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/cvs/deliantra/server/socket/loop.C
Revision: 1.18
Committed: Fri Dec 15 04:21:29 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +0 -44 lines
Log Message:
while goofing around, trying to understand the command code
- did some reindentation
- which lead me to find some dead code
- which lead me to some optimisations and more dead code

fun.

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 #include <newserver.h>
51
52 /*****************************************************************************
53 * Start of command dispatch area.
54 * The commands here are protocol commands.
55 ****************************************************************************/
56
57 /* Either keep this near the start or end of the file so it is
58 * at least reasonablye easy to find.
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
65 enum {
66 PF_PLAYER = 0x01, // must have valid player
67 PF_IMMEDIATE = 0x02, // TODO: hack, can be executed immediately
68 PF_PLAYING = 0x04, // must be in playing state
69 };
70
71 struct pkt_type
72 {
73 const char *name;
74 void *cb;
75 int flags;
76
77 bool may_execute (client_socket *ns)
78 {
79 return (!(flags & PF_PLAYER) || ns->pl)
80 && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING));
81 }
82
83 void execute (client_socket *ns, char *data, int datalen)
84 {
85 //TODO: only one format
86 if (flags & PF_PLAYER)
87 ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl);
88 else
89 ((void (*)(char *, int, client_socket *))cb)((char *)data, datalen, ns);
90 }
91 };
92
93 // SocketCommand, PlayingCommand, should not exist with those ugly casts
94 #define SC(cb) (void *)static_cast<void (*)(char *, int, client_socket *)>(cb),
95 #define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER |
96
97 /**
98 * Dispatch table for the server.
99 */
100 static struct pkt_type packets[] = {
101 {"ncom", PC(NewPlayerCmd) PF_PLAYING },
102 {"command", PC(PlayerCmd) PF_PLAYING },
103
104 {"examine", PC(ExamineCmd) PF_PLAYING | PF_IMMEDIATE },
105 {"apply", PC(ApplyCmd) PF_PLAYING | PF_IMMEDIATE },
106 {"reply", PC(ReplyCmd) PF_IMMEDIATE },
107 {"lookat", PC(LookAt) PF_PLAYING | PF_IMMEDIATE },
108 {"lock", PC(LockItem) PF_PLAYING | PF_IMMEDIATE },
109 {"mark", PC(MarkItem) PF_PLAYING | PF_IMMEDIATE },
110 {"move", PC(MoveCmd) PF_PLAYING | PF_IMMEDIATE },
111 {"ext", PC(ExtCmd) PF_IMMEDIATE }, /* CF+ */
112 {"mapredraw", PC(MapRedrawCmd) PF_IMMEDIATE }, /* Added: phil */
113 {"mapinfo", PC(MapInfoCmd) PF_IMMEDIATE }, /* CF+ */
114
115 {"addme", SC(AddMeCmd) PF_IMMEDIATE },
116 {"askface", SC(SendFaceCmd) 0 }, /* Added: phil */
117 {"requestinfo", SC(RequestInfo) 0 },
118 {"setfacemode", SC(SetFaceMode) PF_IMMEDIATE },
119 {"setsound", SC(SetSound) PF_IMMEDIATE },
120 {"setup", SC(SetUp) PF_IMMEDIATE },
121 {"version", SC(VersionCmd) PF_IMMEDIATE },
122 {"toggleextendedinfos", SC(ToggleExtendedInfos) PF_IMMEDIATE }, /*Added: tchize */
123 {"toggleextendedtext", SC(ToggleExtendedText) PF_IMMEDIATE }, /*Added: tchize */
124 {"asksmooth", SC(AskSmooth) 0 }, /*Added: tchize (smoothing technologies) */
125 };
126
127 /**
128 * Handle client input.
129 *
130 * HandleClient is actually not named really well - we only get here once
131 * there is input, so we don't do exception or other stuff here.
132 * sock is the output socket information. pl is the player associated
133 * with this socket, null if no player (one of the init_sockets for just
134 * starting a connection)
135 */
136
137 void
138 HandleClient (client_socket *ns, player *pl)
139 {
140 /* Loop through this - maybe we have several complete packets here. */
141 // limit to a few commands only, though, as to not monopolise the server
142 for (int repeat = 16; repeat--;)
143 {
144 /* If it is a player, and they don't have any speed left, we
145 * return, and will read in the data when they do have time.
