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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.35 by root, Tue Jan 2 11:08:36 2007 UTC vs.
Revision 1.79 by root, Wed Mar 18 11:09:14 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 authors can be reached via e-mail to <support@deliantra.net>
21 The author 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 *
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 * maintanance (checking for lost connections and if data has arrived.) 31 * maintanance (checking for lost connections and if data has arrived.)
32 */ 32 */
33 33
34
35#include <global.h> 34#include <global.h>
36#include <sproto.h> 35#include <sproto.h>
37#include <sockproto.h> 36#include <sockproto.h>
38 37
39#include <sys/types.h> 38#include <sys/types.h>
45#include <unistd.h> 44#include <unistd.h>
46#include <arpa/inet.h> 45#include <arpa/inet.h>
47 46
48#include <loader.h> 47#include <loader.h>
49 48
49#define BG_SCRUB_RATE 4 // how often to send a face in the background
50
50#define MAX_QUEUE_DEPTH 500 //TODO 51#define MAX_QUEUE_DEPTH 50
51#define MAX_QUEUE_BACKLOG 3. //TODO 52#define MAX_QUEUE_BACKLOG 3.
53
54// disconnect a socket after this many seconds without an ack
55#define SOCKET_TIMEOUT 16.
52 56
53void 57void
54client::reset_state () 58client::reset_state ()
55{ 59{
56 if (!pl) 60 if (!pl)
61} 65}
62 66
63void 67void
64client::queue_command (packet_type *handler, char *data, int datalen) 68client::queue_command (packet_type *handler, char *data, int datalen)
65{ 69{
66 tstamp stamp = now (); 70 tstamp stamp = NOW;
67 71
68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH) 72 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
69 { 73 {
70 //TODO: just disconnect here? 74 //TODO: just disconnect here?
71 reset_state (); 75 reset_state ();
72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); 76 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
73 } 77 }
74 else 78 else
75 { 79 {
76 cmd_queue.push_back (command ()); 80 cmd_queue.resize (cmd_queue.size () + 1);
77 command &cmd = cmd_queue.back (); 81 command &cmd = cmd_queue.back ();
78 cmd.stamp = stamp; 82 cmd.stamp = stamp;
79 cmd.handler = handler; 83 cmd.handler = handler;
80 cmd.data = salloc<char> (datalen + 1, data); 84 cmd.data = salloc<char> (datalen + 1, data);
81 cmd.datalen = datalen; 85 cmd.datalen = datalen;
83} 87}
84 88
85bool 89bool
86client::handle_command () 90client::handle_command ()
87{ 91{
88 bool skipping = false;
89
90 while (!cmd_queue.empty () 92 if (!cmd_queue.empty ()
91 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) 93 && state == ST_PLAYING
94 && pl->ob->speed_left > 0.f)
92 { 95 {
93 command &cmd = cmd_queue.front (); 96 command &cmd = cmd_queue.front ();
94 97
95 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) 98 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
96 { 99 {
100 reset_state (); // the command might actually reset some movement state etc.
101
97 if (!skipping) 102 if (pl)
103 pl->failmsg (
104 "Cannot keep up with your commands, ignoring them! "
105 "H<Your character cannot keep up with the instructions you give G<him|her>. "
106 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
107 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
108 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
98 { 109 );
99 skipping = true;
100 reset_state ();
101 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
102 }
103
104 cmd_queue.pop_front ();
105 } 110 }
106 else 111 else
112 execute (cmd.handler, cmd.data, cmd.datalen);
113
114 sfree<char> (cmd.data, cmd.datalen + 1);
115 cmd_queue.pop_front ();
116 return true;
117 }
118 else
119 return false;
120}
121
122void
123client::tick ()
124{
125 if (!pl || destroyed ())
126 return;
127
128 pl->dirty = true;
129
130 /* Update the players stats once per tick. More efficient than
131 * sending them whenever they change, and probably just as useful
132 */
133 esrv_update_stats (pl);
134
135 sint32 weight = pl->ob->client_weight ();
136
137 if (last_weight != weight)
138 {
139 pl->ob->update_stats ();
140 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
141 }
142
143 draw_client_map (pl);
144
145 if (update_look)
146 esrv_draw_look (pl);
147
148 mapinfo_queue_run ();
149
150#if HAVE_TCP_INFO
151 // check time of last ack, and, if too old, kill connection
152 socklen_t len = sizeof (tcpi);
153
154 if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi))
155 {
156 if (tcpi.tcpi_snd_mss)
157 mss = tcpi.tcpi_snd_mss;
158
159#if 0
160 fprintf (stderr, "uack %d ack %d lost %d ret %d fack %d sst %d cwnd %d mss %d pmtu %d advmss %d EXC %d\n",
161 tcpi.tcpi_unacked,
162 tcpi.tcpi_sacked,
