--- deliantra/server/socket/loop.C 2006/12/19 04:58:05 1.29 +++ deliantra/server/socket/loop.C 2007/03/16 02:37:54 1.43 @@ -1,25 +1,26 @@ /* - 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 -*/ + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * 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 + */ /** * \file @@ -31,6 +32,7 @@ * maintanance (checking for lost connections and if data has arrived.) */ +#define BG_SCRUB_RATE 4 // how often to send a face in the background #include #include @@ -48,7 +50,7 @@ #include #define MAX_QUEUE_DEPTH 500 //TODO -#define MAX_QUEUE_BACKLOG 5. //TODO +#define MAX_QUEUE_BACKLOG 3. //TODO void client::reset_state () @@ -88,7 +90,7 @@ bool skipping = false; while (!cmd_queue.empty () - && !(pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) + && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0)) { command &cmd = cmd_queue.front (); @@ -118,8 +120,7 @@ flush_sockets (void) { for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) - if ((*i)->status != Ns_Dead) - (*i)->flush (); + (*i)->flush (); } /** @@ -137,74 +138,64 @@ 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); - - if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) - { - terminate_all_pets (pl->ob); - pl->ob->remove (); - } - - leave (pl, 1); - final_free_player (pl); - } - - pl = npl; + ns->tick (); + ns->refcnt_chk (); } +} - for (sockvec::iterator i = clients.begin (); i != clients.end (); ) - { - client *s = *i; - - if (s->status == Ns_Dead) - { - clients.erase (i); - delete s; - } - else - ++i; - } +void +client::tick () +{ + if (!pl || destroyed ()) + return; - /* We need to do some of the processing below regardless */ + /* Update the players stats once per tick. More efficient than + * sending them whenever they change, and probably just as useful + */ + esrv_update_stats (pl); - /* Check for any input on the sockets */ - for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) + if (last_weight != -1 && last_weight != WEIGHT (pl->ob)) { - client *s = *i; - player *pl = s->pl; - - //TODO: should not be done here, either - if (s->status != Ns_Dead && 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); - - if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) - { - 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)); - } + 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)); + } + + draw_client_map (pl->ob); + + if (update_look) + esrv_draw_look (pl->ob); + + if (askface.empty ()) + { + if (bg_scrub && !--bg_scrub && enable_bg_scrub) + while (scrub_idx < faces.size () - 1) + { + ++scrub_idx; + if (!faces_sent [scrub_idx]) + { + send_face (scrub_idx); + bg_scrub = 1; // send up to one face per tick, unless an image was requested + break; + } + } + } + else + while (!askface.empty () && outputbuffer_len () < max_rate) + { + // use a lifo to send most recently requested images + faceidx face = askface.back (); + askface.pop_back (); - draw_client_map (pl->ob); + send_image (face); - if (s->update_look) - esrv_draw_look (pl->ob); - } - } + bg_scrub = BG_SCRUB_RATE; + } }