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/cvs/deliantra/server/socket/loop.C
Revision: 1.23
Committed: Sat Dec 16 17:16:52 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +1 -1 lines
Log Message:
- remove no_shout
- serialise command execution somewhat again :(
- avoid exceptions

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 #include <unistd.h>
47 #include <arpa/inet.h>
48
49 #include <loader.h>
50
51 #define MAX_QUEUE_DEPTH 500 //TODO
52 #define MAX_QUEUE_BACKLOG 5. //TODO
53
54 void
55 client::reset_state ()
56 {
57 if (!pl)
58 return;
59
60 pl->run_on = 0;
61 pl->fire_on = 0;
62 }
63
64 void
65 client::queue_command (packet_type *handler, char *data, int datalen)
66 {
67 tstamp stamp = now ();
68
69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
70 {
71 //TODO: just disconnect here?
72 reset_state ();
73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
74 }
75 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp)
76 {
77 reset_state ();
78 send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED);
79 }
80 else
81 cmd_queue.push_back (command (
82 stamp, handler, (char *)salloc (datalen + 1, data), datalen
83 ));
84 }
85
86 bool
87 client::handle_command ()
88 {
89 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
90 return false;
91
92 if (cmd_queue.empty ())
93 return false;
94
95 command &cmd = cmd_queue.front ();
96
97 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
98 {
99 reset_state ();
100 send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
101 }
102 else
103 execute (cmd.handler, cmd.data, cmd.datalen);
104
105 sfree (cmd.data, cmd.datalen);
106 cmd_queue.pop_front ();
107
108 return true;
109 }
110
111 void
112 flush_sockets (void)
113 {
114 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
115 if ((*i)->status != Ns_Dead)
116 (*i)->flush ();
117 }
118
119 /**
120 * This checks the sockets for input, does the right thing.
121 *
122 * A bit of this code is grabbed out of socket.c
123 * There are 2 lists we need to look through - init_sockets is a list
124 *
125 */
126 void
127 doeric_server (void)
128 {
129 #ifdef CS_LOGSTATS
130 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
131 write_cs_stats ();
132 #endif
133
134 /* Go through the players. Let the loop set the next pl value,
135 * since we may remove some
136 */
137 //TODO: must be handled cleanly elsewhere
138 for (player *pl = first_player; pl; )
139 {
140 player *npl = pl->next;
141
142 //TODO: must be handled cleanly elsewhere
143 if (!pl->socket || pl->socket->status == Ns_Dead)
144 {
145 save_player (pl->ob, 0);
146
147 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
148 {
149 terminate_all_pets (pl->ob);
150 pl->ob->remove ();
151 }
152
153 leave (pl, 1);
154 final_free_player (pl);
155 }
156
157 pl = npl;
158 }
159
160 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
161 {
162 client *s = *i;
163
164 if (s->status == Ns_Dead)
165 {
166 clients.erase (i);
167 delete s;
168 }
169 else
170 ++i;
171 }
172
173 /* We need to do some of the processing below regardless */
174
175 /* Check for any input on the sockets */
176 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
177 {
178 client *s = *i;
179 player *pl = s->pl;
180
181 s->handle_packet ();
182 s->handle_command ();
183
184 //TODO: should not be done here, either
185 if (s->status != Ns_Dead && pl)
186 {
187 /* Update the players stats once per tick. More efficient than
188 * sending them whenever they change, and probably just as useful
189 */
190 esrv_update_stats (pl);
191
192 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
193 {
194 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
195 if (pl->last_weight != WEIGHT (pl->ob))
196 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
197 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
198 }
199
200 draw_client_map (pl->ob);
201
202 if (s->update_look)
203 esrv_draw_look (pl->ob);
204 }
205 }
206 }
207