146 */
147 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
148 return;
149
150 int pkt_len = ns->read_packet ();
151
152 if (pkt_len < 0)
153 {
154 LOG (llevError, "read error on player %s\n", &pl->ob->name);
155 /* Caller will take care of cleaning this up */
156 ns->status = Ns_Dead;
157 return;
158 }
159 else if (pkt_len == 0)
160 /* Still dont have a full packet */
161 return;
162
163 /* First, break out beginning word. There are at least
164 * a few commands that do not have any paremeters. If
165 * we get such a command, don't worry about trying
166 * to break it up.
167 */
168 int datalen;
169 char *data = strchr ((char *)ns->inbuf + 2, ' ');
170
171 if (data)
172 {
173 *data++ = 0;
174 datalen = pkt_len - (data - (char *)ns->inbuf);
175 }
176 else
177 {
178 data = (char *)ns->inbuf + 2; // better read garbage than segfault
179 datalen = 0;
180 }
181
182 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */
183
184 for (pkt_type *pkt = packets; pkt < packets + (sizeof (packets) / sizeof (packets[0])); ++pkt)
185 if (!strcmp ((char *)ns->inbuf + 2, pkt->name))
186 {
187 if (pkt->may_execute (ns))
188 {
189 pkt->execute (ns, data, datalen);
190 ns->skip_packet (pkt_len);
191 //D//TODO not doing this causes random memory corruption
192 if (pkt->flags & PF_IMMEDIATE)
193 goto next_packet;
194 return;
195 }
196 }
197
198 /* If we get here, we didn't find a valid command. Logging
199 * this might be questionable, because a broken client/malicious
200 * user could certainly send a whole bunch of invalid commands.
201 */
202 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
203 ns->skip_packet (pkt_len);
204 next_packet:
205 ;
206 }
207 }
208
209 void
210 flush_sockets (void)
211 {
212 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
213 if ((*i)->status != Ns_Dead)
214 (*i)->flush ();
215 }
216
217 /**
218 * This checks the sockets for input, does the right thing.
219 *
220 * A bit of this code is grabbed out of socket.c
221 * There are 2 lists we need to look through - init_sockets is a list
222 *
223 */
224 void
225 doeric_server (void)
226 {
227 int i, pollret;
228 fd_set tmp_read;
229 struct sockaddr_in addr;
230 socklen_t addrlen = sizeof (struct sockaddr);
231 player *pl, *next;
232 int maxfd = 0;
233
234 #ifdef CS_LOGSTATS
235 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
236 write_cs_stats ();
237 #endif
238
239 /* Go through the players. Let the loop set the next pl value,
240 * since we may remove some
241 */
242 //TODO: must be handled cleanly elsewhere
243 for (pl = first_player; pl; )
244 {
245 player *npl = pl->next;
246
247 //TODO: must be handled cleanly elsewhere
248 if (pl->socket->status == Ns_Dead)
249 {
250 save_player (pl->ob, 0);
251
252 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
253 {
254 terminate_all_pets (pl->ob);
255 pl->ob->remove ();
256 }
257
258 leave (pl, 1);
259 final_free_player (pl);
260 }
261
262 pl = npl;
263 }
264
265 FD_ZERO (&tmp_read);
266
267 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
268 {
269 client_socket *s = *i;
270
271 if (s->status == Ns_Dead)
272 {
273 client_sockets.erase (i);
274 delete s;
275 }
276 else
277 {
278 if (s->fd > maxfd) maxfd = s->fd;
279
280 FD_SET (s->fd, &tmp_read);
281
282 ++i;
283 }
284 }
285
286 struct timeval timeout;
287
288 timeout.tv_sec = 0;
289 timeout.tv_usec = 0;
290
291 pollret = select (maxfd + 1,
292 &tmp_read, 0, 0,
293 &timeout);
294
295 if (pollret == -1)
296 {
297 LOG (llevError, "select failed: %s\n", strerror (errno));
298 return;
299 }
300
301 /* We need to do some of the processing below regardless */
302
303 /* Check for any input on the sockets */
304 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
305 {
306 client_socket *s = *i;
307 player *pl = s->pl;
308
309 //TODO: disassociate handleclient from socket readin
310 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read))
311 HandleClient (s, pl);
312
313 //TODO: should not be done here, either
314 if (s->status != Ns_Dead && pl)
315 {
316 /* Update the players stats once per tick. More efficient than
317 * sending them whenever they change, and probably just as useful
318 */
319 esrv_update_stats (pl);
320 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
321 {
322 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
323 if (pl->last_weight != WEIGHT (pl->ob))
324 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
325 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
326 }
327
328 /* draw_client_map does sanity checking that map is
329 * valid, so don't do it here.
330 */
331 draw_client_map (pl->ob);
332 if (s->update_look)
333 esrv_draw_look (pl->ob);
334 }
335 }
336 }
337