--- deliantra/server/socket/loop.C 2006/09/09 21:48:29 1.5 +++ deliantra/server/socket/loop.C 2007/03/16 02:37:54 1.43 @@ -1,32 +1,27 @@ - /* - * static char *rcsid_loop_c = - * "$Id: loop.C,v 1.5 2006/09/09 21:48:29 root Exp $"; + * 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 */ -/* - 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-devel@real-time.com -*/ - /** * \file * Main client/server loops. @@ -34,490 +29,173 @@ * \date 2003-12-02 * * loop.c mainly deals with initialization and higher level socket - * maintenance (checking for lost connections and if data has arrived.) - * The reading of data is handled in ericserver.c + * 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 -#ifndef __CEXTRACT__ #include #include -#endif -#ifndef WIN32 /* ---win32 exclude unix headers */ #include #include #include #include #include -#endif /* end win32 */ -#ifdef HAVE_UNISTD_H #include -#endif - -#ifdef HAVE_ARPA_INET_H #include -#endif #include -#include - -/***************************************************************************** - * Start of command dispatch area. - * The commands here are protocol commands. - ****************************************************************************/ - -/* Either keep this near the start or end of the file so it is - * at least reasonablye easy to find. - * There are really 2 commands - those which are sent/received - * before player joins, and those happen after the player has joined. - * As such, we have function types that might be called, so - * we end up having 2 tables. - */ - -typedef void (*func_uint8_int_ns) (char*, int, NewSocket *); - -struct NsCmdMapping { - const char *cmdname; - func_uint8_int_ns cmdproc; -}; - -typedef void (*func_uint8_int_pl)(char*, int, player *); -struct PlCmdMapping { - const char *cmdname; - func_uint8_int_pl cmdproc; - uint8 flag; -}; -/** - * Dispatch table for the server. - * - * CmdMapping is the dispatch table for the server, used in HandleClient, - * which gets called when the client has input. All commands called here - * use the same parameter form (char* data, int len, int clientnum. - * We do implicit casts, because the data that is being passed is - * unsigned (pretty much needs to be for binary data), however, most - * of these treat it only as strings, so it makes things easier - * to cast it here instead of a bunch of times in the function itself. - * flag is 1 if the player must be in the playing state to issue the - * command, 0 if they can issue it at any time. - */ -static struct PlCmdMapping plcommands[] = { - { "examine", ExamineCmd, 1}, - { "apply", ApplyCmd, 1}, - { "move", MoveCmd, 1}, - { "reply", ReplyCmd, 0}, - { "command", PlayerCmd, 1}, - { "ncom", (func_uint8_int_pl)NewPlayerCmd, 1}, - { "lookat", LookAt, 1}, - { "lock", (func_uint8_int_pl)LockItem, 1}, - { "mark", (func_uint8_int_pl)MarkItem, 1}, - { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */ - { "mapinfo", MapInfoCmd, 2}, /* CF+ */ - { "ext", ExtCmd, 2}, /* CF+ */ - { NULL, NULL, 0} /* terminator */ -}; - -/** Face-related commands */ -static struct NsCmdMapping nscommands[] = { - { "addme", AddMeCmd }, - { "askface", SendFaceCmd}, /* Added: phil */ - { "requestinfo", RequestInfo}, - { "setfacemode", SetFaceMode}, - { "setsound", SetSound}, - { "setup", SetUp}, - { "version", VersionCmd }, - { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/ - { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/ - { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/ - { NULL, NULL} /* terminator (I, II & III)*/ -}; +#define MAX_QUEUE_DEPTH 500 //TODO +#define MAX_QUEUE_BACKLOG 3. //TODO -/** - * RequestInfo is sort of a meta command. There is some specific - * request of information, but we call other functions to provide - * that information. - */ -void RequestInfo(char *buf, int len, NewSocket *ns) +void +client::reset_state () { - char *params=NULL, *cp; - /* No match */ - char bigbuf[MAX_BUF]; - int slen; - - /* Set up replyinfo before we modify any of the buffers - this is used - * if we don't find a match. - */ - strcpy(bigbuf,"replyinfo "); - slen = strlen(bigbuf); - safe_strcat(bigbuf, buf, &slen, MAX_BUF); - - /* find the first space, make it null, and update the - * params pointer. - */ - for (cp = buf; *cp != '\0'; cp++) - if (*cp==' ') { - *cp = '\0'; - params = cp + 1; - break; - } - if (!strcmp(buf, "image_info")) send_image_info(ns, params); - else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params); - else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params); - else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params); - else Write_String_To_Socket(ns, bigbuf, len); -} + if (!pl) + return; -/** - * Handle client input. - * - * HandleClient is actually not named really well - we only get here once - * there is input, so we don't do exception or other stuff here. - * sock is the output socket information. pl is the player associated - * with this socket, null if no