--- deliantra/server/socket/loop.C 2006/09/09 21:48:29 1.5
+++ deliantra/server/socket/loop.C 2007/07/24 04:55:35 1.61
@@ -1,32 +1,26 @@
-
/*
- * static char *rcsid_loop_c =
- * "$Id: loop.C,v 1.5 2006/09/09 21:48:29 root Exp $";
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2002-2003,2007 Mark Wedel & The Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The author can be reached via e-mail to crossfire-devel@real-time.com
-*/
-
/**
* \file
* Main client/server loops.
@@ -34,490 +28,226 @@
* \date 2003-12-02
*
* loop.c mainly deals with initialization and higher level socket
- * maintenance (checking for lost connections and if data has arrived.)
- * The reading of data is handled in ericserver.c
+ * maintanance (checking for lost connections and if data has arrived.)
*/
-
#include
-#ifndef __CEXTRACT__
#include
#include
-#endif
-#ifndef WIN32 /* ---win32 exclude unix headers */
#include
#include
#include
#include
#include
-#endif /* end win32 */
-#ifdef HAVE_UNISTD_H
#include
-#endif
-
-#ifdef HAVE_ARPA_INET_H
#include
-#endif
#include
-#include
-
-/*****************************************************************************
- * Start of command dispatch area.
- * The commands here are protocol commands.
- ****************************************************************************/
-
-/* Either keep this near the start or end of the file so it is
- * at least reasonablye easy to find.
- * There are really 2 commands - those which are sent/received
- * before player joins, and those happen after the player has joined.
- * As such, we have function types that might be called, so
- * we end up having 2 tables.
- */
-typedef void (*func_uint8_int_ns) (char*, int, NewSocket *);
+#define BG_SCRUB_RATE 4 // how often to send a face in the background
-struct NsCmdMapping {
- const char *cmdname;
- func_uint8_int_ns cmdproc;
-};
-
-typedef void (*func_uint8_int_pl)(char*, int, player *);
-struct PlCmdMapping {
- const char *cmdname;
- func_uint8_int_pl cmdproc;
- uint8 flag;
-};
-
-/**
- * Dispatch table for the server.
- *
- * CmdMapping is the dispatch table for the server, used in HandleClient,
- * which gets called when the client has input. All commands called here
- * use the same parameter form (char* data, int len, int clientnum.
- * We do implicit casts, because the data that is being passed is
- * unsigned (pretty much needs to be for binary data), however, most
- * of these treat it only as strings, so it makes things easier
- * to cast it here instead of a bunch of times in the function itself.
- * flag is 1 if the player must be in the playing state to issue the
- * command, 0 if they can issue it at any time.
- */
-static struct PlCmdMapping plcommands[] = {
- { "examine", ExamineCmd, 1},
- { "apply", ApplyCmd, 1},
- { "move", MoveCmd, 1},
- { "reply", ReplyCmd, 0},
- { "command", PlayerCmd, 1},
- { "ncom", (func_uint8_int_pl)NewPlayerCmd, 1},
- { "lookat", LookAt, 1},
- { "lock", (func_uint8_int_pl)LockItem, 1},
- { "mark", (func_uint8_int_pl)MarkItem, 1},
- { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */
- { "mapinfo", MapInfoCmd, 2}, /* CF+ */
- { "ext", ExtCmd, 2}, /* CF+ */
- { NULL, NULL, 0} /* terminator */
-};
-
-/** Face-related commands */
-static struct NsCmdMapping nscommands[] = {
- { "addme", AddMeCmd },
- { "askface", SendFaceCmd}, /* Added: phil */
- { "requestinfo", RequestInfo},
- { "setfacemode", SetFaceMode},
- { "setsound", SetSound},
- { "setup", SetUp},
- { "version", VersionCmd },
- { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/
- { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/
- { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/
- { NULL, NULL} /* terminator (I, II & III)*/
-};
+#define MAX_QUEUE_DEPTH 500
+#define MAX_QUEUE_BACKLOG 3.
-/**
- * RequestInfo is sort of a meta command. There is some specific
- * request of information, but we call other functions to provide
- * that information.
