--- deliantra/server/socket/loop.C 2006/12/17 19:14:00 1.28 +++ deliantra/server/socket/loop.C 2007/07/01 06:07:03 1.57 @@ -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 @@ -31,7 +31,6 @@ * maintanance (checking for lost connections and if data has arrived.) */ - #include #include #include @@ -47,8 +46,10 @@ #include -#define MAX_QUEUE_DEPTH 500 //TODO -#define MAX_QUEUE_BACKLOG 5. //TODO +#define BG_SCRUB_RATE 4 // how often to send a face in the background + +#define MAX_QUEUE_DEPTH 500 +#define MAX_QUEUE_BACKLOG 3. void client::reset_state () @@ -63,7 +64,7 @@ void client::queue_command (packet_type *handler, char *data, int datalen) { - tstamp stamp = now (); + tstamp stamp = NOW; if (cmd_queue.size () >= MAX_QUEUE_DEPTH) { @@ -85,41 +86,32 @@ bool client::handle_command () { - bool skipping = false; - - while (!cmd_queue.empty () - && !(pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) + if (!cmd_queue.empty () + && state == ST_PLAYING + && pl->ob->speed_left > 0.f) { command &cmd = cmd_queue.front (); - if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) + if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW) { - if (!skipping) - { - skipping = true; - reset_state (); - send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED); - } - - cmd_queue.pop_front (); + reset_state (); + send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED); } else - { - execute (cmd.handler, cmd.data, cmd.datalen); - cmd_queue.pop_front (); - return true; - } - } + execute (cmd.handler, cmd.data, cmd.datalen); - return false; + cmd_queue.pop_front (); + return true; + } + else + return false; } void flush_sockets (void) { for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) - if ((*i)->status != Ns_Dead) - (*i)->flush (); + (*i)->flush (); } /** @@ -132,82 +124,122 @@ void doeric_server (void) { -#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 (player *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 || 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)); } - for (sockvec::iterator i = clients.begin (); i != clients.end (); ) + draw_client_map (pl); + + if (update_look) + esrv_draw_look (pl); + + if (ixface.empty ()) { - client *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) - { - clients.erase (i); - delete s; - } - else - ++i; - } + if (!faces_sent [scrub_idx]) + { + send_face (scrub_idx); + flush_fx (); - /* We need to do some of the processing below regardless */ + bg_scrub = 1; // send up to one face per tick, unless an image was requested + break; + } + } - /* Check for any input on the sockets */ - for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) + rate_avail = max_rate - outputbuffer_len (); + } + else { - client *s = *i; - player *pl = s->pl; + int ol = outputbuffer_len (); + + rate_avail = min (max_rate, rate_avail + max_rate); + rate_avail -= ol; + + int avail = rate_avail; - //TODO: this could probably be nuked completely - s->handle_packet (); - s->handle_command (); + // 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)); - //TODO: should not be done here, either - if (s->status != Ns_Dead && pl) + bg_scrub = BG_SCRUB_RATE; + + while (avail > 0) { - /* Update the players stats once per tick. More efficient than - * sending them whenever they change, and probably just as useful - */ - esrv_update_stats (pl); + ixsend &ix = ixface.back (); - if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) + if (facedata *d = face_data (ix.idx, faceset)) { - 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)); + if (fxix) + { + // 9 bytes is enough for fx_FFFOOO, 240 leaves some room for image data + int chunk = min (min (avail - 240, 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; + + int consumed = outputbuffer_len () - ol; + + avail -= consumed; + rate_avail -= consumed; - draw_client_map (pl->ob); + ol = outputbuffer_len (); - if (s->update_look) - esrv_draw_look (pl->ob); + if (!ix.ofs) + { + ixface.pop_back (); + + if (ixface.empty ()) + break; + } } } }