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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.16 by root, Thu Dec 14 22:45:41 2006 UTC vs.
Revision 1.43 by root, Fri Mar 16 02:37:54 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/** 25/**
25 * \file 26 * \file
26 * Main client/server loops. 27 * Main client/server loops.
27 * 28 *
28 * \date 2003-12-02 29 * \date 2003-12-02
29 * 30 *
30 * loop.c mainly deals with initialization and higher level socket 31 * loop.c mainly deals with initialization and higher level socket
31 * maintenance (checking for lost connections and if data has arrived.) 32 * maintanance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */ 33 */
34 34
35#define BG_SCRUB_RATE 4 // how often to send a face in the background
35 36
36#include <global.h> 37#include <global.h>
37#include <sproto.h> 38#include <sproto.h>
38#include <sockproto.h> 39#include <sockproto.h>
39 40
45 46
46#include <unistd.h> 47#include <unistd.h>
47#include <arpa/inet.h> 48#include <arpa/inet.h>
48 49
49#include <loader.h> 50#include <loader.h>
50#include <newserver.h>
51 51
52/***************************************************************************** 52#define MAX_QUEUE_DEPTH 500 //TODO
53 * Start of command dispatch area. 53#define MAX_QUEUE_BACKLOG 3. //TODO
54 * The commands here are protocol commands.
55 ****************************************************************************/
56 54
57/* Either keep this near the start or end of the file so it is
58 * at least reasonablye easy to find.
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
65typedef void (*func_uint8_int_ns) (char *, int, client_socket *);
66
67struct NsCmdMapping
68{
69 const char *cmdname;
70 func_uint8_int_ns cmdproc;
71 uint8 flag;
72};
73
74typedef void (*func_uint8_int_pl) (char *, int, player *);
75struct PlCmdMapping
76{
77 const char *cmdname;
78 func_uint8_int_pl cmdproc;
79 uint8 flag;
80};
81
82/**
83 * Dispatch table for the server.
84 *
85 * CmdMapping is the dispatch table for the server, used in HandleClient,
86 * which gets called when the client has input. All commands called here
87 * use the same parameter form (char* data, int len, int clientnum.
88 * We do implicit casts, because the data that is being passed is
89 * unsigned (pretty much needs to be for binary data), however, most
90 * of these treat it only as strings, so it makes things easier
91 * to cast it here instead of a bunch of times in the function itself.
92 * flag is 1 if the player must be in the playing state to issue the
93 * command, 0 if they can issue it at any time.
94 */
95static struct PlCmdMapping plcommands[] = {
96 {"examine", ExamineCmd, 1},
97 {"apply", ApplyCmd, 1},
98 {"move", MoveCmd, 1},
99 {"reply", ReplyCmd, 0},
100 {"command", PlayerCmd, 1},
101 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
102 {"lookat", LookAt, 1},
103 {"lock", (func_uint8_int_pl) LockItem, 1},
104 {"mark", (func_uint8_int_pl) MarkItem, 1},
105 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
106 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
107 {"ext", ExtCmd, 2}, /* CF+ */
108 { 0 } /* terminator */
109};
110
111/** Face-related commands */
112static struct NsCmdMapping nscommands[] = {
113 {"addme", AddMeCmd, 2},
114 {"askface", SendFaceCmd}, /* Added: phil */
115 {"requestinfo", RequestInfo},
116 {"setfacemode", SetFaceMode, 2},
117 {"setsound", SetSound, 2},
118 {"setup", SetUp, 2},
119 {"version", VersionCmd, 2},
120 {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */
121 {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */
122 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
123 { 0 } /* terminator (I, II & III) */
124};
125
126/**
127 * RequestInfo is sort of a meta command. There is some specific
128 * request of information, but we call other functions to provide
129 * that information.
130 */
131void 55void
132RequestInfo (char *buf, int len, client_socket * ns) 56client::reset_state ()
133{ 57{
134 char *params = NULL, *cp; 58 if (!pl)
59 return;
135 60
136 /* No match */ 61 pl->run_on = 0;
137 char bigbuf[MAX_BUF]; 62 pl->fire_on = 0;
138 int slen; 63}
139 64
140 /* Set up replyinfo before we modify any of the buffers - this is used 65void
141 * if we don't find a match. 66client::queue_command (packet_type *handler, char *data, int datalen)
142 */ 67{
143 strcpy (bigbuf, "replyinfo "); 68 tstamp stamp = now ();
144 slen = strlen (bigbuf);
145 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
146 69
147 /* find the first space, make it null, and update the 70 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
148 * params pointer.
149 */
150 for (cp = buf; *cp != '\0'; cp++)
151 if (*cp == ' ')
152 { 71 {
153 *cp = '\0'; 72 //TODO: just disconnect here?