player (one of the init_sockets for just - * starting a connection) - */ + pl->run_on = 0; + pl->fire_on = 0; +} -void HandleClient(NewSocket *ns, player *pl) +void +client::queue_command (packet_type *handler, char *data, int datalen) { - int len=0,i,cnt; - char *data; - - /* Loop through this - maybe we have several complete packets here. */ - // limit to a few commands only, though, as to not monopolise the server - for (cnt = 16; cnt--; ) { - /* If it is a player, and they don't have any speed left, we - * return, and will read in the data when they do have time. - */ - if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) { - return; - } - - i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1); - - if (i<0) { -#ifdef ESRV_DEBUG - LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None")); -#endif - /* Caller will take care of cleaning this up */ - ns->status =Ns_Dead; - return; - } - /* Still dont have a full packet */ - if (i==0) return; - -// //D//TODO//temporarily log long commands -// if (ns->inbuf.len >= 40 && pl && pl->ob) -// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2); - - /* First, break out beginning word. There are at least - * a few commands that do not have any paremeters. If - * we get such a command, don't worry about trying - * to break it up. - */ - data = (char *)strchr((char*)ns->inbuf.buf +2, ' '); - if (data) { - *data='\0'; - data++; - len = ns->inbuf.len - (data - (char*)ns->inbuf.buf); - } - else len=0; + tstamp stamp = now (); - ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */ - for (i=0; nscommands[i].cmdname !=NULL; i++) { - if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) { - nscommands[i].cmdproc((char*)data,len,ns); - ns->inbuf.len=0; - return;//D// not doing this causes random memory corruption - goto next_packet; - } - } - /* Player must be in the playing state or the flag on the - * the command must be zero for the user to use the command - - * otherwise, a player cam save, be in the play_again state, and - * the map they were on gets swapped out, yet things that try to look - * at the map causes a crash. If the command is valid, but - * one they can't use, we still swallow it up. - */ - if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) { - if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) { - if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1)) - plcommands[i].cmdproc((char*)data,len,pl); - ns->inbuf.len=0; - //D// not doing this causes random memory corruption - if (plcommands[i].flag & 2) - goto next_packet; - return; - } - } - /* If we get here, we didn't find a valid command. Logging - * this might be questionable, because a broken client/malicious - * user could certainly send a whole bunch of invalid commands. - */ - LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2); - next_packet: - ; + if (cmd_queue.size () >= MAX_QUEUE_DEPTH) + { + //TODO: just disconnect here? + reset_state (); + send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); + } + else + { + cmd_queue.push_back (command ()); + command &cmd = cmd_queue.back (); + cmd.stamp = stamp; + cmd.handler = handler; + cmd.data = salloc (datalen + 1, data); + cmd.datalen = datalen; } } - -/***************************************************************************** - * - * Low level socket looping - select calls and watchdog udp packet - * sending. - * - ******************************************************************************/ - -#ifdef WATCHDOG -/** - * Tell watchdog that we are still alive - * - * I put the function here since we should hopefully already be getting - * all the needed include files for socket support - */ - -void watchdog(void) +bool +client::handle_command () { - static int fd=-1; - static struct sockaddr_in insock; + bool skipping = false; - if (fd==-1) + while (!cmd_queue.empty () + && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0)) { - struct protoent *protoent; + command &cmd = cmd_queue.front (); - if ((protoent=getprotobyname("udp"))==NULL || - (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1) - { - return; - } - insock.sin_family=AF_INET; - insock.sin_port=htons((unsigned short)13325); - insock.sin_addr.s_addr=inet_addr("127.0.0.1"); + if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) + { + if (!skipping) + { + skipping = true; + reset_state (); + send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED); + } + + cmd_queue.pop_front (); + } + else + { + execute (cmd.handler, cmd.data, cmd.datalen); + cmd_queue.pop_front (); + return true; + } } - sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock)); + + return false; } -#endif -void flush_sockets(void) +void +flush_sockets (void) { - player *pl; - - for (pl = first_player; pl != NULL; pl = pl->next) - if (pl->socket.status != Ns_Dead) - Socket_Flush (&pl->socket); + for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) + (*i)->flush (); } /** - * This checks the sockets for input and exceptions, does