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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.31 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.36 by pippijn, Sat Jan 6 14:42:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 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 it under the terms of the GNU General Public License as published by
46#include <arpa/inet.h> 47#include <arpa/inet.h>
47 48
48#include <loader.h> 49#include <loader.h>
49 50
50#define MAX_QUEUE_DEPTH 500 //TODO 51#define MAX_QUEUE_DEPTH 500 //TODO
51#define MAX_QUEUE_BACKLOG 5. //TODO 52#define MAX_QUEUE_BACKLOG 3. //TODO
52 53
53void 54void
54client::reset_state () 55client::reset_state ()
55{ 56{
56 if (!pl) 57 if (!pl)
134#ifdef CS_LOGSTATS 135#ifdef CS_LOGSTATS
135 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
136 write_cs_stats (); 137 write_cs_stats ();
137#endif 138#endif
138 139
139 /* Go through the players. Let the loop set the next pl value, 140 //TODO: should not be done here, either
140 * since we may remove some 141 for (int i = 0; i < clients.size (); ++i)
141 */
142 //TODO: must be handled cleanly elsewhere
143 for (player *pl = first_player; pl; )
144 { 142 {
145 player *npl = pl->next;
146
147 //TODO: must be handled cleanly elsewhere
148 if (!pl->ns || pl->ns->destroyed ())
149 {
150 save_player (pl->ob, 0);
151
152 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
153 {
154 terminate_all_pets (pl->ob);
155 pl->ob->remove ();
156 }
157
158 leave (pl, 1);
159 final_free_player (pl);
160 }
161
162 pl = npl;
163 }
164
165 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
166 {
167 client *s = *i; 143 client *s = clients [i];
168
169 if (s->destroyed ())
170 {
171 clients.erase (i);
172 delete s;
173 }
174 else
175 ++i;
176 }
177
178 /* We need to do some of the processing below regardless */
179
180 /* Check for any input on the sockets */
181 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
182 {
183 client *s = *i;
184 player *pl = s->pl; 144 player *pl = s->pl;
185 145
186 //TODO: should not be done here, either 146 if (pl && pl->ns && !pl->ns->destroyed ())
187 if (!s->destroyed () && pl)
188 { 147 {
189 /* Update the players stats once per tick. More efficient than 148 /* Update the players stats once per tick. More efficient than
190 * sending them whenever they change, and probably just as useful 149 * sending them whenever they change, and probably just as useful
191 */ 150 */
192 esrv_update_stats (pl); 151 esrv_update_stats (pl);
202 draw_client_map (pl->ob); 161 draw_client_map (pl->ob);
203 162
204 if (s->update_look) 163 if (s->update_look)
205 esrv_draw_look (pl->ob); 164 esrv_draw_look (pl->ob);
206 } 165 }
166
167 s->refcnt_chk ();
207 } 168 }
208} 169}
209 170

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