--- deliantra/server/socket/loop.C 2006/12/17 19:07:23 1.27 +++ deliantra/server/socket/loop.C 2007/01/08 18:18:36 1.37 @@ -1,6 +1,7 @@ /* CrossFire, A Multiplayer game for X-windows + Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen @@ -48,7 +49,7 @@ #include #define MAX_QUEUE_DEPTH 500 //TODO -#define MAX_QUEUE_BACKLOG 5. //TODO +#define MAX_QUEUE_BACKLOG 3. //TODO void client::reset_state () @@ -88,7 +89,7 @@ bool skipping = false; while (!cmd_queue.empty () - && !(pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) + && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) { command &cmd = cmd_queue.front (); @@ -118,8 +119,7 @@ flush_sockets (void) { for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) - if ((*i)->status != Ns_Dead) - (*i)->flush (); + (*i)->flush (); } /** @@ -137,74 +137,27 @@ write_cs_stats (); #endif - /* Go through the players. Let the loop set the next pl value, - * since we may remove some - */ - //TODO: must be handled cleanly elsewhere - for (player *pl = first_player; pl; ) + //TODO: should not be done here, either + for (int i = 0; i < clients.size (); ++i) { - player *npl = pl->next; - - //TODO: must be handled cleanly elsewhere - if (!pl->socket || pl->socket->status == Ns_Dead) - { - save_player (pl->ob, 0); - - if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) - { - terminate_all_pets (pl->ob); - pl->ob->remove (); - } - - leave (pl, 1); - final_free_player (pl); - } - - pl = npl; - } - - for (sockvec::iterator i = clients.begin (); i != clients.end (); ) - { - client *s = *i; - - if (s->status == Ns_Dead) - { - clients.erase (i); - delete s; - } - else - ++i; - } - - /* We need to do some of the processing below regardless */ - - /* Check for any input on the sockets */ - for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) - { - client *s = *i; + client *s = clients [i]; player *pl = s->pl; - s->handle_packet (); - - for (int i = 16; --i; ) //D - if (!//D - s->handle_command () - ) break;//D - - //TODO: should not be done here, either - if (s->status != Ns_Dead && pl) + if (pl && pl->ns && !pl->ns->destroyed ()) { + client *ns = pl->ns; + /* Update the players stats once per tick. More efficient than * sending them whenever they change, and probably just as useful */ esrv_update_stats (pl); - if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) + if (ns->last_weight != -1 && ns->last_weight != WEIGHT (pl->ob)) { esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); - if (pl->last_weight != WEIGHT (pl->ob)) + if (ns->last_weight != WEIGHT (pl->ob)) LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", - (unsigned long) pl->last_weight, WEIGHT (pl->ob)); + (unsigned long) ns->last_weight, WEIGHT (pl->ob)); } draw_client_map (pl->ob); @@ -212,6 +165,8 @@ if (s->update_look) esrv_draw_look (pl->ob); } + + s->refcnt_chk (); } }