- */
-void RequestInfo(char *buf, int len, NewSocket *ns)
+void
+client::reset_state ()
{
- char *params=NULL, *cp;
- /* No match */
- char bigbuf[MAX_BUF];
- int slen;
-
- /* Set up replyinfo before we modify any of the buffers - this is used
- * if we don't find a match.
- */
- strcpy(bigbuf,"replyinfo ");
- slen = strlen(bigbuf);
- safe_strcat(bigbuf, buf, &slen, MAX_BUF);
-
- /* find the first space, make it null, and update the
- * params pointer.
- */
- for (cp = buf; *cp != '\0'; cp++)
- if (*cp==' ') {
- *cp = '\0';
- params = cp + 1;
- break;
- }
- if (!strcmp(buf, "image_info")) send_image_info(ns, params);
- else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params);
- else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params);
- else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params);
- else Write_String_To_Socket(ns, bigbuf, len);
-}
+ if (!pl)
+ return;
-/**
- * Handle client input.
- *
- * HandleClient is actually not named really well - we only get here once
- * there is input, so we don't do exception or other stuff here.
- * sock is the output socket information. pl is the player associated
- * with this socket, null if no player (one of the init_sockets for just
- * starting a connection)
- */
+ pl->run_on = 0;
+ pl->fire_on = 0;
+}
-void HandleClient(NewSocket *ns, player *pl)
+void
+client::queue_command (packet_type *handler, char *data, int datalen)
{
- int len=0,i,cnt;
- char *data;
-
- /* Loop through this - maybe we have several complete packets here. */
- // limit to a few commands only, though, as to not monopolise the server
- for (cnt = 16; cnt--; ) {
- /* If it is a player, and they don't have any speed left, we
- * return, and will read in the data when they do have time.
- */
- if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
- return;
- }
-
- i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
-
- if (i<0) {
-#ifdef ESRV_DEBUG
- LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
-#endif
- /* Caller will take care of cleaning this up */
- ns->status =Ns_Dead;
- return;
- }
- /* Still dont have a full packet */
- if (i==0) return;
-
-// //D//TODO//temporarily log long commands
-// if (ns->inbuf.len >= 40 && pl && pl->ob)
-// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
-
- /* First, break out beginning word. There are at least
- * a few commands that do not have any paremeters. If
- * we get such a command, don't worry about trying
- * to break it up.
- */
- data = (char *)strchr((char*)ns->inbuf.buf +2, ' ');
- if (data) {
- *data='\0';
- data++;
- len = ns->inbuf.len - (data - (char*)ns->inbuf.buf);
- }
- else len=0;
+ tstamp stamp = NOW;
- ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
- for (i=0; nscommands[i].cmdname !=NULL; i++) {
- if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
- nscommands[i].cmdproc((char*)data,len,ns);
- ns->inbuf.len=0;
- return;//D// not doing this causes random memory corruption
- goto next_packet;
- }
- }
- /* Player must be in the playing state or the flag on the
- * the command must be zero for the user to use the command -
- * otherwise, a player cam save, be in the play_again state, and
- * the map they were on gets swapped out, yet things that try to look
- * at the map causes a crash. If the command is valid, but
- * one they can't use, we still swallow it up.
- */
- if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
- if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
- if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
- plcommands[i].cmdproc((char*)data,len,pl);
- ns->inbuf.len=0;
- //D// not doing this causes random memory corruption
- if (plcommands[i].flag & 2)
- goto next_packet;
- return;
- }
- }
- /* If we get here, we didn't find a valid command. Logging
- * this might be questionable, because a broken client/malicious
- * user could certainly send a whole bunch of invalid commands.
- */
- LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
- next_packet:
- ;
+ if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
+ {
+ //TODO: just disconnect here?
+ reset_state ();
+ send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
+ }
+ else
+ {
+ cmd_queue.push_back (command ());
+ command &cmd = cmd_queue.back ();
+ cmd.stamp = stamp;
+ cmd.handler = handler;
+ cmd.data = salloc (datalen + 1, data);
+ cmd.datalen = datalen;
}
}
-
-/*****************************************************************************
- *
- * Low level socket looping - select calls and watchdog udp packet
- * sending.
