--- deliantra/server/socket/loop.C 2006/12/15 04:21:29 1.18 +++ deliantra/server/socket/loop.C 2007/07/01 05:00:20 1.55 @@ -1,25 +1,25 @@ /* - 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 -*/ + * 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 + */ /** * \file @@ -28,11 +28,9 @@ * \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 #include #include @@ -47,171 +45,73 @@ #include #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. - */ +#define BG_SCRUB_RATE 4 // how often to send a face in the background -enum { - PF_PLAYER = 0x01, // must have valid player - PF_IMMEDIATE = 0x02, // TODO: hack, can be executed immediately - PF_PLAYING = 0x04, // must be in playing state -}; +#define MAX_QUEUE_DEPTH 500 +#define MAX_QUEUE_BACKLOG 3. -struct pkt_type +void +client::reset_state () { - const char *name; - void *cb; - int flags; - - bool may_execute (client_socket *ns) - { - return (!(flags & PF_PLAYER) || ns->pl) - && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING)); - } - - void execute (client_socket *ns, char *data, int datalen) - { - //TODO: only one format - if (flags & PF_PLAYER) - ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl); - else - ((void (*)(char *, int, client_socket *))cb)((char *)data, datalen, ns); - } -}; - -// SocketCommand, PlayingCommand, should not exist with those ugly casts -#define SC(cb) (void *)static_cast(cb), -#define PC(cb) (void *)static_cast(cb), PF_PLAYER | + if (!pl) + return; -/** - * Dispatch table for the server. - */ -static struct pkt_type packets[] = { - {"ncom", PC(NewPlayerCmd) PF_PLAYING }, - {"command", PC(PlayerCmd) PF_PLAYING }, - - {"examine", PC(ExamineCmd) PF_PLAYING | PF_IMMEDIATE }, - {"apply", PC(ApplyCmd) PF_PLAYING | PF_IMMEDIATE }, - {"reply", PC(ReplyCmd) PF_IMMEDIATE }, - {"lookat", PC(LookAt) PF_PLAYING | PF_IMMEDIATE }, - {"lock", PC(LockItem) PF_PLAYING | PF_IMMEDIATE }, - {"mark", PC(MarkItem) PF_PLAYING | PF_IMMEDIATE }, - {"move", PC(MoveCmd) PF_PLAYING | PF_IMMEDIATE }, - {"ext", PC(ExtCmd) PF_IMMEDIATE }, /* CF+ */ - {"mapredraw", PC(MapRedrawCmd) PF_IMMEDIATE }, /* Added: phil */ - {"mapinfo", PC(MapInfoCmd) PF_IMMEDIATE }, /* CF+ */ - - {"addme", SC(AddMeCmd) PF_IMMEDIATE }, - {"askface", SC(SendFaceCmd) 0 }, /* Added: phil */ - {"requestinfo", SC(RequestInfo) 0 }, - {"setfacemode", SC(SetFaceMode) PF_IMMEDIATE }, - {"setsound", SC(SetSound) PF_IMMEDIATE }, - {"setup", SC(SetUp) PF_IMMEDIATE }, - {"version", SC(VersionCmd) PF_IMMEDIATE }, - {"toggleextendedinfos", SC(ToggleExtendedInfos) PF_IMMEDIATE }, /*Added: tchize */ - {"toggleextendedtext", SC(ToggleExtendedText) PF_IMMEDIATE }, /*Added: tchize */ - {"asksmooth", SC(AskSmooth) 0 }, /*Added: tchize (smoothing technologies) */ -}; - -/** - * 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 (client_socket *ns, player *pl) +client::queue_command (packet_type *handler, char *data, int datalen) { - /* Loop through this - maybe we have several complete packets here. */ - // limit to a few commands only, though, as to not monopolise the server - for (int repeat = 16; repeat--;) - { - /* 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 && pl->ob->speed_left < 0) - return; + tstamp stamp = NOW; - int pkt_len = ns->read_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; + } +} - if (pkt_len < 0) - { - LOG (llevError, "read error on player %s\n", &pl->ob->name); - /* Caller will take care of cleaning this up */ - ns->status = Ns_Dead; - return; - } - else if (pkt_len == 0) - /* Still dont have a full packet */ - return; - - /* 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. - */ - int datalen; - char *data = strchr ((char *)ns->inbuf + 2, ' '); +bool +client::handle_command () +{ + if (!cmd_queue.empty () + && state == ST_PLAYING + && pl->ob->speed_left > 0.f) + { + command &cmd = cmd_queue.front (); - if (data) + if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW) { - *data++ = 0; - datalen = pkt_len - (data - (char *)ns->inbuf); + reset_state (); + send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED); } else - { - data = (char *)ns->inbuf + 2; // better read garbage than segfault - datalen = 0; - } - - ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ - - for (pkt_type *pkt = packets; pkt < packets + (sizeof (packets) / sizeof (packets[0])); ++pkt) - if (!strcmp ((char *)ns->inbuf + 2, pkt->name)) - { - if (pkt->may_execute (ns)) - { - pkt->execute (ns, data, datalen); - ns->skip_packet (pkt_len); - //D//TODO not doing this causes random memory corruption - if (pkt->flags & PF_IMMEDIATE) - goto next_packet; - return; - } - } + execute (cmd.handler, cmd.data, cmd.datalen); - /* 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 + 2); - ns->skip_packet (pkt_len); - next_packet: - ; + cmd_queue.pop_front (); + return true; } + else + return false; } void flush_sockets (void) { - for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) - if ((*i)->status != Ns_Dead) - (*i)->flush (); + for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) + (*i)->flush (); } /** @@ -224,113 +124,121 @@ void doeric_server (void) { - int i, pollret; - fd_set tmp_read; - struct sockaddr_in addr; - socklen_t addrlen = sizeof (struct sockaddr); - player *pl, *next; - int maxfd = 0; - -#ifdef CS_LOGSTATS - if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) - 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 (pl = first_player; pl; ) + //TODO: should not be done here, either + for (unsigned i = 0; i < clients.size (); ++i) { - player *npl = pl->next; + client *ns = clients [i]; - //TODO: must be handled cleanly elsewhere - if (pl->socket->status == Ns_Dead) - { - save_player (pl->ob, 0); + ns->tick (); + ns->refcnt_chk (); + } +} - if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) - { - terminate_all_pets (pl->ob); - pl->ob->remove (); - } +void +client::tick () +{ + if (!pl || destroyed ()) + return; - leave (pl, 1); - final_free_player (pl); - } + /* Update the players stats once per tick. More efficient than + * sending them whenever they change, and probably just as useful + */ + esrv_update_stats (pl); - pl = npl; + 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)); } - FD_ZERO (&tmp_read); + draw_client_map (pl); - for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ) + if (update_look) + esrv_draw_look (pl); + + if (ixface.empty ()) { - client_socket *s = *i; + // 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 (s->status == Ns_Dead) - { - client_sockets.erase (i); - delete s; - } - else - { - if (s->fd > maxfd) maxfd = s->fd; + if (!faces_sent [scrub_idx]) + { + send_face (scrub_idx); + flush_fx (); - FD_SET (s->fd, &tmp_read); + bg_scrub = 1; // send up to one face per tick, unless an image was requested + break; + } + } - ++i; - } + rate_avail = max_rate - outputbuffer_len (); } + else + { + int ol = outputbuffer_len (); - struct timeval timeout; + rate_avail = min (max_rate, rate_avail + max_rate); + rate_avail -= ol; - timeout.tv_sec = 0; - timeout.tv_usec = 0; + int avail = rate_avail; - pollret = select (maxfd + 1, - &tmp_read, 0, 0, - &timeout); + // if we can split images, transfer up to mss-sized packets if possible + // but never 768 bytes more. + if (fxix) avail += min (768, mss - (ol % mss)); - if (pollret == -1) - { - LOG (llevError, "select failed: %s\n", strerror (errno)); - return; - } + bg_scrub = BG_SCRUB_RATE; - /* We need to do some of the processing below regardless */ + while (avail > 0) + { + ixsend &ix = ixface.back (); - /* Check for any input on the sockets */ - for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) - { - client_socket *s = *i; - player *pl = s->pl; + if (facedata *d = face_data (ix.idx, faceset)) + { + if (fxix) + { + // 9 bytes is enough for fx_FFFOOO, 40 leaves some room for image data + int chunk = min (min (avail - 40, MAXSOCKBUF - 9), ix.ofs); + + if (chunk <= 0) + break; + + ix.ofs -= chunk; + + packet sl ("ix"); + + sl << ber32 (ix.idx) + << ber32 (ix.ofs) + << data (d->data.data () + ix.ofs, chunk); + + send_packet (sl); + } + else + { + send_image (ix.idx); + ix.ofs = 0; + } + } + else + ix.ofs = 0; - //TODO: disassociate handleclient from socket readin - if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) - HandleClient (s, pl); + int consumed = ol - outputbuffer_len (); - //TODO: should not be done here, either - if (s->status != Ns_Dead && pl) - { - /* 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)) + avail -= consumed; + rate_avail -= consumed; + + ol = outputbuffer_len (); + + if (!ix.ofs) { - 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)); + ixface.pop_back (); + if (ixface.empty ()) + break; } - - /* draw_client_map does sanity checking that map is - * valid, so don't do it here. - */ - draw_client_map (pl->ob); - if (s->update_look) - esrv_draw_look (pl->ob); } } }