ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/socket/loop.C
(Generate patch)

Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.15 by root, Thu Dec 14 21:46:34 2006 UTC vs.
Revision 1.33 by root, Mon Dec 25 11:25:50 2006 UTC

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 33
35 34
36#include <global.h> 35#include <global.h>
37#include <sproto.h> 36#include <sproto.h>
41#include <sys/time.h> 40#include <sys/time.h>
42#include <sys/socket.h> 41#include <sys/socket.h>
43#include <netinet/in.h> 42#include <netinet/in.h>
44#include <netdb.h> 43#include <netdb.h>
45 44
46#ifdef HAVE_UNISTD_H
47# include <unistd.h> 45#include <unistd.h>
48#endif
49
50#ifdef HAVE_ARPA_INET_H
51# include <arpa/inet.h> 46#include <arpa/inet.h>
52#endif
53 47
54#include <loader.h> 48#include <loader.h>
55#include <newserver.h>
56 49
57/***************************************************************************** 50#define MAX_QUEUE_DEPTH 500 //TODO
58 * Start of command dispatch area. 51#define MAX_QUEUE_BACKLOG 5. //TODO
59 * The commands here are protocol commands.
60 ****************************************************************************/
61 52
62/* Either keep this near the start or end of the file so it is 53void
63 * at least reasonablye easy to find. 54client::reset_state ()
64 * There are really 2 commands - those which are sent/received 55{
65 * before player joins, and those happen after the player has joined. 56 if (!pl)
66 * As such, we have function types that might be called, so 57 return;
67 * we end up having 2 tables.
68 */
69 58
70typedef void (*func_uint8_int_ns) (char *, int, client_socket *); 59 pl->run_on = 0;
71 60 pl->fire_on = 0;
72struct NsCmdMapping
73{
74 const char *cmdname;
75 func_uint8_int_ns cmdproc;
76 uint8 flag;
77};
78
79typedef void (*func_uint8_int_pl) (char *, int, player *);
80struct PlCmdMapping
81{
82 const char *cmdname;
83 func_uint8_int_pl cmdproc;
84 uint8 flag;
85};
86
87/**
88 * Dispatch table for the server.
89 *
90 * CmdMapping is the dispatch table for the server, used in HandleClient,
91 * which gets called when the client has input. All commands called here
92 * use the same parameter form (char* data, int len, int clientnum.
93 * We do implicit casts, because the data that is being passed is
94 * unsigned (pretty much needs to be for binary data), however, most
95 * of these treat it only as strings, so it makes things easier
96 * to cast it here instead of a bunch of times in the function itself.
97 * flag is 1 if the player must be in the playing state to issue the
98 * command, 0 if they can issue it at any time.
99 */
100static struct PlCmdMapping plcommands[] = {
101 {"examine", ExamineCmd, 1},
102 {"apply", ApplyCmd, 1},
103 {"move", MoveCmd, 1},
104 {"reply", ReplyCmd, 0},
105 {"command", PlayerCmd, 1},
106 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
107 {"lookat", LookAt, 1},
108 {"lock", (func_uint8_int_pl) LockItem, 1},
109 {"mark", (func_uint8_int_pl) MarkItem, 1},
110 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
111 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
112 {"ext", ExtCmd, 2}, /* CF+ */
113 { 0 } /* terminator */
114};
115
116/** Face-related commands */
117static struct NsCmdMapping nscommands[] = {
118 {"addme", AddMeCmd, 2},
119 {"askface", SendFaceCmd}, /* Added: phil */
120 {"requestinfo", RequestInfo},
121 {"setfacemode", SetFaceMode, 2},
122 {"setsound", SetSound, 2},
123 {"setup", SetUp, 2},
124 {"version", VersionCmd, 2},
125 {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */
126 {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */
127 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
128 { 0 } /* terminator (I, II & III) */
129};
130
131/**
132 * RequestInfo is sort of a meta command. There is some specific
133 * request of information, but we call other functions to provide
134 * that information.
135 */
136void
137RequestInfo (char *buf, int len, client_socket * ns)
138{
139 char *params = NULL, *cp;
140
141 /* No match */
142 char bigbuf[MAX_BUF];
143 int slen;
144
145 /* Set up replyinfo before we modify any of the buffers - this is used
146 * if we don't find a match.
147 */
148 strcpy (bigbuf, "replyinfo ");
149 slen = strlen (bigbuf);
150 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
151
152 /* find the first space, make it null, and update the
153 * params pointer.