- *
- ******************************************************************************/
-
-#ifdef WATCHDOG
-/**
- * Tell watchdog that we are still alive
- *
- * I put the function here since we should hopefully already be getting
- * all the needed include files for socket support
- */
-
-void watchdog(void)
+bool
+client::handle_command ()
{
- static int fd=-1;
- static struct sockaddr_in insock;
-
- if (fd==-1)
+ if (!cmd_queue.empty ()
+ && state == ST_PLAYING
+ && pl->ob->speed_left > 0.f)
{
- struct protoent *protoent;
+ command &cmd = cmd_queue.front ();
+
+ if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
+ {
+ reset_state ();
+ send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
+ }
+ else
+ execute (cmd.handler, cmd.data, cmd.datalen);
- if ((protoent=getprotobyname("udp"))==NULL ||
- (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
- {
- return;
- }
- insock.sin_family=AF_INET;
- insock.sin_port=htons((unsigned short)13325);
- insock.sin_addr.s_addr=inet_addr("127.0.0.1");
+ cmd_queue.pop_front ();
+ return true;
}
- sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
+ else
+ return false;
}
-#endif
-void flush_sockets(void)
+void
+flush_sockets (void)
{
- player *pl;
-
- for (pl = first_player; pl != NULL; pl = pl->next)
- if (pl->socket.status != Ns_Dead)
- Socket_Flush (&pl->socket);
+ for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
+ (*i)->flush ();
}
/**
- * This checks the sockets for input and exceptions, does the right thing.
+ * This checks the sockets for input, does the right thing.
*
* A bit of this code is grabbed out of socket.c
* There are 2 lists we need to look through - init_sockets is a list
*
*/
-void doeric_server(void)
+void
+doeric_server (void)
{
- int i, pollret;
- fd_set tmp_read, tmp_exceptions, tmp_write;
- struct sockaddr_in addr;
- socklen_t addrlen=sizeof(struct sockaddr);
- player *pl, *next;
-
-#ifdef CS_LOGSTATS
- if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
- write_cs_stats();
-#endif
-
- FD_ZERO(&tmp_read);
- FD_ZERO(&tmp_write);
- FD_ZERO(&tmp_exceptions);
-
- for(i=0;itick ();
+ ns->refcnt_chk ();
}
+}
- /* Go through the players. Let the loop set the next pl value,
- * since we may remove some
- */
- for (pl=first_player; pl!=NULL; ) {
- if (pl->socket.status == Ns_Dead) {
- player *npl=pl->next;
-
- save_player(pl->ob, 0);
- if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
- terminate_all_pets(pl->ob);
- remove_ob(pl->ob);
- }
- leave(pl,1);
- final_free_player(pl);
- pl=npl;
- }
- else {
- FD_SET((uint32)pl->socket.fd, &tmp_read);
- FD_SET((uint32)pl->socket.fd, &tmp_write);
- FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
- pl=pl->next;
- }
+void
+client::tick ()
+{
+ if (!pl || destroyed ())
+ return;
+
+ /* 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 (last_weight != -1 && last_weight != WEIGHT (pl->ob))
+ {
+ esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
+ if (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) last_weight, WEIGHT (pl->ob));
}
- /* Reset timeout each time, since some OS's will change the values on
- * the return from select.
