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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.18 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.58 by root, Thu Jul 5 10:34:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors 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
45 43
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#include <newserver.h>
51 48
52/***************************************************************************** 49#define BG_SCRUB_RATE 4 // how often to send a face in the background
53 * Start of command dispatch area.
54 * The commands here are protocol commands.
55 ****************************************************************************/
56 50
57/* Either keep this near the start or end of the file so it is 51#define MAX_QUEUE_DEPTH 500
58 * at least reasonablye easy to find. 52#define MAX_QUEUE_BACKLOG 3.
59 * There are really 2 commands - those which are sent/received
60 * before player joins, and those happen after the player has joined.
61 * As such, we have function types that might be called, so
62 * we end up having 2 tables.
63 */
64 53
65enum { 54void
66 PF_PLAYER = 0x01, // must have valid player 55client::reset_state ()
67 PF_IMMEDIATE = 0x02, // TODO: hack, can be executed immediately
68 PF_PLAYING = 0x04, // must be in playing state
69};
70
71struct pkt_type
72{ 56{
73 const char *name; 57 if (!pl)
74 void *cb; 58 return;
75 int flags;
76 59
77 bool may_execute (client_socket *ns) 60 pl->run_on = 0;
61 pl->fire_on = 0;
62}
63
64void
65client::queue_command (packet_type *handler, char *data, int datalen)
66{
67 tstamp stamp = NOW;
68
69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
78 { 70 {
79 return (!(flags & PF_PLAYER) || ns->pl) 71 //TODO: just disconnect here?
80 && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING)); 72 reset_state ();
73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
81 } 74 }
82
83 void execute (client_socket *ns, char *data, int datalen)
84 {
85 //TODO: only one format
86 if (flags & PF_PLAYER)
87 ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl);
88 else 75 else
89 ((void (*)(char *, int, client_socket *))cb)((char *)data, datalen, ns); 76 {
90 } 77 cmd_queue.push_back (command ());
91}; 78 command &cmd = cmd_queue.back ();
92 79 cmd.stamp = stamp;
93// SocketCommand, PlayingCommand, should not exist with those ugly casts 80 cmd.handler = handler;
94#define SC(cb) (void *)static_cast<void (*)(char *, int, client_socket *)>(cb), 81 cmd.data = salloc<char> (datalen + 1, data);
95#define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER | 82 cmd.datalen = datalen;
96
97/**
98 * Dispatch table for the server.
99 */
100static struct pkt_type packets[] = {
101 {"ncom", PC(NewPlayerCmd) PF_PLAYING },
102 {"command", PC(PlayerCmd) PF_PLAYING },
103
104 {"examine", PC(ExamineCmd) PF_PLAYING | PF_IMMEDIATE },
105 {"apply", PC(ApplyCmd) PF_PLAYING | PF_IMMEDIATE },
106 {"reply", PC(ReplyCmd) PF_IMMEDIATE },
107 {"lookat", PC(LookAt) PF_PLAYING | PF_IMMEDIATE },
108 {"lock", PC(LockItem) PF_PLAYING | PF_IMMEDIATE },
109 {"mark", PC(MarkItem) PF_PLAYING | PF_IMMEDIATE },
110 {"move", PC(MoveCmd) PF_PLAYING | PF_IMMEDIATE },
111 {"ext", PC(ExtCmd) PF_IMMEDIATE }, /* CF+ */
112 {"mapredraw", PC(MapRedrawCmd) PF_IMMEDIATE }, /* Added: phil */
113 {"mapinfo", PC(MapInfoCmd) PF_IMMEDIATE }, /* CF+ */
114
115 {"addme", SC(AddMeCmd) PF_IMMEDIATE },
116 {"askface", SC(SendFaceCmd) 0 }, /* Added: phil */
117 {"requestinfo", SC(RequestInfo) 0 },
118 {"setfacemode", SC(SetFaceMode) PF_IMMEDIATE },
119 {"setsound", SC(SetSound) PF_IMMEDIATE },
120 {"setup", SC(SetUp) PF_IMMEDIATE },
121 {"version", SC(VersionCmd) PF_IMMEDIATE },
122 {"toggleextendedinfos", SC(ToggleExtendedInfos) PF_IMMEDIATE }, /*Added: tchize */
123 {"toggleextendedtext", SC(ToggleExtendedText) PF_IMMEDIATE }, /*Added: tchize */
124 {"asksmooth", SC(AskSmooth) 0 }, /*Added: tchize (smoothing technologies) */
125};
126
127/**
128 * Handle client input.