154 */
155 for (cp = buf; *cp != '\0'; cp++)
156 if (*cp == ' ')
157 {
158 *cp = '\0';
159 params = cp + 1;
160 break;
161 }
162
163 if (!strcmp (buf, "image_info"))
164 send_image_info (ns, params);
165 else if (!strcmp (buf, "image_sums"))
166 send_image_sums (ns, params);
167 else if (!strcmp (buf, "skill_info"))
168 send_skill_info (ns, params);
169 else if (!strcmp (buf, "spell_paths"))
170 send_spell_paths (ns, params);
171 else
172 ns->send_packet (bigbuf, len);
173} 61}
174 62
175/** 63void
176 * Handle client input. 64client::queue_command (packet_type *handler, char *data, int datalen)
177 * 65{
178 * HandleClient is actually not named really well - we only get here once 66 tstamp stamp = now ();
179 * there is input, so we don't do exception or other stuff here.
180 * sock is the output socket information. pl is the player associated
181 * with this socket, null if no player (one of the init_sockets for just
182 * starting a connection)
183 */
184 67
185void 68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
186HandleClient (client_socket *ns, player *pl) 69 {
70 //TODO: just disconnect here?
71 reset_state ();
72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
73 }
74 else
75 {
76 cmd_queue.push_back (command ());
77 command &cmd = cmd_queue.back ();
78 cmd.stamp = stamp;
79 cmd.handler = handler;
80 cmd.data = salloc<char> (datalen + 1, data);
81 cmd.datalen = datalen;
82 }
83}
84
85bool
86client::handle_command ()
187{ 87{
188 /* Loop through this - maybe we have several complete packets here. */ 88 bool skipping = false;
189 // limit to a few commands only, though, as to not monopolise the server 89
190 for (int repeat = 16; repeat--;) 90 while (!cmd_queue.empty ()
91 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0))
191 { 92 {
192 /* If it is a player, and they don't have any speed left, we 93 command &cmd = cmd_queue.front ();
193 * return, and will read in the data when they do have time.
194 */
195 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
196 return;
197 94
198 int pkt_len = ns->read_packet (); 95 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
96 {
97 if (!skipping)
98 {
99 skipping = true;
100 reset_state ();
101 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
102 }
199 103
200 if (pkt_len < 0) 104 cmd_queue.pop_front ();
201 {
202 LOG (llevError, "read error on player %s\n", &pl->ob->name);
203 /* Caller will take care of cleaning this up */
204 ns->status = Ns_Dead;
205 return;
206 }
207 else if (pkt_len == 0)
208 /* Still dont have a full packet */
209 return;
210
211 /* First, break out beginning word. There are at least
212 * a few commands that do not have any paremeters. If
213 * we get such a command, don't worry about trying
214 * to break it up.
215 */
216 int datalen;
217 char *data = strchr ((char *)ns->inbuf + 2, ' ');
218
219 if (data)
220 {
221 *data++ = 0;
222 datalen = pkt_len - (data - (char *)ns->inbuf);
223 } 105 }
224 else 106 else
225 { 107 {
226 data = (char *)ns->inbuf + 2; // better read garbage than segfault 108 execute (cmd.handler, cmd.data, cmd.datalen);
227 datalen = 0; 109 cmd_queue.pop_front ();
110 return true;
228 } 111 }
112 }
229 113
230 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 114 return false;
231
232 for (int i = 0; nscommands[i].cmdname; i++)
233 {
234 if (!strcmp ((char *)ns->inbuf + 2, nscommands[i].cmdname))
235 {
236 nscommands[i].cmdproc (data, datalen, ns);
237 ns->skip_packet (pkt_len);
238 //D// not doing this causes random memory corruption
239 if (nscommands[i].flag & 2)
240 goto next_packet;
241 return;
242 }
243 }
244
245 /* Player must be in the playing state or the flag on the
246 * the command must be zero for the user to use the command -
247 * otherwise, a player cam save, be in the play_again state, and
248 * the map they were on gets swapped out, yet things that try to look
249 * at the map causes a crash. If the command is valid, but
250 * one they can't use, we still swallow it up.
