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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.22 by root, Sat Dec 16 12:23:52 2006 UTC vs.
Revision 1.79 by root, Wed Mar 18 11:09:14 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/** 24/**
25 * \file 25 * \file
26 * Main client/server loops. 26 * Main client/server loops.
27 * 27 *
28 * \date 2003-12-02 28 * \date 2003-12-02
29 * 29 *
30 * loop.c mainly deals with initialization and higher level socket 30 * loop.c mainly deals with initialization and higher level socket
31 * maintenance (checking for lost connections and if data has arrived.) 31 * maintanance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */ 32 */
34
35 33
36#include <global.h> 34#include <global.h>
37#include <sproto.h> 35#include <sproto.h>
38#include <sockproto.h> 36#include <sockproto.h>
39 37
46#include <unistd.h> 44#include <unistd.h>
47#include <arpa/inet.h> 45#include <arpa/inet.h>
48 46
49#include <loader.h> 47#include <loader.h>
50 48
49#define BG_SCRUB_RATE 4 // how often to send a face in the background
50
51#define MAX_QUEUE_DEPTH 500 //TODO 51#define MAX_QUEUE_DEPTH 50
52#define MAX_QUEUE_BACKLOG 2 //TODO 52#define MAX_QUEUE_BACKLOG 3.
53
54// disconnect a socket after this many seconds without an ack
55#define SOCKET_TIMEOUT 16.
53 56
54void 57void
55client::reset_state () 58client::reset_state ()
56{ 59{
57 if (!pl) 60 if (!pl)
62} 65}
63 66
64void 67void
65client::queue_command (packet_type *handler, char *data, int datalen) 68client::queue_command (packet_type *handler, char *data, int datalen)
66{ 69{
67 tstamp stamp = now (); 70 tstamp stamp = NOW;
68 71
69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH) 72 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
70 { 73 {
71 //TODO: just disconnect here? 74 //TODO: just disconnect here?
72 reset_state (); 75 reset_state ();
73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); 76 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
74 } 77 }
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 78 else
81 cmd_queue.push_back (command ( 79 {
82 stamp, handler, (char *)salloc (datalen + 1, data), datalen 80 cmd_queue.resize (cmd_queue.size () + 1);
83 )); 81 command &cmd = cmd_queue.back ();
82 cmd.stamp = stamp;
83 cmd.handler = handler;
84 cmd.data = salloc<char> (datalen + 1, data);
85 cmd.datalen = datalen;
86 }
84} 87}
85 88
86bool 89bool
87client::handle_command () 90client::handle_command ()
88{ 91{
89 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
90 return false;
91
92 if (cmd_queue.empty ()) 92 if (!cmd_queue.empty ()
93 return false; 93 && state == ST_PLAYING
94 94 && pl->ob->speed_left > 0.f)
95 {
95 command &cmd = cmd_queue.front (); 96 command &cmd = cmd_queue.front ();
96 97
97 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) 98 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
111void
112flush_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 */
126void
127doeric_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 { 99 {
145 save_player (pl->ob, 0); 100 reset_state (); // the command might actually reset some movement state etc.
146 101
147 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 102 if (pl)
103 pl->failmsg (
104 "Cannot keep up with your commands, ignoring them! "
105 "H<Your character cannot keep up with the instructions you give G<him|her>. "
106 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
107 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
108 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
148 { 109 );
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 } 110 }
169 else 111 else
170 ++i; 112 execute (cmd.handler, cmd.data, cmd.datalen);
113
114 sfree<char> (cmd.data, cmd.datalen + 1);
115 cmd_queue.pop_front ();
116 return true;
117 }
118 else
119 return false;
120}
121
122void
123client::tick ()
124{
125 if (!pl || destroyed ())
126 return;
127
128 pl->dirty = true;
129
130 /* Update the players stats once per tick. More efficient than
131 * sending them whenever they change, and probably just as useful
132 */
133 esrv_update_stats (pl);
134
135 sint32 weight = pl->ob->client_weight ();
136
137 if (last_weight != weight)
171 } 138 {
139 pl->ob->update_stats ();
