
507 next = pl->next;
508 if (pl->socket.status == Ns_Dead)
509 continue;
510
511 if (FD_ISSET (pl->socket.fd, &tmp_write))
512 {
513 if (!pl->socket.can_write)
514 {
515#if 0
516 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
517#endif
518 pl->socket.can_write = 1;
519 write_socket_buffer (&pl->socket);
520 }
521 /* if we get an error on the write_socket buffer, no reason to
522 * continue on this socket.
523 */
524 if (pl->socket.status == Ns_Dead)
525 continue;
526 }
527 else
528 pl->socket.can_write = 0;
529
530 if (FD_ISSET (pl->socket.fd, &tmp_exceptions))
531 {
532 save_player (pl->ob, 0);
533 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
534 {
535 terminate_all_pets (pl->ob);
536 remove_ob (pl->ob);
537 }
538 leave (pl, 1);
539 final_free_player (pl);
540 }
541 else
542 {
543 HandleClient (&pl->socket, pl);
544 /* If the player has left the game, then the socket status
545 * will be set to this be the leave function. We don't
546 * need to call leave again, as it has already been called
547 * once.
548 */
549 if (pl->socket.status == Ns_Dead)
550 {
551 save_player (pl->ob, 0);
552 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
553 {
554 terminate_all_pets (pl->ob);
555 remove_ob (pl->ob);
556 }
557 leave (pl, 1);
558 final_free_player (pl);
559 }
560 else
561 {
562
563 /* Update the players stats once per tick. More efficient than
564 * sending them whenever they change, and probably just as useful
565 */
566 esrv_update_stats (pl);
567 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
568 {
569 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
570 if (pl->last_weight != WEIGHT (pl->ob))
571 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
572 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
573 }
574 /* draw_client_map does sanity checking that map is
575 * valid, so don't do it here.
576 */
577 draw_client_map (pl->ob); 202 draw_client_map (pl->ob);
203
578 if (pl->socket.update_look) 204 if (s->update_look)
579 esrv_draw_look (pl->ob); 205 esrv_draw_look (pl->ob);
580 } 206 }
581 }
582 } 207 }
583} 208}
209

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