154 params = cp + 1; 73 reset_state ();
155 break; 74 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
156 } 75 }
157
158 if (!strcmp (buf, "image_info"))
159 send_image_info (ns, params);
160 else if (!strcmp (buf, "image_sums"))
161 send_image_sums (ns, params);
162 else if (!strcmp (buf, "skill_info"))
163 send_skill_info (ns, params);
164 else if (!strcmp (buf, "spell_paths"))
165 send_spell_paths (ns, params);
166 else 76 else
167 ns->send_packet (bigbuf, len); 77 {
168} 78 cmd_queue.push_back (command ());
169 79 command &cmd = cmd_queue.back ();
170/** 80 cmd.stamp = stamp;
171 * Handle client input. 81 cmd.handler = handler;
172 * 82 cmd.data = salloc<char> (datalen + 1, data);
173 * HandleClient is actually not named really well - we only get here once 83 cmd.datalen = datalen;
174 * there is input, so we don't do exception or other stuff here.
175 * sock is the output socket information. pl is the player associated
176 * with this socket, null if no player (one of the init_sockets for just
177 * starting a connection)
178 */
179
180void
181HandleClient (client_socket *ns, player *pl)
182{
183 /* Loop through this - maybe we have several complete packets here. */
184 // limit to a few commands only, though, as to not monopolise the server
185 for (int repeat = 16; repeat--;)
186 { 84 }
187 /* If it is a player, and they don't have any speed left, we 85}
188 * return, and will read in the data when they do have time. 86
189 */ 87bool
88client::handle_command ()
89{
90 bool skipping = false;
91
92 while (!cmd_queue.empty ()
190 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) 93 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0))
191 return; 94 {
95 command &cmd = cmd_queue.front ();
192 96
193 int pkt_len = ns->read_packet (); 97 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
194
195 if (pkt_len < 0)
196 { 98 {
197 LOG (llevError, "read error on player %s\n", &pl->ob->name); 99 if (!skipping)
198 /* Caller will take care of cleaning this up */
199 ns->status = Ns_Dead;
200 return;
201 }
202 else if (pkt_len == 0)
203 /* Still dont have a full packet */
204 return;
205
206 /* First, break out beginning word. There are at least
207 * a few commands that do not have any paremeters. If
208 * we get such a command, don't worry about trying
209 * to break it up.
210 */
211 int datalen;
212 char *data = strchr ((char *)ns->inbuf + 2, ' ');
213
214 if (data)
215 { 100 {
216 *data++ = 0; 101 skipping = true;
217 datalen = pkt_len - (data - (char *)ns->inbuf); 102 reset_state ();
103 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
104 }
105
106 cmd_queue.pop_front ();
218 } 107 }
219 else 108 else
220 { 109 {
221 data = (char *)ns->inbuf + 2; // better read garbage than segfault 110 execute (cmd.handler, cmd.data, cmd.datalen);
222 datalen = 0; 111 cmd_queue.pop_front ();
112 return true;
223 } 113 }
224
225 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */
226
227 for (int i = 0; nscommands[i].cmdname; i++)
228 {
229 if (!strcmp ((char *)ns->inbuf + 2, nscommands[i].cmdname))
230 {
231 nscommands[i].cmdproc (data, datalen, ns);
232 ns->skip_packet (pkt_len);
233 //D// not doing this causes random memory corruption
234 if (nscommands[i].flag & 2)
235 goto next_packet;
236 return;
237 }
238 }
239
240 /* Player must be in the playing state or the flag on the
241 * the command must be zero for the user to use the command -
242 * otherwise, a player cam save, be in the play_again state, and
243 * the map they were on gets swapped out, yet things that try to look
244 * at the map causes a crash. If the command is valid, but
245 * one they can't use, we still swallow it up.
246 */
247 if (pl)
248 for (int i = 0; plcommands[i].cmdname; i++)
249 {
250 if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname))
251 {
252 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
253 plcommands[i].cmdproc ((char *) data, datalen, pl);
254
255 ns->skip_packet (pkt_len);
256 //D// not doing this causes random memory corruption
257 if (plcommands[i].flag & 2)
258 goto next_packet;
259
260 return;
261 }
262 }
263
264 /* If we get here, we didn't find a valid command. Logging
265 * this might be questionable, because a broken client/malicious
266 * user could certainly send a whole bunch of invalid commands.
267 */
268 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
269 ns->skip_packet (pkt_len);
270 next_packet:
271 ;
272 } 114 }
115
116 return false;
273} 117}
274 118
275void 119void
276flush_sockets (void) 120flush_sockets (void)
277{ 121{
278 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 122 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
279 if ((*i)->status != Ns_Dead)
280 (*i)->flush (); 123 (*i)->flush ();
281} 124}
282 125
283/** 126/**
284 * This checks the sockets for input, does the right thing. 127 * This checks the sockets for input, does the right thing.