- */
- socket_info.timeout.tv_sec = 0;
- socket_info.timeout.tv_usec = 0;
-
- pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
- &tmp_exceptions, &socket_info.timeout);
-
- if (pollret==-1) {
- LOG(llevError, "select failed: %s\n", strerror(errno));
- return;
+ draw_client_map (pl);
+
+ if (update_look)
+ esrv_draw_look (pl);
+
+ if (ixface.empty ())
+ {
+ // regularly send a new face when queue is empty
+ if (bg_scrub && !--bg_scrub && enable_bg_scrub)
+ while (scrub_idx < faces.size () - 1)
+ {
+ ++scrub_idx;
+
+ if (!faces_sent [scrub_idx])
+ {
+ send_face (scrub_idx, -120);
+ flush_fx ();
+
+ bg_scrub = 1; // send up to one face per tick, unless an image was requested
+ break;
+ }
+ }
+
+ rate_avail = max_rate - outputbuffer_len ();
}
+ else if (!outq) // only send when bandwidth allows it
+ {
+ int ol = outputbuffer_len ();
- /* We need to do some of the processing below regardless */
-/* if (!pollret) return;*/
+ rate_avail = min (max_rate, rate_avail + max_rate);
+ rate_avail -= ol;
- /* Following adds a new connection */
- if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
- int newsocknum=0;
-
-#ifdef ESRV_DEBUG
- LOG(llevDebug,"doeric_server: New Connection\n");
-#endif
- /* If this is the case, all sockets currently in used */
- if (socket_info.allocated_sockets <= socket_info.nconns) {
- init_sockets = (NewSocket *) realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
- if (!init_sockets) fatal(OUT_OF_MEMORY);
- newsocknum = socket_info.allocated_sockets;
- socket_info.allocated_sockets++;
- init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
- init_sockets[newsocknum].faces_sent = (uint8*) malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
- if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
- init_sockets[newsocknum].status = Ns_Avail;
- }
- else {
- int j;
+ int avail = rate_avail;
- for (j=1; j 0)
+ {
+ ixsend &ix = ixface.back ();
+
+ if (facedata *d = face_data (ix.idx, faceset))
+ {
+ if (fxix)
+ {
+ // only transfer something if the amount of data transferred
+ // has a healthy relation to the header overhead
+ if (avail <= 40)
break;
- }
- }
- init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
- if (init_sockets[newsocknum].fd==-1) {
- LOG(llevError, "accept failed: %s\n", strerror(errno));
- }
- else {
- char buf[MAX_BUF];
- long ip;
- NewSocket *ns;
-
- ns = &init_sockets[newsocknum];
-
- ip = ntohl(addr.sin_addr.s_addr);
- sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
-
- if (checkbanned(NULL, buf)) {
- LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
- close(init_sockets[newsocknum].fd);
- init_sockets[newsocknum].fd = -1;
- }
- else {
- InitConnection(ns, buf);
- socket_info.nconns++;
- }
- }
- }
- /* Check for any exceptions/input on the sockets */
- if (pollret) for(i=1;inext;
- if (pl->socket.status==Ns_Dead) continue;
+ ix.ofs -= chunk;
- if (FD_ISSET(pl->socket.fd,&tmp_write)) {
- if (!pl->socket.can_write) {
-#if 0
- LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
-#endif
- pl->socket.can_write=1;
- write_socket_buffer(&pl->socket);
- }
- /* if we get an error on the write_socket buffer, no reason to
- * continue on this socket.
- */
- if (pl->socket.status==Ns_Dead) continue;
- }
- else pl->socket.can_write=0;
+ //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
- if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
- save_player(pl->ob, 0);
- if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
- terminate_all_pets(pl->ob);
- remove_ob(pl->ob);
- }
- leave(pl,1);
- final_free_player(pl);
- }
- else {
- HandleClient(&pl->socket, pl);
- /* If the player has left the game, then the socket status
- * will be set to this be the leave function. We don't
- * need to call leave again, as it has already been called
- * once.
- */
- if (pl->socket.status==Ns_Dead) {
- save_player(pl->ob, 0);
- if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
- terminate_all_pets(pl->ob);
- remove_ob(pl->ob);
+ packet sl ("ix");
+
+ sl << ber32 (ix.idx)
+ << ber32 (ix.ofs)
+ << data (d->data.data () + ix.ofs, chunk);
+
+ send_packet (sl);
}
- leave(pl,1);
- final_free_player(pl);
- } else {
-
- /* 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)) {
- esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
- if(pl->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));
+ else
+ {
+ send_image (ix.idx);
+ ix.ofs = 0;
}
- /* draw_client_map does sanity checking that map is
- * valid, so don't do it here.
- */
- draw_client_map(pl->ob);
- if (pl->socket.update_look) esrv_draw_look(pl->ob);
+ }
+ else
+ ix.ofs = 0;
+
+ int consumed = outputbuffer_len () - ol;
+
+ avail -= consumed;
+ rate_avail -= consumed;
+
+ ol = outputbuffer_len ();
+
+ if (!ix.ofs)
+ {
+ ixface.pop_back ();
+
+ if (ixface.empty ())
+ break;
}
}
}
}
+