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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 1.33 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>
47#include <arpa/inet.h> 46#include <arpa/inet.h>
48 47
49#include <loader.h> 48#include <loader.h>
50 49
51#define MAX_QUEUE_DEPTH 500 //TODO 50#define MAX_QUEUE_DEPTH 500 //TODO
52#define MAX_QUEUE_BACKLOG 2 //TODO 51#define MAX_QUEUE_BACKLOG 5. //TODO
53 52
54void 53void
55client::reset_state () 54client::reset_state ()
56{ 55{
57 if (!pl) 56 if (!pl)
70 { 69 {
71 //TODO: just disconnect here? 70 //TODO: just disconnect here?
72 reset_state (); 71 reset_state ();
73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); 72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
74 } 73 }
75 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp) 74 else
76 { 75 {
77 reset_state (); 76 cmd_queue.push_back (command ());
78 send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED); 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;
79 } 82 }
80 else
81 cmd_queue.push_back (command (
82 stamp, handler, (char *)salloc (datalen + 1, data), datalen
83 ));
84} 83}
85 84
86bool 85bool
87client::handle_command () 86client::handle_command ()
88{ 87{
89 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) 88 bool skipping = false;
90 return false;
91 89
92 if (cmd_queue.empty ()) 90 while (!cmd_queue.empty ()
93 return false; 91 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0))
92 {
93 command &cmd = cmd_queue.front ();
94 94
95 command &cmd = cmd_queue.front (); 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 }
96 103
97 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) 104 cmd_queue.pop_front ();
98 { 105 }
99 reset_state (); 106 else
100 send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED); 107 {
108 execute (cmd.handler, cmd.data, cmd.datalen);
109 cmd_queue.pop_front ();
110 return true;
111 }
101 } 112 }
102 else
103 execute (cmd.handler, cmd.data, cmd.datalen);
104 113
105 sfree (cmd.data, cmd.datalen);
106 cmd_queue.pop_front ();
107
108 return true; 114 return false;
109} 115}
110 116
111void 117void
112flush_sockets (void) 118flush_sockets (void)
113{ 119{
114 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 120 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
115 if ((*i)->status != Ns_Dead)
116 (*i)->flush (); 121 (*i)->flush ();
117} 122}
118 123
119/** 124/**
120 * This checks the sockets for input, does the right thing. 125 * This checks the sockets for input, does the right thing.
121 * 126 *
129#ifdef CS_LOGSTATS 134#ifdef CS_LOGSTATS
130 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 135 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
131 write_cs_stats (); 136 write_cs_stats ();
132#endif 137#endif
133 138
134 /* Go through the players. Let the loop set the next pl value, 139 //TODO: should not be done here, either
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 {
145 save_player (pl->ob, 0);
146
147 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
148 {
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 (); ) 140 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
161 { 141 {
162 client *s = *i; 142 client *s = *i;
163 143
164 if (s->status == Ns_Dead)
165 {
166 clients.erase (i);
167 delete s;
168 }
169 else
170 ++i;
171 }
172
173 /* We need to do some of the processing below regardless */
174
175 /* Check for any input on the sockets */
176 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
177 {
178 client *s = *i;
179 player *pl = s->pl; 144 if (player *pl = s->pl)
180
181 s->handle_packet ();
182 s->handle_command ();
183
184 //TODO: should not be done here, either
185 if (s->status != Ns_Dead && pl)
186 { 145 {
187 /* Update the players stats once per tick. More efficient than 146 /* Update the players stats once per tick. More efficient than
188 * sending them whenever they change, and probably just as useful 147 * sending them whenever they change, and probably just as useful
189 */ 148 */
190 esrv_update_stats (pl); 149 esrv_update_stats (pl);
200 draw_client_map (pl->ob); 159 draw_client_map (pl->ob);
201 160
202 if (s->update_look) 161 if (s->update_look)
203 esrv_draw_look (pl->ob); 162 esrv_draw_look (pl->ob);
204 } 163 }
164
165 s->refcnt_chk ();
205 } 166 }
206} 167}
207 168

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