140 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
141 }
172 142
173 /* We need to do some of the processing below regardless */ 143 draw_client_map (pl);
174 144
175 /* Check for any input on the sockets */ 145 if (update_look)
146 esrv_draw_look (pl);
147
148 mapinfo_queue_run ();
149
150#if HAVE_TCP_INFO
151 // check time of last ack, and, if too old, kill connection
152 socklen_t len = sizeof (tcpi);
153
154 if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi))
155 {
156 if (tcpi.tcpi_snd_mss)
157 mss = tcpi.tcpi_snd_mss;
158
159#if 0
160 fprintf (stderr, "uack %d ack %d lost %d ret %d fack %d sst %d cwnd %d mss %d pmtu %d advmss %d EXC %d\n",
161 tcpi.tcpi_unacked,
162 tcpi.tcpi_sacked,
163 tcpi.tcpi_lost,
164 tcpi.tcpi_retrans,
165 tcpi.tcpi_fackets,
166 tcpi.tcpi_snd_ssthresh, tcpi.tcpi_snd_cwnd, tcpi.tcpi_advmss, tcpi.tcpi_pmtu, tcpi.tcpi_advmss,
167
168 tcpi.tcpi_snd_cwnd - (tcpi.tcpi_unacked - tcpi.tcpi_sacked));
169#endif
170
171 // fast-time-out a player by checking for missign acks
172 // do this only when player is active
173 if (pl && pl->active
174 && tcpi.tcpi_last_ack_recv > int (SOCKET_TIMEOUT * 1000))
175 {
176 send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
177 write_outputbuffer ();
178
179 LOG (llevDebug, "connection on fd %d closed due to ack timeout (%u/%u/%u)\n", fd,
180 (unsigned)tcpi.tcpi_last_ack_recv, (unsigned)tcpi.tcpi_last_data_sent, (unsigned)tcpi.tcpi_unacked);
181 destroy ();
182 }
183 }
184#endif
185
186 rate_avail = min (max_rate + mss, rate_avail + max_rate);
187
188 int max_send = rate_avail;
189
190#if HAVE_TCP_INFO
191 // further restrict the available bandwidth by the excess bandwidth available
192 max_send = min (max_send, (tcpi.tcpi_snd_cwnd - tcpi.tcpi_unacked + tcpi.tcpi_sacked) * mss);
193#endif
194
195 // round to next-lowest mss
196 max_send -= max_send % mss;
197
198 if (ixface.empty ())
199 {
200 // regularly send a new face when queue is empty
201 if (bg_scrub && !--bg_scrub)
202 while (scrub_idx < faces.size () - 1)
203 {
204 ++scrub_idx;
205
206 if (!faces_sent [scrub_idx])
207 if (faceinfo *f = face_info (scrub_idx))
208 if (f->type == FT_FACE || f->type == FT_SOUND) // only scrub faces and sounds for now
209 {
210 send_face (scrub_idx, -120);
211 flush_fx ();
212
213 bg_scrub = 1; // send up to one fx per tick, unless an image was requested
214 break;
215 }
216 }
217 }
218 else
219 {
220 bg_scrub = BG_SCRUB_RATE;
221
222 for (;;)
223 {
224 int avail = max_send - outputbuffer_len ();
225
226 if (avail <= 0)
227 break;
228
229 ixsend &ix = ixface.back ();
230
231 if (facedata *d = face_data (ix.idx, faceset))
232 {
233 // estimate the packet header overhead "ix " + idx + (new)ofs
234 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
235 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
236
237 // only transfer something if the amount of data transferred
238 // has a healthy relation to the header overhead
239 if (chunk < 64)
240 break;
241
242 chunk = min (chunk, (int)ix.ofs);
243
244 ix.ofs -= chunk;
245
246 //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
247
248 packet sl ("ix");
249
250 sl << ber32 (ix.idx)
251 << ber32 (ix.ofs)
252 << data (d->data.data () + ix.ofs, chunk);
253
254 send_packet (sl);
255 }
256 else
257 ix.ofs = 0;
258
259 if (!ix.ofs)
260 {
261 ixface.pop_back ();
262
263 if (ixface.empty ())
264 break;
265 }
266 }
267 }
268
269 rate_avail -= outputbuffer_len ();
270}
271
272void
273client::flush_sockets (void)
274{
176 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 275 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
177 { 276 (*i)->flush ();
178 client *s = *i; 277}
179 player *pl = s->pl;
180 278
181 s->handle_packet (); 279void
182 s->handle_command (); 280client::clock (void)
281{
282 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
283 (*i)->tick ();
183 284
285 // give them all the same chances
286 flush_sockets ();
287
184 //TODO: should not be done here, either 288 //TODO: should not be done here, either
185 if (s->status != Ns_Dead && pl) 289 for (unsigned i = 0; i < clients.size (); ++i)
186 { 290 clients[i]->refcnt_chk ();
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} 291}
207 292

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