163 tcpi.tcpi_lost,
164 tcpi.tcpi_retrans,
165 tcpi.tcpi_fackets,
166 tcpi.tcpi_snd_ssthresh, tcpi.tcpi_snd_cwnd, tcpi.tcpi_advmss, tcpi.tcpi_pmtu, tcpi.tcpi_advmss,
167
168 tcpi.tcpi_snd_cwnd - (tcpi.tcpi_unacked - tcpi.tcpi_sacked));
169#endif
170
171 // fast-time-out a player by checking for missign acks
172 // do this only when player is active
173 if (pl && pl->active
174 && tcpi.tcpi_last_ack_recv > int (SOCKET_TIMEOUT * 1000))
107 { 175 {
108 execute (cmd.handler, cmd.data, cmd.datalen); 176 send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
109 cmd_queue.pop_front (); 177 write_outputbuffer ();
110 return true; 178
179 LOG (llevDebug, "connection on fd %d closed due to ack timeout (%u/%u/%u)\n", fd,
180 (unsigned)tcpi.tcpi_last_ack_recv, (unsigned)tcpi.tcpi_last_data_sent, (unsigned)tcpi.tcpi_unacked);
181 destroy ();
111 } 182 }
112 } 183 }
184#endif
113 185
114 return false; 186 rate_avail = min (max_rate + mss, rate_avail + max_rate);
115}
116 187
188 int max_send = rate_avail;
189
190#if HAVE_TCP_INFO
191 // further restrict the available bandwidth by the excess bandwidth available
192 max_send = min (max_send, (tcpi.tcpi_snd_cwnd - tcpi.tcpi_unacked + tcpi.tcpi_sacked) * mss);
193#endif
194
195 // round to next-lowest mss
196 max_send -= max_send % mss;
197
198 if (ixface.empty ())
199 {
200 // regularly send a new face when queue is empty
201 if (bg_scrub && !--bg_scrub)
202 while (scrub_idx < faces.size () - 1)
203 {
204 ++scrub_idx;
205
206 if (!faces_sent [scrub_idx])
207 if (faceinfo *f = face_info (scrub_idx))
208 if (f->type == FT_FACE || f->type == FT_SOUND) // only scrub faces and sounds for now
209 {
210 send_face (scrub_idx, -120);
211 flush_fx ();
212
213 bg_scrub = 1; // send up to one fx per tick, unless an image was requested
214 break;
215 }
216 }
217 }
218 else
219 {
220 bg_scrub = BG_SCRUB_RATE;
221
222 for (;;)
223 {
224 int avail = max_send - outputbuffer_len ();
225
226 if (avail <= 0)
227 break;
228
229 ixsend &ix = ixface.back ();
230
231 if (facedata *d = face_data (ix.idx, faceset))
232 {
233 // estimate the packet header overhead "ix " + idx + (new)ofs
234 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
235 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
236
237 // only transfer something if the amount of data transferred
238 // has a healthy relation to the header overhead
239 if (chunk < 64)
240 break;
241
242 chunk = min (chunk, (int)ix.ofs);
243
244 ix.ofs -= chunk;
245
246 //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
247
248 packet sl ("ix");
249
250 sl << ber32 (ix.idx)
251 << ber32 (ix.ofs)
252 << data (d->data.data () + ix.ofs, chunk);
253
254 send_packet (sl);
255 }
256 else
257 ix.ofs = 0;
258
259 if (!ix.ofs)
260 {
261 ixface.pop_back ();
262
263 if (ixface.empty ())
264 break;
265 }
266 }
267 }
268
269 rate_avail -= outputbuffer_len ();
270}
271
117void 272void
118flush_sockets (void) 273client::flush_sockets (void)
119{ 274{
120 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 275 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
121 (*i)->flush (); 276 (*i)->flush ();
122} 277}
123 278
124/**
125 * This checks the sockets for input, does the right thing.
126 *
127 * A bit of this code is grabbed out of socket.c
128 * There are 2 lists we need to look through - init_sockets is a list
129 *
130 */
131void 279void
132doeric_server (void) 280client::clock (void)
133{ 281{
134#ifdef CS_LOGSTATS 282 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
135 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 283 (*i)->tick ();
136 write_cs_stats (); 284
137#endif 285 // give them all the same chances
286 flush_sockets ();
138 287
139 //TODO: should not be done here, either 288 //TODO: should not be done here, either
140 for (int i = 0; i < clients.size (); ++i) 289 for (unsigned i = 0; i < clients.size (); ++i)
141 {
142 client *s = clients [i];
143 player *pl = s->pl;
144
145 if (pl && pl->ns && !pl->ns->destroyed ())
146 {
147 /* Update the players stats once per tick. More efficient than
148 * sending them whenever they change, and probably just as useful
149 */
150 esrv_update_stats (pl);
151
152 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
153 {
154 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
155 if (pl->last_weight != WEIGHT (pl->ob))
156 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
157 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
158 }
159
160 draw_client_map (pl->ob);
161
162 if (s->update_look)
163 esrv_draw_look (pl->ob);
164 }
165
166 s->refcnt_chk (); 290 clients[i]->refcnt_chk ();
167 }
168} 291}
169 292

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