129 *
130 * HandleClient is actually not named really well - we only get here once
131 * there is input, so we don't do exception or other stuff here.
132 * sock is the output socket information. pl is the player associated
133 * with this socket, null if no player (one of the init_sockets for just
134 * starting a connection)
135 */
136
137void
138HandleClient (client_socket *ns, player *pl)
139{
140 /* Loop through this - maybe we have several complete packets here. */
141 // limit to a few commands only, though, as to not monopolise the server
142 for (int repeat = 16; repeat--;)
143 { 83 }
144 /* If it is a player, and they don't have any speed left, we 84}
145 * return, and will read in the data when they do have time.
146 */
147 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
148 return;
149 85
150 int pkt_len = ns->read_packet (); 86bool
87client::handle_command ()
88{
89 if (!cmd_queue.empty ()
90 && state == ST_PLAYING
91 && pl->ob->speed_left > 0.f)
92 {
93 command &cmd = cmd_queue.front ();
151 94
152 if (pkt_len < 0) 95 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
153 { 96 {
154 LOG (llevError, "read error on player %s\n", &pl->ob->name); 97 reset_state ();
155 /* Caller will take care of cleaning this up */ 98 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
156 ns->status = Ns_Dead;
157 return;
158 }
159 else if (pkt_len == 0)
160 /* Still dont have a full packet */
161 return;
162
163 /* First, break out beginning word. There are at least
164 * a few commands that do not have any paremeters. If
165 * we get such a command, don't worry about trying
166 * to break it up.
167 */
168 int datalen;
169 char *data = strchr ((char *)ns->inbuf + 2, ' ');
170
171 if (data)
172 {
173 *data++ = 0;
174 datalen = pkt_len - (data - (char *)ns->inbuf);
175 } 99 }
176 else 100 else
177 { 101 execute (cmd.handler, cmd.data, cmd.datalen);
178 data = (char *)ns->inbuf + 2; // better read garbage than segfault
179 datalen = 0;
180 }
181 102
182 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 103 cmd_queue.pop_front ();
183 104 return true;
184 for (pkt_type *pkt = packets; pkt < packets + (sizeof (packets) / sizeof (packets[0])); ++pkt)
185 if (!strcmp ((char *)ns->inbuf + 2, pkt->name))
186 {
187 if (pkt->may_execute (ns))
188 {
189 pkt->execute (ns, data, datalen);
190 ns->skip_packet (pkt_len);
191 //D//TODO not doing this causes random memory corruption
192 if (pkt->flags & PF_IMMEDIATE)
193 goto next_packet;
194 return;
195 }
196 }
197
198 /* If we get here, we didn't find a valid command. Logging
199 * this might be questionable, because a broken client/malicious
200 * user could certainly send a whole bunch of invalid commands.
201 */
202 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
203 ns->skip_packet (pkt_len);
204 next_packet:
205 ;
206 } 105 }
106 else
107 return false;
207} 108}
208 109
209void 110void
210flush_sockets (void) 111flush_sockets (void)
211{ 112{
212 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 113 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
213 if ((*i)->status != Ns_Dead)
214 (*i)->flush (); 114 (*i)->flush ();
215} 115}
216 116
217/** 117/**
218 * This checks the sockets for input, does the right thing. 118 * This checks the sockets for input, does the right thing.
219 * 119 *
222 * 122 *
223 */ 123 */
224void 124void
225doeric_server (void) 125doeric_server (void)
226{ 126{
227 int i, pollret; 127 //TODO: should not be done here, either
228 fd_set tmp_read; 128 for (unsigned i = 0; i < clients.size (); ++i)
229 struct sockaddr_in addr; 129 {
230 socklen_t addrlen = sizeof (struct sockaddr); 130 client *ns = clients [i];
231 player *pl, *next;
232 int maxfd = 0;
233 131
234#ifdef CS_LOGSTATS 132 ns->tick ();
235 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 133 ns->refcnt_chk ();
236 write_cs_stats (); 134 }
237#endif 135}
238 136
239 /* Go through the players. Let the loop set the next pl value, 137void
240 * since we may remove some 138client::tick ()
139{
140 if (!pl || destroyed ())
141 return;
142
143 /* Update the players stats once per tick. More efficient than
144 * sending them whenever they change, and probably just as useful
241 */ 145 */
242 //TODO: must be handled cleanly elsewhere 146 esrv_update_stats (pl);
243 for (pl = first_player; pl; ) 147
148 if (last_weight != -1 && last_weight != WEIGHT (pl->ob))
149 {
150 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
151 if (last_weight != WEIGHT (pl->ob))
152 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
153 (unsigned long) last_weight, WEIGHT (pl->ob));
244 { 154 }
245 player *npl = pl->next;
246 155
247 //TODO: must be handled cleanly elsewhere 156 draw_client_map (pl);
248 if (pl->socket->status == Ns_Dead) 157
158 if (update_look)
159 esrv_draw_look (pl);
160
161 if (ixface.empty ())
162 {
163 // regularly send a new face when queue is empty
164 if (bg_scrub && !--bg_scrub && enable_bg_scrub)
165 while (scrub_idx < faces.size () - 1)
166 {
167 ++scrub_idx;
168
169 if (!faces_sent [scrub_idx])
170 {
171 send_face (scrub_idx);
172 flush_fx ();
173
174 bg_scrub = 1; // send up to one face per tick, unless an image was requested
175 break;
176 }
177 }
178
179 rate_avail = max_rate - outputbuffer_len ();
180 }
181 else
182 {
183 int ol = outputbuffer_len ();
184
185 rate_avail = min (max_rate, rate_avail + max_rate);
186 rate_avail -= ol;
187
188 int avail = rate_avail;
189
190 // if we can split images, transfer up to mss-sized packets if possible
191 // but never 768 bytes more.