285 * 128 *
288 * 131 *
289 */ 132 */
290void 133void
291doeric_server (void) 134doeric_server (void)
292{ 135{
293 int i, pollret;
294 fd_set tmp_read;
295 struct sockaddr_in addr;
296 socklen_t addrlen = sizeof (struct sockaddr);
297 player *pl, *next;
298 int maxfd = 0;
299
300#ifdef CS_LOGSTATS 136#ifdef CS_LOGSTATS
301 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 137 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
302 write_cs_stats (); 138 write_cs_stats ();
303#endif 139#endif
304 140
305 /* Go through the players. Let the loop set the next pl value, 141 //TODO: should not be done here, either
306 * since we may remove some 142 for (unsigned i = 0; i < clients.size (); ++i)
143 {
144 client *ns = clients [i];
145
146 ns->tick ();
147 ns->refcnt_chk ();
148 }
149}
150
151void
152client::tick ()
153{
154 if (!pl || destroyed ())
155 return;
156
157 /* Update the players stats once per tick. More efficient than
158 * sending them whenever they change, and probably just as useful
307 */ 159 */
308 //TODO: must be handled cleanly elsewhere
309 for (pl = first_player; pl; )
310 {
311 player *npl = pl->next;
312
313 //TODO: must be handled cleanly elsewhere
314 if (pl->socket->status == Ns_Dead)
315 {
316 save_player (pl->ob, 0);
317
318 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
319 {
320 terminate_all_pets (pl->ob);
321 pl->ob->remove ();
322 }
323
324 leave (pl, 1);
325 final_free_player (pl);
326 }
327
328 pl = npl;
329 }
330
331 FD_ZERO (&tmp_read);
332
333 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
334 {
335 client_socket *s = *i;
336
337 if (s->status == Ns_Dead)
338 {
339 client_sockets.erase (i);
340 delete s;
341 }
342 else
343 {
344 if (s->fd > maxfd) maxfd = s->fd;
345
346 FD_SET (s->fd, &tmp_read);
347
348 ++i;
349 }
350 }
351
352 struct timeval timeout;
353
354 timeout.tv_sec = 0;
355 timeout.tv_usec = 0;
356
357 pollret = select (maxfd + 1,
358 &tmp_read, 0, 0,
359 &timeout);
360
361 if (pollret == -1)
362 {
363 LOG (llevError, "select failed: %s\n", strerror (errno));
364 return;
365 }
366
367 /* We need to do some of the processing below regardless */
368
369 /* Check for any input on the sockets */
370 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
371 {
372 client_socket *s = *i;
373 player *pl = s->pl;
374
375 //TODO: disassociate handleclient from socket readin
376 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read))
377 HandleClient (s, pl);
378
379 //TODO: should not be done here, either
380 if (s->status != Ns_Dead && pl)
381 {
382 /* Update the players stats once per tick. More efficient than
383 * sending them whenever they change, and probably just as useful
384 */
385 esrv_update_stats (pl); 160 esrv_update_stats (pl);
161
386 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) 162 if (last_weight != -1 && last_weight != WEIGHT (pl->ob))
387 { 163 {
388 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); 164 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
389 if (pl->last_weight != WEIGHT (pl->ob)) 165 if (last_weight != WEIGHT (pl->ob))
390 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", 166 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
391 (unsigned long) pl->last_weight, WEIGHT (pl->ob)); 167 (unsigned long) last_weight, WEIGHT (pl->ob));
168 }
169
170 draw_client_map (pl->ob);
171
172 if (update_look)
173 esrv_draw_look (pl->ob);
174
175 if (askface.empty ())
176 {
177 if (bg_scrub && !--bg_scrub && enable_bg_scrub)
178 while (scrub_idx < faces.size () - 1)
179 {
180 ++scrub_idx;
181 if (!faces_sent [scrub_idx])
182 {
183 send_face (scrub_idx);
184 bg_scrub = 1; // send up to one face per tick, unless an image was requested
185 break;
392 } 186 }
393
394 /* draw_client_map does sanity checking that map is
395 * valid, so don't do it here.
396 */
397 draw_client_map (pl->ob);
398 if (s->update_look)
399 esrv_draw_look (pl->ob);
400 } 187 }
188 }
189 else
190 while (!askface.empty () && outputbuffer_len () < max_rate)
191 {
192 // use a lifo to send most recently requested images
193 faceidx face = askface.back ();
194 askface.pop_back ();
195
196 send_image (face);
197
198 bg_scrub = BG_SCRUB_RATE;
401 } 199 }
402} 200}
403 201

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