the right thing. + * This checks the sockets for input, does the right thing. * * A bit of this code is grabbed out of socket.c * There are 2 lists we need to look through - init_sockets is a list * */ -void doeric_server(void) +void +doeric_server (void) { - int i, pollret; - fd_set tmp_read, tmp_exceptions, tmp_write; - struct sockaddr_in addr; - socklen_t addrlen=sizeof(struct sockaddr); - player *pl, *next; - #ifdef CS_LOGSTATS - if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME) - write_cs_stats(); + if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) + write_cs_stats (); #endif - FD_ZERO(&tmp_read); - FD_ZERO(&tmp_write); - FD_ZERO(&tmp_exceptions); - - for(i=0;isocket.status == Ns_Dead) { - player *npl=pl->next; - - save_player(pl->ob, 0); - if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { - terminate_all_pets(pl->ob); - remove_ob(pl->ob); - } - leave(pl,1); - final_free_player(pl); - pl=npl; - } - else { - FD_SET((uint32)pl->socket.fd, &tmp_read); - FD_SET((uint32)pl->socket.fd, &tmp_write); - FD_SET((uint32)pl->socket.fd, &tmp_exceptions); - pl=pl->next; - } - } + //TODO: should not be done here, either + for (unsigned i = 0; i < clients.size (); ++i) + { + client *ns = clients [i]; - /* Reset timeout each time, since some OS's will change the values on - * the return from select. - */ - socket_info.timeout.tv_sec = 0; - socket_info.timeout.tv_usec = 0; - - pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write, - &tmp_exceptions, &socket_info.timeout); - - if (pollret==-1) { - LOG(llevError, "select failed: %s\n", strerror(errno)); - return; + ns->tick (); + ns->refcnt_chk (); } +} - /* We need to do some of the processing below regardless */ -/* if (!pollret) return;*/ +void +client::tick () +{ + if (!pl || destroyed ()) + return; - /* Following adds a new connection */ - if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) { - int newsocknum=0; + /* Update the players stats once per tick. More efficient than + * sending them whenever they change, and probably just as useful + */ + esrv_update_stats (pl); -#ifdef ESRV_DEBUG - LOG(llevDebug,"doeric_server: New Connection\n"); -#endif - /* If this is the case, all sockets currently in used */ - if (socket_info.allocated_sockets <= socket_info.nconns) { - init_sockets = (NewSocket *) realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1)); - if (!init_sockets) fatal(OUT_OF_MEMORY); - newsocknum = socket_info.allocated_sockets; - socket_info.allocated_sockets++; - init_sockets[newsocknum].faces_sent_len = nrofpixmaps; - init_sockets[newsocknum].faces_sent = (uint8*) malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent)); - if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY); - init_sockets[newsocknum].status = Ns_Avail; - } - else { - int j; - - for (j=1; j>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255); - - if (checkbanned(NULL, buf)) { - LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf); - close(init_sockets[newsocknum].fd); - init_sockets[newsocknum].fd = -1; - } - else { - InitConnection(ns, buf); - socket_info.nconns++; - } - } + if (last_weight != -1 && 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)); } - /* Check for any exceptions/input on the sockets */ - if (pollret) for(i=1;iob); - /* This does roughly the same thing, but for the players now */ - for (pl=first_player; pl!=NULL; pl=next) { + if (update_look) + esrv_draw_look (pl->ob); - next=pl->next; - if (pl->socket.status==Ns_Dead) continue; + 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 (); - if (FD_ISSET(pl->socket.fd,&tmp_write)) { - if (!pl->socket.can_write) { -#if 0 - LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name); -#endif - pl->socket.can_write=1; - write_socket_buffer(&pl->socket); - } - /* if we get an error on the write_socket buffer, no reason to - * continue on this socket. - */ - if (pl->socket.status==Ns_Dead) continue; - } - else pl->socket.can_write=0; + send_image (face); - if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) { - save_player(pl->ob, 0); - if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { - terminate_all_pets(pl->ob); - remove_ob(pl->ob); - } - leave(pl,1); - final_free_player(pl); - } - else { - HandleClient(&pl->socket, pl); - /* If the player has left the game, then the socket status - * will be set to this be the leave function. We don't - * need to call leave again, as it has already been called - * once. - */ - if (pl->socket.status==Ns_Dead) { - save_player(pl->ob, 0); - if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { - terminate_all_pets(pl->ob); - remove_ob(pl->ob); - } - leave(pl,1); - final_free_player(pl); - } else { - - /* 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)); - } - /* draw_client_map does sanity checking that map is - * valid, so don't do it here. - */ - draw_client_map(pl->ob); - if (pl->socket.update_look) esrv_draw_look(pl->ob); - } - } - } + bg_scrub = BG_SCRUB_RATE; + } } +