192 if (fxix) avail += min (768, mss - (ol % mss));
193
194 bg_scrub = BG_SCRUB_RATE;
195
196 while (avail > 0)
249 { 197 {
250 save_player (pl->ob, 0); 198 ixsend &ix = ixface.back ();
251 199
252 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 200 if (facedata *d = face_data (ix.idx, faceset))
253 { 201 {
254 terminate_all_pets (pl->ob); 202 if (fxix)
255 pl->ob->remove (); 203 {
204 // only transfer something if the amount of data transferred
205 // has a healthy relation to the header overhead
206 if (avail <= 40)
207 break;
208
209 // 9 bytes is enough for fx_FFFOOO
210 int chunk = min (min (avail, MAXSOCKBUF - 9), (int)ix.ofs);
211
212 if (chunk <= 0)
213 break;
214
215 ix.ofs -= chunk;
216
217 packet sl ("ix");
218
219 sl << ber32 (ix.idx)
220 << ber32 (ix.ofs)
221 << data (d->data.data () + ix.ofs, chunk);
222
223 send_packet (sl);
224 }
225 else
226 {
227 send_image (ix.idx);
228 ix.ofs = 0;
229 }
256 } 230 }
231 else
232 ix.ofs = 0;
257 233
258 leave (pl, 1); 234 int consumed = outputbuffer_len () - ol;
259 final_free_player (pl); 235
236 avail -= consumed;
237 rate_avail -= consumed;
238
239 ol = outputbuffer_len ();
240
241 if (!ix.ofs)
242 {
243 ixface.pop_back ();
244
245 if (ixface.empty ())
246 break;
247 }
260 } 248 }
261
262 pl = npl;
263 }
264
265 FD_ZERO (&tmp_read);
266
267 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
268 { 249 }
269 client_socket *s = *i;
270
271 if (s->status == Ns_Dead)
272 {
273 client_sockets.erase (i);
274 delete s;
275 }
276 else
277 {
278 if (s->fd > maxfd) maxfd = s->fd;
279
280 FD_SET (s->fd, &tmp_read);
281
282 ++i;
283 }
284 }
285
286 struct timeval timeout;
287
288 timeout.tv_sec = 0;
289 timeout.tv_usec = 0;
290
291 pollret = select (maxfd + 1,
292 &tmp_read, 0, 0,
293 &timeout);
294
295 if (pollret == -1)
296 {
297 LOG (llevError, "select failed: %s\n", strerror (errno));
298 return;
299 }
300
301 /* We need to do some of the processing below regardless */
302
303 /* Check for any input on the sockets */
304 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
305 {
306 client_socket *s = *i;
307 player *pl = s->pl;
308
309 //TODO: disassociate handleclient from socket readin
310 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read))
311 HandleClient (s, pl);
312
313 //TODO: should not be done here, either
314 if (s->status != Ns_Dead && pl)
315 {
316 /* Update the players stats once per tick. More efficient than
317 * sending them whenever they change, and probably just as useful
318 */
319 esrv_update_stats (pl);
320 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
321 {
322 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
323 if (pl->last_weight != WEIGHT (pl->ob))
324 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
325 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
326 }
327
328 /* draw_client_map does sanity checking that map is
329 * valid, so don't do it here.
330 */
331 draw_client_map (pl->ob);
332 if (s->update_look)
333 esrv_draw_look (pl->ob);
334 }
335 }
336} 250}
337 251

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