251 */
252 if (pl)
253 for (int i = 0; plcommands[i].cmdname; i++)
254 {
255 if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname))
256 {
257 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
258 plcommands[i].cmdproc ((char *) data, datalen, pl);
259
260 ns->skip_packet (pkt_len);
261 //D// not doing this causes random memory corruption
262 if (plcommands[i].flag & 2)
263 goto next_packet;
264
265 return;
266 }
267 }
268
269 /* If we get here, we didn't find a valid command. Logging
270 * this might be questionable, because a broken client/malicious
271 * user could certainly send a whole bunch of invalid commands.
272 */
273 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
274 ns->skip_packet (pkt_len);
275 next_packet:
276 ;
277 }
278} 115}
279 116
280void 117void
281flush_sockets (void) 118flush_sockets (void)
282{ 119{
283 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 120 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
284 if ((*i)->status != Ns_Dead)
285 (*i)->flush (); 121 (*i)->flush ();
286} 122}
287 123
288/** 124/**
289 * This checks the sockets for input, does the right thing. 125 * This checks the sockets for input, does the right thing.
290 * 126 *
293 * 129 *
294 */ 130 */
295void 131void
296doeric_server (void) 132doeric_server (void)
297{ 133{
298 int i, pollret;
299 fd_set tmp_read;
300 struct sockaddr_in addr;
301 socklen_t addrlen = sizeof (struct sockaddr);
302 player *pl, *next;
303 int maxfd = 0;
304
305#ifdef CS_LOGSTATS 134#ifdef CS_LOGSTATS
306 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 135 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
307 write_cs_stats (); 136 write_cs_stats ();
308#endif 137#endif
309 138
310 /* Go through the players. Let the loop set the next pl value, 139 //TODO: should not be done here, either
311 * since we may remove some 140 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
312 */
313 //TODO: must be handled cleanly elsewhere
314 for (pl = first_player; pl; )
315 { 141 {
316 player *npl = pl->next; 142 client *s = *i;
317 143
318 //TODO: must be handled cleanly elsewhere
319 if (pl->socket->status == Ns_Dead)
320 {
321 save_player (pl->ob, 0);
322
323 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
324 {
325 terminate_all_pets (pl->ob);
326 pl->ob->remove ();
327 }
328
329 leave (pl, 1);
330 final_free_player (pl);
331 }
332
333 pl = npl;
334 }
335
336 FD_ZERO (&tmp_read);
337
338 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
339 {
340 client_socket *s = *i;
341
342 if (s->status == Ns_Dead)
343 {
344 client_sockets.erase (i);
345 delete s;
346 }
347 else
348 {
349 if (s->fd > maxfd) maxfd = s->fd;
350
351 FD_SET (s->fd, &tmp_read);
352
353 ++i;
354 }
355 }
356
357 struct timeval timeout;
358
359 timeout.tv_sec = 0;
360 timeout.tv_usec = 0;
361
362 pollret = select (maxfd + 1,
363 &tmp_read, 0, 0,
364 &timeout);
365
366 if (pollret == -1)
367 {
368 LOG (llevError, "select failed: %s\n", strerror (errno));
369 return;
370 }
371
372 /* We need to do some of the processing below regardless */
373
374 /* Check for any input on the sockets */
375 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
376 {
377 client_socket *s = *i;
378 player *pl = s->pl; 144 if (player *pl = s->pl)
379
380 //TODO: disassociate handleclient from socket readin
381 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read))
382 HandleClient (s, pl);
383
384 //TODO: should not be done here, either
385 if (s->status != Ns_Dead && pl)
386 { 145 {
387 /* Update the players stats once per tick. More efficient than 146 /* Update the players stats once per tick. More efficient than
388 * sending them whenever they change, and probably just as useful 147 * sending them whenever they change, and probably just as useful
389 */ 148 */
390 esrv_update_stats (pl); 149 esrv_update_stats (pl);
150
391 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) 151 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
392 { 152 {
393 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); 153 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
394 if (pl->last_weight != WEIGHT (pl->ob)) 154 if (pl->last_weight != WEIGHT (pl->ob))
395 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", 155 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
396 (unsigned long) pl->last_weight, WEIGHT (pl->ob)); 156 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
397 } 157 }
398 158
399 /* draw_client_map does sanity checking that map is
400 * valid, so don't do it here.
401 */
402 draw_client_map (pl->ob); 159 draw_client_map (pl->ob);
160
403 if (s->update_look) 161 if (s->update_look)
404 esrv_draw_look (pl->ob); 162 esrv_draw_look (pl->ob);
405 } 163 }
164
165 s->refcnt_chk ();
406 } 166 }
407} 167}
408 168

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines